How a hit is worked out, stats, damage types and weak points
Horizon Walker damage formula and battle mechanics
Damage formula
1.Base damage
ATK x skill %
The ATK is the one the skill names: Melee, Ranged or Magic. The skill's percentage is the N% in its description, and it rises with the skill level.2.Defense
x (1 - DEF / (DEF + 1000))
DEF is the target's defense against the hit's physical type (Slash, Pierce or Crush), or its resistance to the element when the skill carries one. Each point counts for less as DEF grows: 50 DEF cuts 4.8%, 100 DEF cuts 9.1%, 250 DEF cuts 20%, 500 DEF cuts 33.3%, 1,000 DEF cuts 50%, 2,000 DEF cuts 66.7%. Negative DEF, from debuffs, raises the damage instead.3.Level gap
x (1 + 8% per level above)
An attacker at or above the target's level deals 8% more damage per level of the gap. An attacker below it deals a share from the level-gap table further down. A hit never deals less than 1.4.Bonuses and reductions
Damage boosts for the type (Slash Boost, Heat Boost and the rest), crits (Crit DMG starts at 150%), added damage from buffs, and the target's damage reduction apply around the core above. A battle-wide multiplier closes it out.
Damage types
Every damaging skill deals one physical type, and some add an element. Each type has its own boost on the attacker and its own DEF on the target.
- SlashKind: PhysicalAttacker's stat: Slash BoostTarget's stat: Slash DEF
- PierceKind: PhysicalAttacker's stat: Pierce BoostTarget's stat: Pierce DEF
- CrushKind: PhysicalAttacker's stat: Crush BoostTarget's stat: Crush DEF
- HeatKind: ElementAttacker's stat: Heat BoostTarget's stat: Heat DEF
- ColdKind: ElementAttacker's stat: Cold BoostTarget's stat: Cold DEF
- ElectricKind: ElementAttacker's stat: Electric BoostTarget's stat: Electric DEF
- PoisonKind: ElementAttacker's stat: Poison BoostTarget's stat: Poison DEF
- ImmaterialKind: ElementAttacker's stat: Immaterial BoostTarget's stat: Immaterial DEF
Weak points
Most Vanguards have a 120° weak arc at their back. A hit landing from inside it can't be dodged or blocked and counts as a weak-point attack, which deals extra Weakness damage. Facing and positioning matter as much as the skill itself, and enemies carry their own weak arcs.
Stats
Five primary stats feed the rest. Each grows with rank through Ascension, and each class adds a little per level. The stat screen works a derived stat out as: (1 + trait %) x (coefficient x primary stat + constant) x (the Vanguard's own multiplier + the class's gain per level) + flat bonuses.
Strength
Strength influences a character's Melee ATK. It embodies powerful force that crushes enemies, superior combat instincts, and an unyielding determination even when facing foes head-on. Typically, those with high strength are either exceptional warriors or specialize in overpowering opponents, paving the way for allies by smashing through enemies with overwhelming destructive power.
Technic
Technic influences a character's Ranged ATK. It represents precise movements, the ability to assess and judge situations, and exceptional dexterity or skills. Characters with high Technic excel at intercepting enemies from a distance, infiltrating silently to strike at the perfect moment, and employing a variety of useful techniques to create advantageous conditions for their allies in numerous situations.
Intelligence
Intelligence is a figure that affects a character's Magic ATK. It represents extraordinary thinking abilities gained from a lifetime of experiences, reading numerous books, listening to others, or ancient folklore. Characters with high intelligence may have an exceptional ability to commune with gods, a high affinity for magic, and can be brilliant strategists or adept political tacticians.
Vitality
Vitality affects the Max HP of a character. It represents formidable mental strength, an iron-like physique, and tireless stamina. Characters with high vitality can generally withstand enemy attacks for a longer period and excel in protecting allies from enemies. They often possess capabilities due to repetitive training or inherent superior traits.
Agility
Agility influences a character's evasion and AP Recovery. It represents elusive movements characterized by sharp instincts, keen senses, heightened concentration, and fluid agility. Characters with high Agility are often highly skilled in one-on-one combat and can easily escape dire situations where they would otherwise be incapacitated.
- Max HPComes from: VitalityCoefficient: 1Constant: 0
- Melee ATKComes from: StrengthCoefficient: 1Constant: 0
- Ranged ATKComes from: TechnicCoefficient: 1Constant: 0
- Magic ATKComes from: IntelligenceCoefficient: 1Constant: 0
- EvadeComes from: AgilityCoefficient: 1Constant: 0
- AP RecoveryComes from: AgilityCoefficient: 2.5Constant: 80
AP and the turn bar
Action and Turn Bar
• AP is consumed when characters move or use skills. • Characters are arranged in the top bar in descending order of AP, and they take their turns accordingly. • When all characters have AP below 100, the next round begins, and AP is recovered.
• The red circle around a character represents the range of the selected skill. • The white circle around a character indicates the distance they can move. The movement cost increases gradually based on distance (can be enabled in options).
• You can change the target or location you wish to attack using the direction change button in the upper right corner. • For target-specific attacks, enemies within range are selected in order of proximity. • For area-targeted attacks, you can drag the button to adjust the attack area.
Parties
A party has a cost cap of 16. Every Vanguard has their own party cost (the team builder lists each one), and the same number multiplies what their skill levels cost. Each class stands in the Front, Middle or Rear row and fills one of three roles: Attack, Defense and Support.
Divinity
• The Human God can choose one of the four types of Divinity. • Upon choosing, you can utilize various passive skills associated with the chosen Divinity.
• You can obtain various effects of Divinity by defeating powerful enemies in the main story and using the Divine Blood items they drop. • Experiment with the different effects of Divinity to find your ultimate combination!
Change of Sub Stats
• Stigma can have up to 3 sub stats depending on their grade. • All stigma are acquired with random sub-stats based on probability.
• Using the Paint of Alteration allows you to randomly change one chosen sub stat. • Once the Paint of Alteration is applied, any sub stat other than the modified sub stat cannot be altered again, so use it carefully.
Level-gap table
- 1 levelDamage dealt: 92%
- 2 levelsDamage dealt: 84%
- 3 levelsDamage dealt: 76%
- 4 levelsDamage dealt: 68%
- 5 levelsDamage dealt: 60%
- 6 levelsDamage dealt: 52%
- 7 levelsDamage dealt: 44.2%
- 8 levelsDamage dealt: 37.57%
- 9 levelsDamage dealt: 31.93%
- 10 levelsDamage dealt: 27.14%
- 15 levelsDamage dealt: 12.04%
- 20 levelsDamage dealt: 5.34%
- 25 levelsDamage dealt: 2.37%
- 30 levelsDamage dealt: 1.05%
- 35 levelsDamage dealt: 0.47%
- 40 levelsDamage dealt: 0.21%
- 45 levelsDamage dealt: 0.09%
- 50 levelsDamage dealt: 0.04%
- 55 levelsDamage dealt: 0.02%



