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Combat: damage, defense and critical hits

What your health, mana, damage, speed, critical chance, defense and evasion really are, with the caps.

Last edited by Awaitlab · Nov 2, 2026· 0 views · 1 contributor

Health and mana

HP=(100+10 (VIT−5)+gear)×(1+bonuses)\mathrm{HP} = \left(100 + 10\,(\mathrm{VIT}-5) + \mathrm{gear}\right) \times (1 + \mathrm{bonuses})

Mana=(100+3 (INT−5)+(SPI−5))×(1+bonuses)\mathrm{Mana} = \left(100 + 3\,(\mathrm{INT}-5) + (\mathrm{SPI}-5)\right) \times (1 + \mathrm{bonuses})

VIT, INT and SPI are your Vitality, Intelligence and Spirit. Out of a fight you regenerate 3% of your max HP per second, starting 5 seconds after the last hit (plus 0.0075% per point of Vitality).

Basic attack

Damage=(12+1.2 (STR−5)+weapon)×style×combo\mathrm{Damage} = \left(12 + 1.2\,(\mathrm{STR}-5) + \mathrm{weapon}\right) \times \mathrm{style} \times \mathrm{combo}

The combo multiplier is ×1, ×1.1 then ×1.6 on the third hit. Each weapon style has its own multiplier:

StyleDamage
Blade×1
Spear×1.05
Dagger×0.72
Scythe×1.1
Greatsword×1.5
Hammer×1.55
Staff×0.9

The time between attacks is max⁡ ⁣(0.22, 0.451+0.01 (AGI−5))\max\!\left(0.22,\ \tfrac{0.45}{1 + 0.01\,(\mathrm{AGI}-5)}\right) seconds times the style's own interval.

Critical hits

Chance = min⁡(50%, 5%+0.3% (PER−5)+gear)\min(50\%,\ 5\% + 0.3\%\,(\mathrm{PER}-5) + \mathrm{gear}). A critical hit deals ×1.75 damage (plus critical damage bonuses).

Skills

A skill deals its percentage of your physical power (Strength + weapon) or magic power (Intelligence + weapon), times the multipliers of your class, tree and buffs, then a critical roll. Each skill level past the first adds +15% power and −5% cooldown.

Cooldown reduction: min⁡(45%, 0.2% (INT−5)+bonuses)\min(45\%,\ 0.2\%\,(\mathrm{INT}-5) + \mathrm{bonuses}).

Defense and evasion

Reduction=min⁡ ⁣(70%, DEFDEF+200+armor+bonuses)\mathrm{Reduction} = \min\!\left(70\%,\ \tfrac{\mathrm{DEF}}{\mathrm{DEF}+200} + \mathrm{armor} + \mathrm{bonuses}\right)

  • Reduction caps at 70% (Tank 65%, Berserker 62%).
  • Evasion = 0.15% (AGI−5)0.15\%\,(\mathrm{AGI}-5) + bonuses, 60% at most (Survivor 52%).

PvP

A hit on another awakened deals 50% of its damage, and never more than 30% of the victim's max HP in one hit.

  • Balance between awakened (only in PvP): the gap between a strong and a weak awakened is narrowed (power = square root of offense × toughness).
  • PvP caps: evasion 40%, damage reduction 50%, life steal ×0.5, critical damage ×0.75.
  • Protection: an awakened 3 ranks or more below you cannot be hit unless he struck you first (30 s), and his kill counts on no record.
  • Fair duel: a duel can be asked as fair: both fight as strong as their average, each with his own class.

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