Wiki / Combat Formula
How combat damage actually works
These are the real formulas the game runs, not an approximation. Every combat loop plays out 3 rounds: you hit, the enemy hits back if it's still alive, repeat. Whoever has more HP left when the rounds run out — or whoever drops the other to 0 first — wins.
The short version: your ATK and DEF don't interact with each other at all. There's no tradeoff where more of one costs you the other, and no bonus for keeping them balanced. Each stat only ever plays against the opponent's matching stat — your ATK vs their DEF, your DEF vs their ATK.
Hit damage
Same shape for both sides — swap attacker/defender for the enemy's hit on you.
Your hit on the enemy
max(1, round(yourATK − enemyDEF × 0.55 + random(0,5))) × (2 if crit)
Enemy DEF blocks roughly 0.55 damage per point, floored at 1 — a hit can never deal zero.
Enemy's hit on you
max(2, round(enemyATK − yourDEF × 0.55 + random(0,5))) × (2 if crit)
Your DEF blocks the same way, floored at 2 for the enemy's hit specifically.
Crit chance
The only place a "gap" affects anything — and it's the gap between your ATK and the zone's recommended ATK, not your own DEF.
Your crit chance
max(2%, 12% + weaponBonus × 0.8% − max(0, recommendedATK − yourATK) × 1%)
Under-geared on ATK for this zone? Every point you're short costs 1% crit chance, down to a 2% floor. Being over the recommendation gives no extra crit — the gap term just can't go negative.
Enemy crit chance
flat 8%
Fixed — nothing you do changes how often the enemy crits you.
Dodge chance
Each side's dodge reads its own DEF against the opponent's ATK — again, never your own two stats against each other.
Your dodge chance
max(3%, 10% + yourDEF × 0.3% − enemyATK × 0.2%)
More DEF raises this directly. A harder-hitting enemy lowers it.
Enemy dodge chance
min(40%, max(3%, 8% + enemyDEF × 0.2% − yourATK × 0.15%))
More of your ATK lowers how often the enemy dodges you, capped at 40%.
Elemental resistance (zones 18–20 secondary enemies)
A handful of endgame enemies deal an elemental damage type (fire, frost, or lightning) that your gear's matching resist stat defends against. This is separate from ATK/DEF entirely, but it changes how well your DEF and dodge actually hold up: falling short of the required resist lets that fraction of the shortfall bypass your DEF outright, and proportionally suppresses your own dodge and crit chance too. Meet the resist requirement and this has zero effect — none of the numbers above change.
It's never a hard wall: even at zero resist against a demanding requirement, you keep some chance to win rather than an automatic loss.
Practical takeaways
Stack the stat you're short on. ATK below a zone's recommendation costs you crit chance on top of raw damage — DEF below recommendation only costs raw mitigation and dodge. There's no shared pool being split between them.
The "suggested stats" line you see after a loss is just a hint pulled from the zone's recommended ATK/DEF — it isn't applying any additional penalty beyond the formulas on this page.
Aim for 70–80% win rate, not 100%. See the Combat Stats page for your base ATK/DEF/HP by level before gear.