Seven Deadly Sins: Origin PvP Damage Formula — The Deathmatch balance layer in 7DS: Origin
Every cap, modifier and PvP-only stat the engine swaps in when a fight is flagged as Deathmatch or Team Deathmatch — sourced directly from the game's balance table.
PvP Damage Formula — The Deathmatch balance layer in 7DS: Origin
PvP Damage Formula
The Deathmatch balance layer — every cap the engine swaps in for PvP, sourced from the game's balance table.When a fight is flagged Deathmatch or Team Deathmatch, the engine swaps in 112 PvP-only constants — new caps, re-weighted elements, attack-type modifiers, and two stats (Toughness, Agility) that only exist here.
The PvP caps that differ from PvE
What this guide covers
When combat is flagged as PvP — currently Deathmatch and Team Deathmatch — the engine swaps in an entirely separate set of caps, modifiers and weights on top of the PvE balance. Stats don't behave the way they do in the open world: Crit Chance gets re-capped, Cooldown Reduction maxes out at a different ceiling, and a handful of stats (Toughness, Agility) only matter here.
Every value on this page is taken directly from the game's balance table. No outside guides, no theorycraft, no invented numbers. For the PvE-side combat reference, see the main Damage Formula guide.
Why PvP is a separate balance layer
The game ships 112 dedicated PvP constants (everything in the balance table prefixed battle_p_*). They're not modifiers stacked on top of the PvE values — they replace them. The list below shows what changes when the engine flags a fight as PvP:
- Crit Chance, Defense Shatter, Cooldown Reduction and several other caps drop to PvP-specific values.
- Crit Defense, Shatter Resistance, Perseverance Rate, Perseverance Defense — stats that have no real cap in PvE — get explicit ceilings.
- Each attack type (auto, aerial, third combo hit, normal skill, tag-change skill, ultimate) gets its own damage modifier.
- Barrier, Magic Gauge, Lifesteal and Healing all get re-weighted with PvP-specific coefficients and synergy multipliers.
- Two stats only exist for PvP: Toughness and Agility.
- The matchmaker computes an Effective HP (EHP) number from your Defense, HP and resistances using a PvP-only exponent.
Toughness & Agility — PvP-only stats
Two stats in the game only ever apply when you're in a PvP encounter:
Toughness (PvP-only)
In-game text: Flat increase to damage you deal in PvP (no other in-game tooltip).
Agility (PvP-only)
In-game text: Flat decrease to damage you take in PvP (no other in-game tooltip).
These stats appear on PvP-targeted gear and accessories. They don't show up — and don't do anything — in the open world or in PvE content.
PvP stat caps — what changes from PvE
Side-by-side comparison of the stats whose ceiling changes in PvP. A dash in the PvE column means the engine ships no PvE cap for that stat — defenses like Crit Defense or Shatter Resistance only get capped when fights are flagged as PvP.
| Stat | PvE cap | PvP cap |
|---|---|---|
| Crit Chance | 100% | 60% |
| Crit Defense | — | 45% |
| Defense Shatter | 90% | 60% |
| Shatter Resistance | — | 45% |
| Perseverance Rate | — | 100% |
| Perseverance Defense | — | 45% |
| Cooldown Reduction | 90% | 38.6% |
| Damage Reflection Rate | — | 35% |
| All Damage Resistance | — | 45% |
| All-element Damage Increase | — | 60% |
| All-element Damage Resistance | — | 45% |
PvP damage modifiers by attack type
The engine applies a flat percentage modifier on top of damage in PvP, depending on which kind of action produced the hit. The same modifier value is applied symmetrically to the receiver's resistance — so an Ultimate Skill at 25.4% Damage Increase also has a matching 25.4% Damage Resistance leg.
| Attack type | Damage modifier | Resistance modifier |
|---|---|---|
| Normal attack | 14.0% | 14.0% |
| Aerial attack | 11.6% | 11.6% |
| Active third (combo finisher) | 15.3% | 15.3% |
| Normal skill | 19.9% | 19.9% |
| Tag-change skill | 11.3% | 11.3% |
| Ultimate skill | 25.4% | 25.4% |
These modifiers stack on top of the All Damage Increase PvP weight of 60% and the All Damage Resistance cap of 45%.
PvP element damage layer
Elemental stats also get re-weighted in PvP. The engine carries two parallel sets — one for "All elements" combined, one for per-element values:
| PvP element weight on… | All elements | Per element |
|---|---|---|
| Attack (flat) | 2604 | 868 |
| Attack Increase (%) | 2604 | 868 |
| Resistance (flat) | 3255 | 407 |
| Resistance Increase (%) | 3255 | 407 |
| Damage Increase (%) | 60% | 20% |
| Damage Resistance (%) | 45% | 5.6% |
| Fixed Damage | 3000 | 1000 |
"All elements" weights are bigger than per-element weights — so stacking generic All-Elemental gear is more impactful in PvP than focusing on a single element's attack stat, where possible. The Element Attack pipeline still feeds the Burst Gauge the same way as in PvE.
PvP Burst Gauge weights
The Burst Gauge mechanic is the same as in PvE — landing same-element hits fills the target's gauge, a full gauge triggers Burst state, and Burst state grants bonus same-element damage. The numbers change though:
| PvP weight on… | Value |
|---|---|
| Burst Gauge filling (all-element) | 3858 |
| Burst Gauge filling (per-element) | 1286 |
| Burst Gauge resistance (all-element) | 3858 |
| Burst Gauge resistance (per-element) | 1286 |
| Burst activation duration | 3600 |
| Per-element Burst synergy multiplier | 1100 |
PvP Barrier · Magic Gauge · Lifesteal · Healing
The defensive/recovery toolkit gets its own PvP weighting. The synergy multipliers below describe how stacking multiple sources of the same effect scale together — values above 10000 (i.e. above 100%) mean stacking is more powerful in PvP than the raw sum of parts would suggest.
| Barrier stat | PvP weight |
|---|---|
| Barrier Absorption | 3125 |
| Barrier Efficiency | 50 |
| Barrier Damage Bonus | 3500 |
| Barrier synergy multiplier | 1150 |
| Magic Gauge stat | PvP weight |
|---|---|
| Magic Charging Efficiency | 2894 |
| Magic Assimilation | 3125 |
| Magic synergy multiplier | 1150 |
Lifesteal Rate coefficient in PvP: 3600. The engine minimum default is 0.
| Healing stat | PvP weight |
|---|---|
| Healing Power (flat) | 5000 |
| Healing Power (rate) | 500 |
| Healing Received Increase | 4808 |
| Healing synergy multiplier | 11000 |
Effective HP (EHP)
Effective HP is a single number the engine computes by folding raw HP, Defense, Damage Resistance and per-element resistances into one comparable value. It's how the matchmaker and balance team think about defensive power in PvP — not a stat you build for directly, but what your defensive choices add up to.
The EHP exponent the engine uses is 5000 (basis-point scale, so 50%). This controls how aggressively layered defenses compound when EHP is computed — at this value, two independent defensive layers are worth slightly more than the sum of their individual contributions.
Equipment set bonuses in PvP
The PvP engine applies a flat weight depending on how many pieces of the same equipment set you wear. The progression rewards going deeper into a single set — each additional piece adds 150 weight, all the way to a 7-piece bonus:
| Set pieces | PvP weight |
|---|---|
| 2-piece | 300 |
| 3-piece | 450 |
| 4-piece | 600 |
| 5-piece | 750 |
| 6-piece | 900 |
| 7-piece | 1050 |
Individual equipment passives carry a flat PvP weight of 30, scaled by a level coefficient of 120.
Where these numbers come from
Everything on this page is extracted directly from the game's data files — specifically the 112 PvP-only constants stored alongside the 214 total combat constants in the balance table. The same source feeds the PvE Damage Formula guide.
- The balance table — 112 PvP-prefixed constants out of 214 total.
- The English localisation file — 48 stat names and 99 in-game stat descriptions.
- The stat-label table — 64 element, burst and weakness labels.
No external guides, no theorycraft, no community estimates — only what the game itself ships. These values change every time the developers rebalance PvP.