How combat works
Mechanics
Learn exactly how damage, defense and rewards are calculated. Play with the sliders to see what really moves your damage per second, why armor matters less than you'd think, and how rare drops add up.
Damage and DPS
Master formula (Damage/s)
Damage per second. Multiply your attack speed by your attack damage. Then add a crit bonus: how often you crit × how much extra damage your crits do.
DPS = AttackSpeed × AttackDamage × (1 + CriticalChance × (CriticalDamage − 1))
- · AttackSpeed (Atk Speed) = raw / 100 (90 → 0.9 atk/s)
- · AttackDamage (Damage) = raw
- · CriticalChance (Crit chance) = raw / 100 (25 → 0.25 = 25%)
- · CriticalDamage (Crit damage) = raw / 1000 (1400 → ×1.40)
Hero preset
Damage per second
1.98
Avg damage/hit
2.20
Crit damage
2.80
Hits/sec
0.90
Compare to base heroes
Knight×1.00 ↑
Ranger×1.65 ↑
Sorcerer×1.36 ↑
Priest×2.04 ↑
Hunter×1.13 ↑
Slayer×1.18 ↑
Defense and Effective HP
Formulas (Survival)
Your real survivability. Armor turns each HP into 'more than 1 HP' against physical hits: with 100 armor, 1000 HP behaves like 2000 HP. The more armor you stack, the smaller each extra point's gain.
damage_taken = 100 / (100 + Armor) mitigation = Armor / (100 + Armor) EHP = MaxHp × (100 + Armor) / 100
- · No ceiling: each point adds EHP, but mitigation approaches 100% asymptotically.
Hero preset
Physical EHP
2030
Damage taken
69.0%
Mitigation
31.0%
Tankiness
1.45
Mitigation curve (0 → 500)
Stat application order
How modifiers stack
- Hero/equipment base
- Add Flat (+N)
- Multiply by
(1 + Σ Additive %) - Multiply each Multiplicative
(1 + value)
1100.00
Base stat
100
2120.00
Base + Flat (20)
100 + 20
3180.00
× (1 + Additive 50%)
120 × 1.50
4248.40
× Multipliers (20% × 15%)
180.00 × 1.20 × 1.15
Final248.40
Stage rewards
Gold per normal monster
monster.RewardGold × stage_level.MonsterGoldMultiplier / 100
Exp per normal monster
monster.RewardExp × stage_level.MonsterExpMultiplier / 100
Boss gold
boss.RewardGold × stage.BossGoldMultiplier / 1000 × stage_level.MonsterGoldMultiplier / 100
- · Double multiplier: the boss × the global level multiplier.
Boss HP
boss.MaxLife × stage.BossHpMultiplier / 1000 × stage_level.MonsterHpMultiplier / 100
Boss damage
boss.AttackDamage × stage.BossDamageMultiplier / 1000 × stage_level.MonsterAtkDmgMultiplier / 100
Expected gold/clear
avg_monster_gold × (waves × monsters_per_wave) + boss_gold
- · What appears on each stage page as 'Gold / clear'.
Drop calculation
Stage pool resolution
DropKey = StageInfo.{MonsterDropItemKey|BossDropItemKey} × 10 + difficulty_variant- · Stage references with 6 digits; the real DropKey has 7 (last digit = variant: 1 or 5).
Item probability in a pool
prob = entry.Weight / Σ(weights with same hero_condition)
- · Entries with HeroKeyCondition form separate buckets — only apply if you play that hero.
REWARDTYPE = ITEMGROUP
RewardKey → ItemGroupInfoData (1-to-many: weight split across each item in the group)
REWARDTYPE = ITEM
RewardKey is the ItemKey directly
Offline rewards
116Per StageLevel: base gold/exp earned while offline, and the kill/clear targets the game uses to compute offline progression.
Stage level
1
Gold1
Exp1
K/C180 / 20
Stage level
10
Gold7
Exp29
K/C864 / 12
Stage level
25
Gold28
Exp359
K/C1440 / 10
Stage level
50
Gold148
Exp2640
K/C3080 / 10
Stage level
75
Gold466
Exp9054
K/C4420 / 10
Stage level
100
Gold1110
Exp21.898
K/C6300 / 10
Stage level
116
Gold1110
Exp21.898
K/C6300 / 10
Level curve
Total 42.291.336.533 EXP to maxCumulative experience required to reach each player level (1–100). Source: LevelInfoData.
Lv 10
159.500
Exp
Lv 25
35.347.498
Exp
Lv 50
736.116.892
Exp
Lv 75
6.965.079.034
Exp
Lv 100
42.291.336.533
Exp