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How it works/Dimraeth damage formula and critical hits

Combat

Below this box is the in-game Codex text, unchanged. The numbers on the facing page come from the game files.

Offense

Offense is everything that determines how hard your attacks hit. Every hit follows one formula:

Damage = Attack Multiplier × Power × (1 + Source Stats + Type Stats) × (1 + Strongest Effects) × (1 - Target Reduction)

Attack Multiplier - the strength of the attack or spell itself.

Power - Physical Power for Strike, Thrust, and Blunt damage; Magic Power for the elements.

Source Stats - your Physical Damage or Magic Damage percent bonuses, added together.

Type Stats - percent bonuses for the exact damage type (such as Fire Damage or Strike Damage), added together.

Strongest Effects - active buffs of the same kind do not stack; the strongest source effect and the strongest type effect apply, and the two add together.

Target Reduction - see the Defense category.

Critical hits multiply the result by your Critical Damage, and every hit deals at least 1 damage.

Physical Power

Attribute

The stat that scales all physical damage you deal.

Strike, Thrust, and Blunt attacks calculate their damage from your Physical Power.

It is drawn mainly from Strength, with smaller contributions from Agility and Adventure, and is raised further by equipment and the skill tree.

Magic Power

Attribute

The stat that scales all elemental damage you deal.

Fire, Ice, Electricity, Decay, and Ether attacks calculate their damage from your Magic Power.

It is drawn mainly from Intelligence, with smaller contributions from Charisma and Adventure, and is raised further by equipment and the skill tree.

Attack Speed

Stat

How quickly you swing with basic attacks.

Higher Attack Speed shortens the time between swings.

It is increased by Agility, equipment, and temporary effects.

Critical

Stat

The chance for a hit to deal bonus damage.

Each hit rolls against your Critical Chance; on a success it becomes a critical hit and deals extra damage equal to your Critical Damage.

Both values are raised by equipment and the skill tree.

  • Critical Chance

    The percent chance that a hit becomes a critical.

    The baseline is 2%, raised by equipment and the skill tree.

  • Critical Damage

    The bonus damage a critical hit deals over a normal hit.

    The baseline is +50%.

Spell Haste

Stat

Reduces the cooldown of your spells.

Each point of Spell Haste shortens cooldowns by a diminishing amount, letting you cast more often.

It does not change cast times.

Attack Damage

Stat

A percent bonus applied to all damage you deal, added together with your other percent bonuses.

Physical Damage

Damage

Damage dealt by weapons and martial attacks.

It comes in three forms - Strike, Thrust, and Blunt - each reduced by the target's Armor and scaled by your Physical Power.

  • Strike

    Slashing and cutting blows.

    Reduced by Armor plus Strike Armor; raised by the Strike Damage and Strike Piercing stats.

  • Thrust

    Stabbing and piercing blows.

    Reduced by Armor plus Thrust Armor; raised by the Thrust Damage and Thrust Piercing stats.

  • Blunt

    Crushing blows.

    Reduced by Armor plus Blunt Armor; raised by the Blunt Damage and Blunt Piercing stats.

Damage types

Strike, Thrust and Blunt are physical. The elements are magic.

Damage typeScales withReduced by
Strike DamagePhysical PowerArmor + Strike Armor
Thrust DamagePhysical PowerArmor + Thrust Armor
Blunt DamagePhysical PowerArmor + Blunt Armor
Fire DamageMagic PowerResistance + Fire Resistance
Ice DamageMagic PowerResistance + Ice Resistance
Decay DamageMagic PowerResistance + Decay Resistance
Ether DamageMagic PowerResistance + Ether Resistance
Electricity DamageMagic PowerResistance + Electricity Resistance

Your normal attack

Bonebreaker makes normal attacks deal Blunt damage instead of Strike.

A spell's damage type is on its spell page.

Stuns on you

  • You have no stun bar. A monster has to fill its bar before it is stunned, but a stun that hits you takes effect at once.
  • While you block, hits cannot stun you. Each blocked hit costs Stamina: 0.8 per point of damage, or 0.2 on a perfect parry, times your guard efficiency.
  • If a block that is not a perfect parry costs more Stamina than you have, your guard breaks and you are stunned for 1.5 seconds.
  • Your dodge only makes you faster. It does not make you immune, so it saves you from a stun only if it takes you out of the hit.
  • Players on the game's Discord complain about chain stuns from Goblin Basher (level 4). The game files we can read do not say which attacks it uses or how long each stun lasts, so this wiki gives no stun time for it.
  • Deeds that send you after it: Brutal Bashers.

Critical hits

Base critical chance2%
Base critical damage+50%

A critical hit deals your Critical Damage on top of the normal hit. Gear and the skill tree raise both numbers.

On gear, Critical Damage is written "Critical Multiplier". It is the same stat. There is no second multiplier.

How a hit is rolled

The game works out the damage of each hit, multiplies it by the attack's modifiers, then rounds up to a whole number. Critical chance and critical damage have their own calculations.

Nothing in the game files adds up the damage of a full skill rotation, so this wiki gives no damage-per-second figure for one.

Spell Haste

cooldown x 100 / (100 + Spell Haste)

At 100 Spell Haste, cooldowns last 50% as long. Each further point helps a little less.

Spell Haste shortens spell cooldowns and the time a spell takes to get a charge back. Nothing else uses it: passive and keystone effects keep their own timers.

More in the guide Cooldowns, charges and attack speed.

Attack Speed

Attack Speed starts at 1. Each point of Agility adds 0.5% to it, on top of the percent from gear and skill nodes.

Every point adds the same amount. The formula has no cap and no drop-off for high Agility.

AgilityAttack Speed from it alone
01
101.05
251.12
501.25
991.5

Numbers

Your base Health150
Health per Physique, you10
Health per Physique, monsters20
Highest attribute99

Where next

Each spell page lists its damage and costs, and spell ranking sorts them. Monster levels and defenses are on creatures.

Survive

Magic Damage

Damage

Damage dealt by spells and the elements.

It comes in five forms - Fire, Ice, Electricity, Decay, and Ether - each reduced by the target's Resistance and scaled by your Magic Power.

  • Fire

    Elemental flame damage.

    Reduced by Resistance plus Fire Resistance; raised by the Fire Damage and Fire Piercing stats.

    Many Fire attacks also apply the Burning effect.

  • Ice

    Elemental cold damage.

    Reduced by Resistance plus Ice Resistance; raised by the Ice Damage and Ice Piercing stats.

    Many Ice attacks also apply the Chill effect, slowing the target.

  • Electricity

    Elemental lightning damage.

    Reduced by Resistance plus Electricity Resistance; raised by the Electricity Damage and Electricity Piercing stats.

  • Decay

    Elemental rot damage.

    Reduced by Resistance plus Decay Resistance; raised by the Decay Damage and Decay Piercing stats.

    Some Decay attacks also apply the Poison effect.

  • Ether

    Elemental arcane damage.

    Reduced by Resistance plus Ether Resistance; raised by the Ether Damage and Ether Piercing stats.

    It has no linked status effect.

Penetration

Stat

Stats that let your attacks bypass part of a target's defenses.

Each damage type has a matching Piercing stat that ignores a flat amount of the target's damage reduction before the hit is calculated.

The offensive counter to Armor and Resistance.

  • Strike Piercing

    Flat penetration on Strike hits, subtracted from the target's damage reduction.

  • Thrust Piercing

    Flat penetration on Thrust hits, subtracted from the target's damage reduction.

  • Blunt Piercing

    Flat penetration on Blunt hits, subtracted from the target's damage reduction.

  • Fire Piercing

    Flat penetration on Fire hits, subtracted from the target's damage reduction.

  • Ice Piercing

    Flat penetration on Ice hits, subtracted from the target's damage reduction.

  • Electricity Piercing

    Flat penetration on Electricity hits, subtracted from the target's damage reduction.

  • Decay Piercing

    Flat penetration on Decay hits, subtracted from the target's damage reduction.

  • Ether Piercing

    Flat penetration on Ether hits, subtracted from the target's damage reduction.

Minions

Stat

The stats that scale creatures you summon.

Minion Health is applied when a summon is created, while Minion Damage and Minion Critical Chance apply live to every hit your summons land.

  • Minion Health

    Raises your summons' maximum Health.

    Applied at the moment the summon is created.

  • Minion Damage

    A percent bonus to all damage your summons deal.

  • Minion Critical Chance

    Gives your summons a chance to critically strike.

    Summons have no Critical Chance of their own without it.

Defense

Defense is everything that reduces the damage you take. Incoming damage is reduced by one formula:

Reduction % = Defense × 100 / (Defense + 100) - Attacker Piercing

Defense = (Level + Flat Bonuses) × (1 + % Bonuses)

Defense - Armor against Strike, Thrust, and Blunt damage; Resistance against each element, tracked separately.

Level - every character and monster has base defense equal to its level.

Flat Bonuses - Armor and Resistance from equipment, the skill tree, and effects, added together.

% Bonuses - percent increases added together and applied once.

Piercing - the attacker's matching Piercing stat, subtracted from your reduction.

Diminishing returns: 100 Defense halves incoming damage, and each further point adds less than the last - more always helps, but never reaches immunity. Every hit deals at least 1 damage.

Armor

Stat

Your defense against physical damage.

Armor reduces incoming Strike, Thrust, and Blunt damage, with each point contributing slightly less than the last as your total grows.

Attackers can bypass part of it with Physical Piercing.

  • Strike Armor

    Flat Armor that counts only against Strike damage, added on top of your general Armor.

  • Thrust Armor

    Flat Armor that counts only against Thrust damage, added on top of your general Armor.

  • Blunt Armor

    Flat Armor that counts only against Blunt damage, added on top of your general Armor.

Resistance

Stat

Your defense against elemental damage.

Resistance is tracked separately for Fire, Ice, Electricity, Decay, and Ether, and reduces incoming damage of its element with diminishing returns as your total grows.

Attackers can bypass part of it with Resistance Penetration.

  • Fire Resistance

    Flat Resistance that counts only against Fire damage, added on top of your general Resistance.

  • Ice Resistance

    Flat Resistance that counts only against Ice damage, added on top of your general Resistance.

  • Electricity Resistance

    Flat Resistance that counts only against Electricity damage, added on top of your general Resistance.

  • Decay Resistance

    Flat Resistance that counts only against Decay damage, added on top of your general Resistance.

  • Ether Resistance

    Flat Resistance that counts only against Ether damage, added on top of your general Resistance.

Guard Efficiency

Stat

Strengthens your guard.

When a guard spell absorbs a hit, the impact drains your Stamina - each point of Guard Efficiency reduces that drain by 1%.

Damage Types

Harm in the world is dealt as one of several types, each resisted, pierced, and amplified separately.

Stacking effects
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