Systems

Combat and power

Season 1

How damage is calculated in Season 1 — attack power, armour mitigation, and why the numbers keep growing.

This page describes Season 1, which has not been released yet. The live game still works the way it does today.

Season 1 replaces the original damage formula. This page describes the new model. The live game still uses the old one until Season 1 ships.

The old problem

The original formula subtracted armour from attack:

damage = attack − defence

Subtraction has a cliff. A few points of armour either side of your attack value swings damage from "fine" to "almost nothing", and once a monster's defence approaches your attack, damage collapses to a floor value regardless of how much gear you're wearing.

That's why late zones felt slow rather than hard.

The new model

Damage is now a ratio, not a difference:

mitigation = armour / (armour + k × attackPower)
damage     = attackPower × (1 − mitigation) × critMultiplier

Mitigation approaches 1 but never reaches it. There is no cliff and no floor hack: more armour always reduces damage, and more attack power always increases it, at every scale.

Where attack power comes from

attackPower = gearPower × (1 + Σ flat bonuses) × Π(1 + each multiplier)

Three layers, in order:

  1. Gear power — the sum of your equipped items' power (see Item power and rarity).
  2. Flat percentage bonuses — added together, then applied once.
  3. Multipliers — each one multiplies the result independently.

The third layer is why numbers grow the way they do in an incremental game. Two separate +50% multipliers give ×2.25, not ×2. Stacking different kinds of bonus beats stacking more of the same kind.

Critical hits

Critical chance keeps a soft cap. Critical damage does not.

The base critical multiplier is ×2, and critDamage bonuses add to it without limit. Once your crit chance is high, further investment is better spent on crit damage — the two multiply.

Growth

Monster health, monster power and item power all scale on the same per-level constant. Because content and gear grow together, an on-level fight feels the same at level 10 and level 110.

That is the point. Progress doesn't come from the base numbers — it comes from the multipliers you accumulate, and from Ascension.

What survived from the old system

Not everything was thrown out:

  • Weapon-type resistances on monsters still apply.
  • Race bonuses (+% damage vs animal, undead, devil, and so on) still apply, and are now one of the multipliers in the product above.
  • Class-vs-class bonuses still apply in PvP.

Those all become terms in the Π(1 + x) product rather than special cases.