Combat
There are a variety of factors that affect the outcome of combat between adventurers and beasts. Weapon power calculations apply the following order of operations:
- Base attack calculation
- Elemental adjustments
The following bonuses are then added using power after elemental adjustments:
- Strength bonus (None for beasts)
- Critical hit bonus
- Name match bonus
Armor power is calculated as follows:
- Base armor calculation
- Jewelry bonus (None for beasts)
Finally, we negate armor power from attack power to get the net damage calculation.
Weapon power - Armor power = Damage
Base Calculation
The base calculation for the power of adventurer weapons and armor:
Item Greatness * (6 - Tier)
The calculations for beast power utilises the same formula, but substitutes Level for Greatness:
Beast Level * (6 - Beast Tier)
Elemental Adjustments
Weak/Fair/Strong gives 50%/100%/150% damage to certain Armor Type.
Weapon vs Armor | Metal | Hide | Cloth |
---|---|---|---|
Blade | Weak | Fair | Strong |
Bludgeon | Fair | Strong | Weak |
Magic | Strong | Weak | Fair |
Critical hits
Increasing Luck increases your chances of getting critical hits where the chance is luck / 100
. In the event of a critical hit, the damage increase is randomly rolled between 20-100%
.
Name match bonus
When beasts are level 19+, they will have name prefixes such as "Whisper Glow". In combat, if any of these 2 name prefixes match any of your item name prefixes (unlocked from greatness 19+) name match bonuses are applied to damage.
A 20%-100%
bonus is applied from matching a name suffix, such as "Glow", and a 4-7x
bonus from matching a name prefix, such as "Whisper".