Mechanics & Formulas
The exact formulas the game runs — how your stats combine into damage, defense, drops and more.
Resist cap
75%
Hit chance
5–100%
Coins / kill
level × 3
Substat roll
66.7–100%
Drop rolls
independent
Level cap
150
Damage
Each hit runs through this pipeline, in order:
- 1Element multiplier — multiply by the weakness-chart factor for your element vs the target's.
- 2Resists & element bonuses — see the formula below; combined resist is capped at 75%.
- 3Critical → subtract Def / Mdef → Hit vs Flee → round.
totalResist = min(ElementResist + AllResist, 75)
value = (1 − totalResist/100)
× (DamageElement% + 1)
× (DamageToElement% + 1)
× elementMultiplier × value
element-wheel bonus (by distance):
near → × (NearElementDmg% + 1)
opposite→ × (OppositeElementDmg% + 1) Healing uses the same path with a negative value:
value × (Healing% + 1). Against a target with the
heal-reversal status it becomes × −2 — healing turns into double damage.Hit · Crit · Defense
HitChance = clamp(Hit − Flee + 100, 5, 100)
CriticalDamage = base + Luk/5 + CritDamage
Def = Def × Def%
ResistCap = 75% (element + all resist) Hit chance can never drop below 5% or exceed 100%.
Monster Stats (by level)
Attack(lvl) = round( (curveSum×0.25 + 15 + b
+ ATK×(a/200 + 1)) × mult × 1.5 )
MaxHealth(lvl) = round( f(Vit, baseHp, HpMult)
× curveSum ) A monster's HP and attack scale off its level curve and innate stats.
Drops
Every drop rolls independently — no weighted slots, no “one drop per kill”, no pity.
drops if random(0..1) < DropChance/100
Coins = level × 3
EXP = ExpDrop[level] (see EXP Table) Expected drops per kill = sum of every item's DropChance ÷ 100.
→ EXP & drop tableStatus Effects
- • Applying gates on the target being alive, then rolls its resist / chance.
- • Effects are queued, then merged each tick — capped by a per-effect max stack and per-effect cooldowns.
- • Stacking is capped accumulation, not a blind refresh.
Enchant / Substats
Substats are picked uniformly from each slot's pools — there are no per-stat weights to chase.
value = max × (roll/100 × 0.3333 + 0.6667)
roll 0..100 → 66.7% .. 100% of max A perfect roll is 100% of max; the worst is 66.7%. The distribution is flat, averaging ~83%.