EN
Feedback
Guides/How a hit is worked out

How a hit is worked out

A hit starts from your Power, adds up every percent bonus once, loses the target's defense, then takes the spell's coefficient. It is rounded up at the end. A critical hit multiplies that rounded number and rounds up again.

The steps

  1. Your Physical or Magic Power comes from your attributes, gear and skill nodes. Strike Damage, Thrust Damage, Blunt Damage use Physical Power, every other type uses Magic Power.
  2. All percent bonuses for the hit add together into one number: the damage type's own bonus, its family bonus, and the bonuses against the target's condition. Power is multiplied by that sum once, then rounded to 2 decimals.
  3. Buffs and debuffs on damage apply next. The result is cut to a whole number.
  4. The target's armor or resistance removes its share, never leaving less than 1.
  5. The spell's damage coefficient multiplies the result.
  6. A creature's hit grows with the number of players near it, when that creature has group scaling.
  7. A creature's hit is then multiplied by its empowered bonus and the difficulty's damage setting.
  8. The game rounds up to a whole number.
  9. The critical roll happens last. On a critical hit the rounded number is multiplied again and rounded up again.

Damage over time skips this path. It has its own rule, with no critical hits.

When a creature takes the hit, the difficulty's damage-taken setting applies, then any shield absorbs damage before Health does.

Worked example

A new Echo Weaver casts Fireball at Forest Heart, before any gear, skill node or buff.

Magic Power7 Charisma x 0.5 + 6 Adventure x 0.5 + 8 Intelligence x 1 = 14.5

Its archetype passive adds 0.5 per point of Agility: 3.5 more.

Magic Power, whole number18
Target defense30
Damage removed23.08%
After defense13.8462
Spell coefficient2.2
Before rounding30.4615
Damage on screen31
As a critical hit (+50%)47
Armor, resistance and piercingCritical hits
Feedback