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Formulas Reference

Quick lookup for all game formulas.


Stat Scaling (Base Formula)

HP         = Base HP + (Level × HP/Lv) + (STR × 5)
Attack     = Base ATK + (STR × 1)
AP         = Base AP + (INT × 1)
Defense %  = STR × 2% (percent_add)
ATK Speed  = Weapon Speed × (1 + DEX × 2% + Equip%)
Move Speed = Base × (1 + DEX × 0.5%)
Crit Dmg % = Base + (DEX × 1%)
Crit %     = Base + (INT × 0.2%)
CDR %      = INT × 0.2%
Mana       = Base + (INT × 3)

Attack Speed

When a weapon is equipped, it replaces the class base attack speed. For example, a Dagger with 1.95x attack speed at +17 becomes the new base.


Equipment Stat Formula

Equipment stats use three modifier types that apply in this order:

Final = Flat × (1 + PercentAdd / 1,000,000) × PercentMultiply
Modifier How it Stacks Example
__flat Additive +500 HP, +50 ATK
__percent_add Additive % 280000 = +28%
__percent_multiply Multiplicative 410000 = ×1.41

Example: Ring with attack_damage__percent_add: 280000 and Helmet with attack_damage__percent_multiply: 290000 - Flat ATK after STR: 100 - After percent_add (28%): 100 × 1.28 = 128 - After percent_multiply (29%): 128 × 1.29 = 165


Combat

Est. Combat Power = Boss HP × 4

Crit DPS Multiplier = (1 - CritChance) + (CritChance × CritMult)

Monster Grade Multipliers

Magic HP   = Base × 2.0    (+100%)
Rare HP    = Base × 6.0    (+500%)
Unique HP  = Base × 14.5   (+1350%)
Boss HP    = Base × 16.0   (+1500%)
Mythic HP  = Base × 43.5   (+4250%)

Magic DMG  = Base × 1.2    (+20%)
Rare DMG   = Base × 1.5    (+50%)
Unique DMG = Base × 1.9    (+90%)
Boss DMG   = Base × 2.55   (+155%)
Mythic DMG = Base × 3.6    (+260%)

Enhancement

Success Rate by Level:
+1 to +4  = 100%
+5  = 80%    +6  = 75%    +7  = 70%
+8  = 65%    +9  = 60%    +10 = 50%
+11 = 40%    +12 = 30%    +13 = 25%
+14 = 20%    +15 = 10%    +16 = 9%
+17 = 8%     +18 = 7%     +19 = 5%
+20 = 3%     +21 = 3%

Avg Attempts (single level) = 1 / Success Rate
Avg Total Attempts (+0 to +21) ≈ 163

Probability

Loot Box Item Chance = Item Weight / Total Weight

Bounty Tier Rates (sequential roll):
  Tier 4: 1.6%
  Tier 3: 7% × 0.984 = 6.89%
  Tier 2: 30% × 0.984 × 0.93 = 27.46%
  Tier 1: Remainder = 64.05%

Magic Power Roll Chances

Magic Equipment:  Normal 48% | Magic 32% | Rare 20%
Rare Equipment:   Normal 45% | Magic 31.5% | Rare 15.5% | Unique 8%
Boss Equipment:   Normal 46.5% | Magic 30% | Rare 15% | Unique 6% | Boss 2.5%

Potion Charges

Charges per kill (within 1500 units):
  Normal = +3
  Magic  = +4
  Rare   = +10
  Unique = +20
  Boss   = +30
  Mythic = +50

Regeneration

HP Regen   = Every 3 sec
Mana Regen = Every 6 sec

Stat Caps

Defense Reduction   = 90% max
Damage Reduction    = 90% max
Cooldown Reduction  = 80% max
Life Leech          = 50,000 HP/hit max
Attack Speed        = No cap

Data Format (raw game values)

1,000,000 = 100%    (e.g., 800000 = 80%)
÷ 10,000  = %       (e.g., 50000 = 5%)
Raw int   = flat    (e.g., 500 = +500 HP)