How a hit is worked out, elements, classes, statuses and stats
Lost Sword damage formula and mechanics
Damage formula
1.The skill's stat
The skill panel names it: "Inflict damage equal to 560% of Attack" scales on Attack. A few skills use HP or Defense instead.2.Damage Reduction comes off
attack × (1 − (target's Damage Reduction − your Ignore Damage Reduction))
The target's Damage Reduction, less your Ignore Damage Reduction, never takes away more than 50%. Flat amounts of either, where a buff gives them, come off the attack first.3.The level gap
level factor = 1 + gap³ ÷ 22,321 (your side higher) level factor = 1 + gap³ ÷ 91,426 (your side lower)
The gap is your level minus the target's. Your attack is multiplied by the factor and the target's Defense by 2 minus it, so the factor stays between 0.1 and 1.9. Being higher helps far more than being lower hurts: the table below shows both sides. Colosseum and Party Raid ignore levels, and Hard Mode takes away the bonus for being higher.4.Attack meets Defense
A = attack × level factor × (1 + 1.2 × Attack Amp) D = Defense × (2 − level factor) × (1 + 1 × Defense Amplification) damage = A² ÷ (A + D)
This is the client's Defense Ratio, D ÷ (A + D), taken off the attack: the more Attack you bring, the less of it the same Defense stops. Attack Amp counts 1.2 times over.5.The skill's percentage
damage × (skill % + added skill damage %) ÷ 100
The result rounds up, and a hit always does at least 1.6.Final Attack and Defense percentages
damage × (100% + your Attack % − target's Defense %)
These are the stat lines named plain "Attack" and "Defense" with a percentage, which work on the damage itself. Increase ATK and Increase DEF are different: they raise the stats before step 1. The multiplier never drops below zero.7.Critical hits
crit: damage + (damage + Critical Damage) × Critical Damage % Crit Amp: × (1 + 2 × (crit chance − target's Critical Resistance − 100%))
A skill can cap the Critical Damage % it uses ("Critical damage bonus caps at…" in its panel). Critical Hit Chance above 100%, after the target's Critical Resistance, turns into Crit Amp at 2 times its value. Critical hits can't be blocked; a block halves the attack.8.Additional Damage and Damage Immunity
damage × (1 + Additional Damage + target's Additional Damage Received − Damage Immunity)
Damage Immunity here is the target's plus any reduction the attacker carries as a debuff, and on a player's character it can't go past 50%.9.Final damage
damage × final damage modifiers (never below 10%)
In the Colosseum every hit is then scaled to 5%. Shields, damage caps and damage immunity apply after this.
Level gap
The same factor works both ways: your attack and your Defense against the enemy's hits move together, and the enemy's move the other way.
- 25 levels higherYour attack and Defense ×: 1.70Enemy's attack and Defense ×: 0.30
- 20 levels higherYour attack and Defense ×: 1.36Enemy's attack and Defense ×: 0.64
- 15 levels higherYour attack and Defense ×: 1.15Enemy's attack and Defense ×: 0.85
- 10 levels higherYour attack and Defense ×: 1.04Enemy's attack and Defense ×: 0.96
- 5 levels higherYour attack and Defense ×: 1.01Enemy's attack and Defense ×: 0.99
- Same levelYour attack and Defense ×: 1.00Enemy's attack and Defense ×: 1.00
- 5 levels lowerYour attack and Defense ×: 1.00Enemy's attack and Defense ×: 1.00
- 10 levels lowerYour attack and Defense ×: 0.99Enemy's attack and Defense ×: 1.01
- 15 levels lowerYour attack and Defense ×: 0.96Enemy's attack and Defense ×: 1.04
- 20 levels lowerYour attack and Defense ×: 0.91Enemy's attack and Defense ×: 1.09
- 25 levels lowerYour attack and Defense ×: 0.83Enemy's attack and Defense ×: 1.17
Elements
Six elements run in a loop, each dealing 30% more damage to the next and taking 30% less from it. Holy sits outside the loop with no matchup either way.
FireDeals more damage to:
Nature (+30%)Takes less damage from:
Nature (−30%)
FrostDeals more damage to:
Fire (+30%)Takes less damage from:
Fire (−30%)
NatureDeals more damage to:
Radiance (+30%)Takes less damage from:
Radiance (−30%)
ShockDeals more damage to:
Frost (+30%)Takes less damage from:
Frost (−30%)
RadianceDeals more damage to:
Chaos (+30%)Takes less damage from:
Chaos (−30%)
ChaosDeals more damage to:
Shock (+30%)Takes less damage from:
Shock (−30%)
HolyDeals more damage to: NoneTakes less damage from: None
Classes
A character's plain Attack counts as its class's kind of attack, so a bonus to Magic ATK helps Wizards and Healers and nobody else.
KnightAttack counts as: Melee ATK
ArcherAttack counts as: Ranged ATK
WizardAttack counts as: Magic ATK
HealerAttack counts as: Magic ATK
Status effects
- BleedCharacters apply it as: No playable character applies it; enemies do
- BurnCharacters apply it as: Damage over time
- CurseCharacters apply it as: No playable character applies it; enemies do
- ShockedCharacters apply it as: Shock, which makes every hit on the target deal extra damage
- FearCharacters apply it as: A restraint that stops the target acting
- FrostCharacters apply it as: A restraint that stops the target acting
- PoisonedCharacters apply it as: No playable character applies it; enemies do
- RootCharacters apply it as: A restraint that stops the target acting
- StunCharacters apply it as: A restraint that stops the target acting
- PetrifyCharacters apply it as: No playable character applies it; enemies do
Each status has its own Accuracy stat on the attacker and Resistance stat on the target, on top of the general Status Effect Accuracy and Resistance.
Stats
75- StrengthWhat it does: Melee Attack and Melee Accuracy are increased.
- DexterityWhat it does: Ranged Attack and Ranged Accuracy are increased.
- IntellectWhat it does: Magic Attack and Magic Accuracy are increased.
- HP Recovery RateWhat it does: Recovers HP by a certain percentage of max HP every second.
- HPWhat it does: The maximum HP of a Character. If it drops to 0, they will be unable to fight.
- Increase HPWhat it does: HP is additionally increased by the specified amount.
- Critical Hit ChanceWhat it does: The rate of landing critical hits is based on the Critical Hit Chance. It is affected and reduced by the enemy's Critical Hit Resistance stat.
- Critical ResistanceWhat it does: It offsets the enemy's Critical Hit Chance stat.
- Bonus CritWhat it does: Critical Hit Chance increases by the amount Bonus Crit. It is reduced by the enemy's Critical Resistance and Bonus Critical Resistance. Bonus Crit does not apply to healing. Bonus Crit does not affect Crit Amp.
- Bonus Critical Resistance IncreaseWhat it does: Offsets the enemy's Critical Hit Chance and Bonus Crit. Bonus Critical Resistance does not affect Criti Amp.
- Critical DamageWhat it does: Indicates the damage amplification rate of critical hits.
- AccuracyWhat it does: It offsets the enemy's Evasion stat.
- EvasionWhat it does: Indicates the chance of evading an enemy's attack.
- Ignore Damage ReductionWhat it does: Reduces the enemy's Damage Reduction value. This stat is particularly valuable for the Castle Gate, which has high Damage Reduction.
- Status Effect AccuracyWhat it does: The chance to inflict all status effects is increased. This chance is cumulative with the accuracy of inflicting other status effects.
- Status Effect ResistanceWhat it does: The chance to resist all status effects is increased. This chance is cumulative with resistance against other status effects.
- Burn AccuracyWhat it does: The chance to inflict burn is increased.
- Burn ResistanceWhat it does: The chance to resist burn is increased.
- Root AccuracyWhat it does: The chance to inflict root is increased.
- Root ResistanceWhat it does: The chance to resist being rooted is increased.
- Freeze AccuracyWhat it does: The chance to inflict freeze is increased.
- Frozen ResistanceWhat it does: The chance to resist being frozen is increased.
- Shock AccuracyWhat it does: The chance to inflict shock is increased.
- Shock ResistanceWhat it does: The chance to resist shock is increased.
- Fear AccuracyWhat it does: The chance to inflict fear is increased.
- Fear ResistanceWhat it does: The chance to resist fear is increased.
- Stun AccuracyWhat it does: The chance to inflict stun is increased.
- Stun ResistanceWhat it does: The chance to resist being stunned is increased.
- Bleed AccuracyWhat it does: The chance to inflict bleed is increased.
- Bleed ResistanceWhat it does: The chance to resist bleed is increased.
- Curse AccuracyWhat it does: The chance to inflict curse is increased.
- Curse ResistanceWhat it does: The chance to resist curse is increased.
- Poison AccuracyWhat it does: The chance to inflict poison is increased.
- Poison ResistanceWhat it does: The chance to resist being poisoned is increased.
- Petrify AccuracyWhat it does: The chance to inflict petrify is increased
- Petrify ResistanceWhat it does: The chance to resist being petrified is increased.
- Attack SpeedWhat it does: Attack Speed is increased.
- Add Equipment SlotWhat it does: The inventory's maximum number of Equipment Slots is increased.
- HP RecoveryWhat it does: Recover HP by the specified amount every second.
- Auto-Revive Time ReductionWhat it does: The cooldown of auto-revive is reduced.
- Additional DamageWhat it does: The final damage output is increased by the amount of additional damage.
- Damage ImmunityWhat it does: Reduces the final damage output you receive. This stat cannot exceed 50%.
- HealWhat it does: Affects healer's recovery rate. An independent stat that is not affected by Magic ATK or Magic ATK increase.
- Healing ReceivedWhat it does: The final amount of healing received is increased. If the initial heal from a healer is 100, and the 'Healing Received Increase' stat is at 50%, the final amount of healing received will be 150.
- Healing Received ReductionWhat it does: The amount of healing received from healing spells is reduced. It is cumulative with the caster's 'Healing Reduction' and countered by the caster's 'Healing Increase,' as well as the recipient's 'Healing Received Increase.' The final calculated value cannot drop below zero.
- Attack AmpWhat it does: When calculating damage, Attack's effect is amplified.
- XP GainWhat it does: Acquire additional XP when defeating enemies.
- Gold GainWhat it does: Acquire additional Gold when defeating enemies.
- Crit AmpWhat it does: When Critical Hit Chance exceeds 100%, the excess value is converted into Crit Amp. When a Critical Hit occurs, Critical Hit DMG is amplified. Bonus Crit and Bonus Critical Resistance do not affect Crit Amp.
- PriorityWhat it does: When the ally and the enemy use skills with the same cooldown in Colosseum, the character with higher Priority will attack first.
- PriorityWhat it does: When the ally and the enemy use skills with the same cooldown in Colosseum, the character with higher Priority will attack first.
- PriorityWhat it does: When the ally and the enemy use skills with the same cooldown in Colosseum, the character with higher Priority will attack first.
- Damage ReductionWhat it does: Damage received is reduced by the amount of Damage Reduction. This stat cannot exceed 50%.
- Increase ATKWhat it does: ATK is additionally increased by the specified amount. This value decreases by up to 50% when reduced.
- Increase DEFWhat it does: DEF is additionally increased by the specified amount. This value decreases by up to 50% when reduced.
- AttackWhat it does: Inflicts damage to the enemy. As the Attack stat increases, it further lowers the enemy's Defense Ratio. Defense Ratio can be reduced maximum 50%
- DefenseWhat it does: The Defense Ratio of a Character. Your Defense Ratio is equal to [Your Defense Stat/(Enemy's Attack Stat + Your Defense Stat)]. Defense Ratio reduces the damage received from enemies by the specified percentage. Defense Ratio can be reduced maximum 50%
- Block ChanceWhat it does: The chance to block an enemy's attack. On a successful block, the enemy's Attack value is halved. Critical hits cannot be blocked.
- Divine PowerWhat it does: [Attack/Defense/HP] increased by 50%% value within Star Reincarnation.
- Boss AttackWhat it does: Inflicts damage to the boss. The higher your attack, the more the enemy's defense is reduced. This reduction is capped at 50%.
- PVP AttackWhat it does: Inflicts damage to the enemy in the Colosseum. The higher your attack, the more the enemy's defense is reduced. This reduction is capped at 50%.
- Bonus Damage to Fire-TypesWhat it does: Increases damage dealt to Fire-type enemies. Bonus damage is capped at 50%.
- Fire Damage ReductionWhat it does: Reduces damage received from Fire-type enemies. Damage reduction is capped at 50%.
- Bonus Damage to Frost-TypesWhat it does: Increases damage dealt to Frost-type enemies. Bonus damage is capped at 50%.
- Frost Damage ReductionWhat it does: Reduces damage received from Frost-type enemies. Damage reduction is capped at 50%.
- Bonus Damage to Nature-TypesWhat it does: Increases damage dealt to Nature-type enemies. Bonus damage is capped at 50%.
- Nature Damage ReductionWhat it does: Reduces damage received from Nature-type enemies. Damage reduction is capped at 50%.
- Bonus Damage to Radiance-TypesWhat it does: Increases damage dealt to Radiance-type enemies. Bonus damage is capped at 50%.
- Radiance Damage ReductionWhat it does: Reduces damage received from Radiance-type enemies. Damage reduction is capped at 50%.
- Bonus Damage to Chaos-TypesWhat it does: Increases damage dealt to Chaos-type enemies. Bonus damage is capped at 50%.
- Chaos Damage ReductionWhat it does: Reduces damage received from Chaos-type enemies. Damage reduction is capped at 50%.
- Bonus Damage to Shock-TypesWhat it does: Increases damage dealt to Shock-type enemies. Bonus damage is capped at 50%.
- Shock Damage ReductionWhat it does: Reduces damage received from Shock-type enemies. Damage reduction is capped at 50%.
- Bonus Damage to Holy-TypesWhat it does: Increases damage dealt to Holy-type enemies. Bonus damage is capped at 50%.
- Holy Damage ReductionWhat it does: Reduces damage received from Holy-type enemies. Damage reduction is capped at 50%.



