Mechanics
Stats[edit]
Name | Description |
---|---|
Max Health | Max number of hit points before your character enters Gloom Grasp. Gloom Grasp is a bleed out state where your character will be downed and cannot perform normal actions. While in Gloom Grasp, an ally player can revive you, or you can use a revival consumable item if you have one equipped. |
Resilience | The higher the Resilience, the more Break damage your character can take before their Guard is broken. While Guard Broken, incoming hits will cause your character to stagger, interrupting actions. |
Weapon Power | Increases the damage of Weapon Attacks and Weapon Abilities. |
Ability Power | Increases the damage of and effectiveness of Character Abilities. |
Crit Rating | Increases the chance of an attack being a Critical Hit. Critical Hits deal an additional 50% damage. Against an equal power level enemy: Crit Chance from Crit Rating: xx.xx% |
Crit Power | Added to damage dealt as additional Weapon Power and Ability Power when landing a Critical Hit. |
Break Power | Guard Break damage dealt to enemies. |
Phys Defense | Mitigates Weapon Power from enemies. Against an equal power level enemy: Physical Damage Mitigation: xx.xx% |
Mag Defense | Mitigates Ability Power from enemies. Against an equal power level enemy: Magical Damage Mitigation: xx.xx% |
Stats calculation[edit]
The formula for calculating stats of an object (Wayfinder, accessory, or weapon) is:
Where:
- Base Stats - The value of a specific base stats of an object, e.g. Max Health
- This value is not shown in-game, but can be seen on the object's wiki page
- Total Base Stats - Cumulative value of all base stats of an object
- If the object is a heroic Wayfinder, then the value is using their base Wayfinder's value, not their own
- Stats Multiplier - Multiplier that increases object's base stats, such as:
- Accolades or Wayfinder Rank increases base weapon stats for up to 138% at rank 30
- Wayfinder or weapon awakening increases base stats by 15% per rank for up to 75% at rank 5
- Level Scaling - Represents the power increase of an object through level
- This value is not shown in-game, but can be seen on the object's wiki page
- Budget & Display Multiplier - Each stats have static multipliers applied to it:
Stats Budget Multiplier Display Multiplier Max Health 7.5 1 Resilience 4.5 2 Weapon Power 1.125 10 Ability Power 1.125 10 Crit Rating 1.125 10 Crit Power 0.9 10 Break Power 1.125 10 Phys Defense 1.875 10 Mag Defense 1.875 10
- Affinity - The object's stats of matching affinity is increased in linear manner, e.g. 10% affinity increases stats by 10%. Wayfinder Affinity affects all objects, while Weapon Affinity affects weapon only. If the object is a weapon, both affinities are added up
Damage calculation[edit]
The formula for calculating damage is:
Where:
- Stats - Stats used depends on the attack type:
- Weapon Power - Normal attacks and weapon abilities
- Active Reload Bonus - 1.5x Weapon Power after hitting Hotspot Reload
- Ability Power - Wayfinder abilities
- Break Power - All attacks. It reduces enemy's Resilience but doesn't deal damage
- Crit Power - On Critical Hit, the value of Crit Power is added into the appropriate stats
- Note: certain skills or passives might use stats on a different type of attack than usual
- Weapon Power - Normal attacks and weapon abilities
- Stats Display Multiplier - All damage stats share the same Display Multiplier, which is 10
- Attack Modifier - Each attack has its own modifier
- This value is not shown in-game, but can be seen on the object's wiki page
- Combo Bonus - Also referred to as, and related to, the Heat of Battle. Starts at 1. Accumulated hits within short period increases combo, up to 3 on Dual Daggers, or 2 on other weapons
- Critical Hit Bonus - 0.5 on Critical Hit, otherwise 0
- Other Multiplier - Other damage multipliers, calculated multiplicatively with each other:
- Resilience Multiplier - 0.75x if the target has Resilience. This is calculated regardless if their guard is broken or not
- Guard Broken Multiplier - 1.33x during Guard Broken. This value might change depending on Resilience Piercing, i.e. for weapons with 0.5 resililience pierce it is (1+0.33*0.5) when guard isnt broken, and (1+0.33) when guard is broken.
Defense calculation[edit]
Damage taken from an attack is (rawdmg-0.01*defense)*0.75 if you have resilience active, i.e. defenses are not useful against high damage attacks. On December 14 the defense calculation was modified to change the modifier from 0.01 to something around 0.025 +-/0.001, i.e. (rawdmg-0.025*defense)*0.75
As of 2024/02/24, a good approximation for the defense calculation in the game is def%=0.12*(min(max(Def/PR,0), 2.0833333333333335))+ (0.072)*min(max(Def/PR-2.0833333333333335, 0), 2.0833333333333335) + 0.048*max(Def/PR-4.166666666666668, 0) , where PR is the PR of the dungeon. This formula matches the defense display in-game exactly, but may not work if the enemies in a dungeon level up due to gloom abushes.
There is also a multiplicative 30 % damage reduction for melee weapons now. This damage reduction is included in the in-game tooltip.
Power rating[edit]
The game calculates a power rating that is usually used to scale your stats down by multiplying all of them by a ratio of intended_PR/your_PR, so if your PR is higher than the intended PR of a dungeon, this results in your stats being less effective. Since PR is not a good representation of actual power, shedding stats such as defense that increase PR can indirectly increase your damage by lowering your power rating.
Weapons[edit]
All 4 Weapon Types have their own unique mechanics that affect the ideal way to interact with them.
Guardian[edit]
The Guardian's weapon mechanic is Latent Power. Blocking and hitting enemies with melee attacks will build the Latent Power meter, and when the meter is full, using a Block Counter or any variety of Shield Slam (a charged heavy attack, an aerial heavy attack, or a heavy combo ender) will bank a pip and unlock the weapon ability; up to three levels can be stored. Performing a weapon ability cashes out all stored pips, increasing the ability's power depending on how many pips were used.
Executioner[edit]
The Executioner's weapon mechanic is Momentum. Swinging the weapon builds momentum (heavy attacks build it faster than light attacks), but not swinging causes it to decay quickly. Building momentum reduces incoming resilience damage, allowing you to continue attacking at less risk of being Guard Broken. Up to three levels of momentum can be stored, and performing a weapon ability consumes Momentum, with the strength of the ability increasing for each level of Momentum consumed.
There are three sub-classes of Executioner weapons: Breakers, Greatswords, and Greatscythes. All three types feature distinct attack patterns from each other.
- Breakers cover all two-handed axes and maces and are the "default" Executioner sub-class. Their behavior matches the default of the overall class.
- Greatswords cover two-handed swords. Compared to Breakers, Greatswords have a faster attack speed but deal less damage to resilience.
- Greatscythes cover the two-handed scythes. Greatscythe combos are unique compared to Breakers and Greatswords, featuring more wide sweeping attacks. They otherwise share the same default behavior.
Twin Striker[edit]
The Twin Striker's weapon mechanic is Blade Dance. Every fourth consecutive melee attack builds a Flourish point, and you can store anywhere from 0-3 Flourish points at a time. A Flourish (heavy attack) can be performed at any time to cash out all stored points (if any), with more points leading to a stronger Flourish. A 0-point Flourish is a weak spin attack, while higher levels up to the maximum 3-point Flourish perform larger and stronger attacks, provide an invulnerability window, and grant/refresh a Weapon Power buff for 15 seconds. Each Flourish point spent builds the Blade Dance Meter, and when topped out, the weapon ability unlocks and becomes available. Using the weapon ability not only performs the ability but also triggers the Blade Dance, causing all weapon attacks to hit twice for a short period of time.
Marksman[edit]
The Marksman's weapon mechanic is Eagle Eye. Shooting an enemy builds the Eagle Eye meter (visible as a yellow bar on your crosshair), and when maxed out, a weakspot will appear on an enemy the next time you shoot them (marked by an audible bird's cry). Shooting the weakspot deals bonus damage and grants a charge of Locked and Loaded, allowing a single use of the weapon ability; up to three Locked and Loaded charges may be stored at a time. The Eagle Eye meter resets after scoring a weakspot hit.
There are four sub-classes of Marksman weapons: Rifles, Burst Rifles, Shotguns, and Runecannons. Each sub-class provides a unique buff to the weapon on a Perfect Reload.
- Rifle's Perfect Reload buff is +35% fire rate. Rifles have light armor penetration, ignoring 25% of the damage reduction of armored enemies.
- Burst Rifle's Perfect Reload buff is +50% Crit Power. Like rifles, burst rifles have light armor penetration, ignoring 25% damage reduction of armored enemies.
- Shotgun's Perfect Reload buff is +50% Break Power.
- Runecannon's Perfect Reload buff is +50% Weapon Power. Runecannons also feature heavy armor penetration, ignoring 50% of damage reduction from armored enemies.