Seven Deadly Sins: Origin Damage Formula (PvE) — How combat stats actually work in 7DS: Origin
A plain-language reference for every combat stat in Seven Deadly Sins: Origin PvE — the in-game descriptions, default values and engine caps stored in the game's balance table.
Damage Formula (PvE) — How combat stats actually work in 7DS: Origin
Damage Formula
How every combat stat actually works — straight from the game's balance table.Combat runs on a set of named stats — Attack, Defense, Crit Chance, Pierce, Perseverance, Defense Shatter, and more. Every percentage, cap, default and stat name on this page is taken straight from the game files. No outside guides, no theorycraft, no invented numbers.
The 10 numbers everyone asks about
What this guide covers
This guide walks through each combat stat as it behaves in PvE (open world, dungeons, boss content), using the names and descriptions exactly as the game ships them and the engine caps stored in the balance table.
New to RPG stats or 7DSO? Start with the Stats 101 — plain English section below. It explains what every stat actually does in everyday language before the data tables get into specifics.
TL;DR — if you only read one section
You don't have to read the whole page to play well. Here's the short version, with every number pulled straight from the game's balance file.
Each hit = your ATK × your skill, reduced by the enemy's DEF, then modified by your bonuses (Crit, Pierce, Defense Shatter, Element). You can't compute the exact number — the formula lives inside the compiled engine — but you can know which stats multiply which.
DPS
Maximise the size of every hit before the multipliers kick in.
- 1Attack (ATK)The only stat that scales every single hit, no exceptions.
- 2Crit ChanceBuild until you're critting consistently — cap is 90%.
- 3Crit DamageDefault 120%, capped at 200%.
- 4Skill Damage Inc. / PiercePick whichever matches your kit's auto-vs-skill ratio.
Tank
Layered mitigation — the defensive stats multiply each other.
- 1HPBigger HP pool = bigger Effective HP once mitigation stacks on top.
- 2Damage ResistanceEngine floor on hits is 5%, so total reduction caps at 95%.
- 3PerseveranceThe defensive mirror of Pierce — denies enemy hits from registering fully.
Support
Strip enemy mitigation so the DPS cashes in.
- 1Defense ShatterStrongest mitigation lever — summed cap 90% across the whole team.
- 2Shatter-stripping kitsGriamore / Daisy reduce enemy Shatter Resistance — more headroom for the team to fill.
- 3Defense Decrease debuffsDifferent layer from Defense Shatter — both stack rather than overlap.
Shatter-stripping outperforms direct-buff supports because there's 90% of summed cap to fill.
Healer
Big heals, often — and never confuse Lifesteal with healing.
- 1Healing PowerDrives every heal effect you cast — primary scaling for the role.
- 2Cooldown ReductionBig heals come back faster — engine cap 90%.
- 3Healing Received boostsDifferent stat from Healing Power — useful on allies, not on you.
Lifesteal is for DPS who don't want to rely on a healer — never on a healer.
- 0 – 500 units: 100% damage — stick to the enemy.
- 500 – 1000: 50% damage — already cut in half.
- > 1000: 10% damage — almost nothing.
Ranged characters that kite too far are doing 10% of their sheet damage.
Each element does something different when its Burst activates:
- Fire: attacks deal additional damage
- Wind: generates a current that damages and lifts enemies
- Lightning: damage spreads to nearby enemies
- Earth: you gain a barrier + a stacking damage-up buff (max 5×)
- Cold: applies Chill — 10 stacks freezes the target
- Darkness: reduces target's Darkness Defense (only triggers after another Burst)
- Holy / Physical: no gauge of their own, they charge the other elements'
Mono-element teams snowball harder because activating any Burst resets every other element's gauge — mixed teams keep cancelling each other.
- Healing Power > Cooldown Reduction.
- Lifesteal is for DPS — never on a healer.
- Shatter-stripping supports (Griamore, Daisy) outperform direct-buff supports because Defense Shatter caps at 90% summed across the whole team — there's a lot of headroom to fill.
| What you might have heard | What the data actually says |
|---|---|
| "Crit Chance cap is 100%" | Two values ship in the data: 90% (ga_critical_rate_max, gameplay-side) and 100% (battle_max_critical_rate, engine-side ceiling). The lower one is most likely the runtime-applied cap — confirming definitively would need in-game testing. |
| "You can stack Damage Reduction to 100%" | The 5% floor on incoming damage hard-caps total reduction at 95%. |
| "The damage formula is ATK × K/(K+DEF) with K ≈ 5500" | Community reverse-engineering, not a number shipped in the game files. The actual formula runs inside the compiled engine. |
| "Burst grants +15% damage to all elements" | Each element grants a different effect (see the list above). The exact "additional damage" % isn't in the shipped data. |
| "Defense Shatter has no cap" | Summed across the whole team it caps at 90%. |
- DPS: ATK → Crit Chance → Crit Damage → Skill Damage. Stay within 500 units. Stack one element.
- Tank: HP → Damage Resistance (up to the 95% ceiling) → Perseverance.
- Support: Shatter-stripping > direct buffs — there's 90% of summed cap to fill.
Quick reference — with source constants
Same numbers as the headline strip at the top of the page, but with the underlying ga_* / battle_* constant names so you can cross-check against the game's balance file. If a number you've seen quoted on a wiki or Reddit doesn't appear here, it's either invented, reverse-engineered from gameplay observation, or hardcoded inside the compiled engine binary — not shipped as data.
| Question | Answer | Source constant |
|---|---|---|
| What's the Crit Chance cap? | 90% | ga_critical_rate_max |
| What's the base Crit Damage? | 120% | ga_default_criticalpowerper_rate |
| What's the Crit Damage cap? | 200% | ga_criticalpowerper_rate_range_max |
| What's the maximum total Damage Resistance? | 95% | battle_min_damres_rate (floor on damage taken: 5%) |
| What's the Defense Shatter cap (summed across all sources)? | 90% | battle_max_sum_protect_cur_rate |
| What's the Cooldown Reduction cap? | 90% | battle_max_skillrecycle_rate |
| What's the default Evasion every character starts at? | 5% | battle_default_evade_rate |
| How far does damage drop off with distance? | 100% → 50% → 10% | ga_damcorrection_* (bands at 500 / 1000 units) |
| How low can elemental damage be zeroed? | 5% floor | battle_min_elementdam_rate |
| What's the minimum hit damage a fully-mitigated attack still deals? | 1 | battle_min_final_atk |
Two caps that often get conflated: the gameplay-side Crit Chance cap is 90% (what actually applies at runtime), while the engine-side ceiling in the battle table is 100% — the absolute maximum the engine even understands. Same idea for Damage Resistance: the engine accepts up to 100%, but the 5% floor on damage taken means total damage reduction can never actually exceed 95%.
Stats 101 — plain English
Before we get into the data tables, here's the whole combat system explained without jargon. If you've never played a stat-heavy RPG, this section is for you.
Every hit is the result of three things happening in order:
- The engine takes your ATK and the enemy's DEF and runs them through a damage formula. The bigger your ATK and the smaller their DEF, the bigger the base hit.
- Modifiers stack on top — Crit can multiply that hit, Damage Increase adds a flat %, Pierce and Defense Shatter let you bypass part of the enemy's mitigation.
- What's left hits the enemy's HP bar. If you have Lifesteal, you also recover a % of damage dealt as healing.
Defense works the same way in reverse: enemies hit you, your DEF and Perseverance reduce what gets through, and the rest comes off your HP.
| Stat | In plain English |
|---|---|
| Attack (ATK) | The base number every hit multiplies against. Bigger ATK = bigger hits, always. The single most reliable damage stat. |
| Skill / Normal Damage Increase | A % multiplier that boosts only one type of attack. If your character mostly uses skills, build Skill Damage Increase; if you mostly auto-attack, Normal Damage Increase. |
| All Damage Increase | Same idea but works on everything. Less specific but never wasted. |
| Crit Chance | The % chance any given hit becomes a critical — an extra-big version of that hit. |
| Crit Damage | How much bigger that critical hit is. Crit Chance and Crit Damage multiply each other — they're useless alone, powerful together. |
| Pierce | A "% ignored defense" stat. Your hits pretend the enemy has less Perseverance than they actually do, so more of your damage gets through. |
| Defense Shatter | The strongest mitigation-stripping lever in the game. Cuts through a % of the enemy's mitigation pipeline directly. Stacks with your team up to a 90% summed cap. Characters like Griamore and Daisy specialise in stripping enemy Shatter Resistance so the DPS can cash in. |
| Element Attack (Fire / Wind / etc.) | A second damage lane that runs in parallel to your base ATK. Your 5 000 Fire Attack does not add to your 17 000 base ATK — it feeds its own elemental pipeline and also fills the enemy's Fire Burst Gauge with every hit. |
| Stat | In plain English |
|---|---|
| Defense (DEF) | The enemy's hits get reduced by this number first. The bigger your DEF, the smaller their base damage on you. |
| HP | How many hits you can eat before you go down. Multiplied by your defensive stats, this becomes "Effective HP". |
| Damage Resistance | Flat % less damage taken. The engine hard-caps incoming damage at 5% of the original — so total damage reduction can never exceed 95%, no matter how much you stack. |
| Perseverance | The mirror image of Pierce. Reduces the chance enemy hits register fully against you. |
| Crit Defense | Lowers the chance the enemy crits on you. Mostly relevant in PvP. |
| Crit Damage Resistance | Reduces specifically the damage of crits you take, not normal hits. |
| Dodge / Evasion | Outright avoids hits when it triggers. You start every fight at 5% Evasion before any gear/buff. |
| Shatter Resistance | The defensive mirror of Defense Shatter. Protects your mitigation from being stripped. Diane is the only current character with a self-buff for this. |
| Barrier (Shield) | Soaks damage before it touches HP. Three flavours: Absorption (how much it tanks), Efficiency (how strong each barrier is), Damage Bonus (you deal more while shielded). |
| Stat | In plain English |
|---|---|
| Cooldown Reduction | Skills come back faster after you cast them. Every point shaves ms off skill downtime. |
| Burst Gauge | A separate meter on every enemy, one per element. Hitting with the matching element fills it; full gauge = Burst state = bonus damage on follow-up same-element hits. Mono-element teams snowball harder because mixed teams reset each other's gauges. |
| Magic Gauge | The resource some skills consume (shown as "Magic Consumption" on skill tooltips). Two stats: Charging Efficiency (how fast it fills) and Assimilation (how its value transfers in combat). |
| Tag Gauge | Controls when you can swap to a teammate mid-fight. Fills from landing hits and using skills. |
| Stamina | The fuel for sprinting and certain movement actions. Regenerates after a short idle window. |
| Movement Speed | How fast you move. Useful for dodging telegraphs and reaching loot/objectives. |
| Stat | In plain English |
|---|---|
| Lifesteal | Returns a % of damage you deal as healing on yourself. Strong on DPS who don't want to rely on a healer. |
| Healing Power | How big your heal effects are (when you're the one doing the healing). |
| Healing Received Increase | How much heal you take in from teammates and items. Different stat from Healing Power. |
| Natural Healing | Out-of-combat or passive HP regen ticks. Useful for sustain between fights. |
These are extra layers that some characters specialise in:
- DoT (Damage over Time) — Bleed, Burn, Frostbite, Shock, Poison etc. apply ticks of damage over a few seconds. Two stats interact: DoT Efficiency (how hard each tick hits) and DoT Interval (how often a tick fires).
- Plunging (Aerial) attacks — attacking from the air is a completely separate combat path with its own damage stats. You need to be at least 150 units off the ground for it to register.
- Status effects — Confusion makes the target wander, Provoke pulls them toward the caster, and a handful of skills apply these as part of their kit. You don't build for these directly; you pick characters whose skills apply them.
Building a character without going down a stat-sheet rabbit hole? Here's the short version:
- DPS character → ATK first, then Crit Chance until you're consistently critting, then Crit Damage. After that, Skill Damage Increase or Pierce depending on what your kit favours.
- Tank / survivability → HP first, then Damage Resistance (just remember the 95% ceiling), then Perseverance Rate. The defensive stats multiply each other — stacking three small layers beats maxing one.
- Support stripping defenses → Defense Shatter is the strongest lever. Griamore/Daisy-style "decrease enemy Shatter Resistance" buffs let your team's DPS hit harder. Team-wide it stacks up to a 90% summed cap.
- Healer → Healing Power first, then Cooldown Reduction so your big heals come back faster. Lifesteal is for DPS, not for healers.
Everything in this primer is grounded in the same data shown further down on this page — no theorycraft, no "I think it works like this". Where a stat has a hard cap from the engine (Damage Resistance 95%, Defense Shatter summed 90%, etc.), that number comes straight from the game's balance table.
The basics — ATK, DEF, HP
Every character has three base stats: Attack (Increases Attack by {0}), Defense (Increases Defense by {0}) and HP (Increases HP by {0}). The game also tracks three percentage modifiers (Attack Increase, Defense Increase, HP Increase) and three "equipment-only" copies (Equipment Attack, Equipment Defense, Equipment HP) so the UI can show you how much of each comes from gear vs. character.
Normal attacks and skills don't use the same maths under the hood. The game accordingly exposes two separate user-facing stats: Normal Attack Damage Increase and Skill Attack Damage Increase. If you build around skills, Skill Damage Increase is the one that matters; if you mostly auto-attack, Normal Damage Increase is.
| Scaling coefficient | Value |
|---|---|
| Normal attack — coefficient A | 420 |
| Normal attack — coefficient B | 7000 |
| Skill — coefficient A | 600 |
| Skill — coefficient B | 4000 |
| Enemy DEF in mitigation | 280 |
| Your DEF when hit | 220 |
| DEF-bypass exception | 40 |
The full damage formula runs inside the game's compiled engine and isn't shipped as text. These are the coefficients the engine reads — what changes when the developers rebalance.
Crit
Four crit stats exist in the game. Two offensive (raise your crit performance), two defensive (reduce the crits inflicted on you).
Crit Chance
In-game text: Increases Crit Chance by {0}
- Default value0%
- Floor (engine min)0%
- Cap (gameplay)90%
- Ceiling (engine max)100%
Crit Damage
In-game text: Increases Crit Damage by {0}
- Default value120%
- Cap200%
- Floor0%
Crit Resistance
In-game text: Increases Crit Resistance by {0}
Crit Defense
In-game text: Increases Crit Defense by {0}
Distance falloff — close range matters
Damage is scaled by how far the attacker is from the target. The engine reads three correction bands from the balance table — full damage at point-blank, half at mid-range, a flat 10% beyond.
| Distance (units) | Damage multiplier | Source constant |
|---|---|---|
| 0 – 500 | 100% | ga_damcorrection_1_* |
| 500 – 1000 | 50% | ga_damcorrection_2_* |
| > 1000 | 10% | ga_damcorrection_3_damrate |
Practical takeaway: ranged characters that telegraph from 1000+ units away are doing only 10% of their nominal damage. The drop from 100% to 50% at the 500-unit line is the single biggest positioning lever in PvE.
Pierce & Perseverance
Pierce goes through Perseverance the same way Crit goes through Crit Defense. Perseverance itself is split into three named stats: Perseverance, Block Rate and Perseverance Defense.
Pierce (offensive)
In-game text: Increases Pierce by {0}
- Default100%
- Min applied (normal hits)0%
- Max applied (normal hits)100%
- Min applied (skill hits)0%
- Max applied (skill hits)100%
Perseverance (defensive)
In-game text: The base 'Perseverance' value itself has no in-game tooltip — only Perseverance Rate and Perseverance Defense are described in tooltips below.
- Level correction3%
Block Rate
In-game text: Increases Block Rate by {0}
- Default10%
Perseverance Defense
In-game text: Increases Perseverance Defense by {0}
The game starts every character at 100% Pierce and 10% Perseverance Rate.
Dodge / Evasion
Two stats govern dodging in 7DSO. Dodge is a flat additive value; Evasion Rate is the actual percentage chance to evade.
Dodge
In-game text: Increases Evasion by {0}
- Level correction5%
Evasion Rate
In-game text: Increases Evasion Rate by {0}
- Default5%
Every character starts at 5% Evasion Rate before any gear or buff.
Defense Shatter & Shatter Resistance
Defense Shatter (Defense Shatter) and Shatter Resistance (Shatter Resistance) form an offensive/defensive pair. Defense Shatter chips through the target's mitigation pipeline; Shatter Resistance protects against it. The game ships clear, brief in-game descriptions for both:
Defense Shatter (offensive)
In-game text: Increases Defense Shatter by {0}
- Individual floor0%
- Summed floor (multi-source)0%
- Summed cap (multi-source)90%
Shatter Resistance (defensive)
In-game text: Increases Shatter Resistance by {0}
Defense Shatter is one of the strongest offensive damage levers in the game because the engine lets multiple sources stack additively up to a very high ceiling:
- Summed cap: 90% — no matter how many sources of Defense Shatter you stack, the total applied to a single target maxes out here.
- Summed floor: 0% — you can't go below zero combined shatter on a target.
- Individual floor: 0% — each source contributes at least zero (so Shatter Resistance can cancel out a source but not turn it negative).
The game ships two distinct mechanics that reduce enemy defenses — and they stack with each other rather than overlapping:
| Mechanic | In-game name | What it touches |
|---|---|---|
| Defense Shatter | Defense Shatter Increase / Decrease | Bypasses a percentage of the mitigation pipeline (post-Defense). Caps at 90% summed. |
| Defense Decrease | Defense Decrease (a regular debuff on the Defense stat itself) | Lowers the raw Defense number on the target, which then enters the normal mitigation formula. Different ceiling, different layer. |
A handful of characters interact explicitly with Shatter Resistance, as quoted from their in-game skill tooltips:
- Griamore (Shield, Ultimate): "Inflicts damage equal to {0} of Attack. Decreases the enemy's Shatter Resistance by {2} for {1} sec."
- Daisy (Wand, Potential 10): "The Special Attack's final strike power is amplified by {0}, and it decreases the enemy's Shatter Resistance by {2} for {1} sec."
- Diane (Gauntlets, Ultimate — Heavy Metal): "Increases the hero's Shatter Resistance by {4} for {3} sec when hit. (Max: {5} times)" — the only example so far of a character self-buffing Shatter Resistance defensively.
The pattern in the data is consistent: Defense Shatter is offensive support — characters like Griamore and Daisy strip Shatter Resistance off the enemy so the team's main DPS deals more damage. Diane is the only example in the current roster of a character using Shatter Resistance for her own survival.
Damage Reflection
Damage Reflection Rate sends a fraction of the damage you take back to the attacker. The engine actually splits reflection into two underlying mechanics — a "normal" reflect and a counter-reflect — each with its own floor/cap and minimum damage value.
Damage Reflection Rate
In-game text: Increases Damage Reflection Rate by {0}
- Default full-reflect rate80%
- Default standard reflect rate10%
Two underlying reflect mechanics exist in the engine: a counter reflect (rate floor 0%, cap 100%) and a normal reflect (rate floor 0%, cap 100%). Reflected damage can be zero, but not negative — each has a minimum value of 0 / 0 respectively.
Barrier / Shield
Barriers (Shields) absorb damage before it touches HP. Three named stats interact with them:
Barrier Absorption
In-game text: Increases Barrier Absorption by {0}
- Engine minimum damage to break0
Barrier Efficiency
In-game text: Increases Barrier Efficiency by {0}
Barrier Damage Bonus
In-game text: Increases Barrier Damage Bonus by {0}
Damage Increase / Resistance (Normal, Skill, All)
The game splits "deal more damage" into three named stats: Normal Attack Damage Increase (autos only), Skill Attack Damage Increase (skills only), All Damage Increase (everything). Each has a matching defensive counterpart.
Normal Attack Damage Increase
Normal Attack Damage Resistance
Skill Attack Damage Increase
Skill Attack Damage Resistance
All Damage Increase
In-game text: Increases All Damage by {0}
All Damage Resistance
In-game text: Increases All Damage Resistance by {0}
- Floor (engine min)5%
- Cap100%
Damage reduction has a floor at 5% — meaning total damage taken can never go below 5% of the original hit, no matter how much DEF or resistance is stacked. The minimum final damage actually dealt is 1.
Element damage — Lightning, Wind, Fire, Cold, Darkness
Five elements exist in the game: Lightning, Wind, Fire, Cold and Darkness. Each one gets its own complete set of offensive and defensive stats — so any single element has eight independent stats you can build for or against.
| Per-element stat | What it does |
|---|---|
| Attack | Flat damage added to hits of that element. |
| Attack ↑ | Percentage multiplier on that element's attack. |
| Resistance | Reduces incoming damage of that element. |
| Damage ↑ | Increases all damage you deal of that element. |
| Damage Res. | Reduces all damage you take of that element. |
| Burst Efficiency | How much that element fills the Burst Gauge. |
| Burst Resistance | Reduces Burst Gauge filling from that element. |
| Weakness Damage | Bonus damage when hitting an enemy weak to that element. |
There are also "All Elemental" versions of Burst Efficiency and Burst Resistance that affect every element at once — useful on supports who want broad coverage rather than mono-element tuning.
The element rate has a floor of 5%, so elemental damage is never fully zeroed out. The Weakness damage floor sits at 0.
A common question: if your character has 17 000 Attack and your gear gives you 5 000 Fire Attack, what does the engine actually do with those two numbers?
The game does not add them into a single ATK total. Base Attack and Fire Attack feed two separate pipelines. The proof is in the data itself — for every element the game ships four distinct offensive stats, each with its own in-game description:
| Fire stat (label as the game ships it) | In-game description | What it scales |
|---|---|---|
| ui_fire_add | Increases Fire Attack by {0} | Flat additive Fire-only ATK pool |
| ui_fire_rate | (no in-game tooltip — label only) | Percent multiplier on Fire Attack |
| ui_fire_value | Increases Fire Fixed Damage by {0} | Flat damage independent of ATK |
| ui_fire_element_rate | Increases Fire Damage Dealt by {0} | Percent multiplier on outgoing Fire damage |
The same four-stat structure exists for Lightning, Wind, Cold and Darkness — same labels, same in-game descriptions, just swap the element word. None of them merge into the base Attack stat (Attack), which has its own description: Increases Attack by {0}.
The exact formula combining these inputs runs in the compiled engine and isn't shipped as text — but the existence of five parallel attack stats (base + four per element) is the engine's way of telling you that elemental attack has its own scaling lane.
Element Attack isn't only about raw damage. Three separate tutorial tooltips shipped with the game describe the second pipeline elemental hits feed into — the Burst Gauge:
- "Attacking an enemy builds a Burst Gauge of the attacking hero's element."
- "When a Burst Gauge reaches its maximum, the enemy enters the Burst state. Burst states allow you to deal additional damage with attacks of the same element."
- "When a Burst of one element is activated, the gauges of all other elements are reset. Holy and Physical attacks slightly charge all elemental gauges."
So your 5 000 Fire Attack does two things at the same time: it goes into the Fire damage pipeline, and every hit it produces fills the target's Fire Burst Gauge. Once that gauge fills, you enter the Burst state and your Fire-element attacks deal additional damage. That's why mono-element teams scale harder than mixed-element teams — they keep filling the same gauge instead of resetting it every time a different element bursts.
Burst Gauge
The Burst Gauge is a separate meter the game tracks alongside HP. Two stats interact with it: Burst Gauge (added when you land hits) and Burst Gauge (added on specific actions). Element-specific variants exist for each of the 5 elements (see Element section).
Once the gauge of one element fills, the target enters Burst state and takes bonus damage from attacks of that same element. Activating a Burst of one element resets the gauges of every other element, so consistency matters more than spread.
Building a team around this? The Roster Reference companion lists every released hero by element and role, plus which kits explicitly scale off each elemental Burst state.
The "Burst state grants bonus damage" line is true for every element, but each one ships a different secondary effect spelled out in the in-game tutorial logs. Quoted verbatim from the game's localisation file:
When a Fire Burst activates, attacks deal additional damage.
Pure damage amplifier — the simplest and most reliable Burst payoff.
When a Wind Burst activates, it generates a current that damages enemies and lifts them into the air for a short time.
Crowd control bonus — airborne enemies are easier to chain skills on.
When a Lightning Burst activates, damage spreads to nearby enemies.
AoE multiplier — best on packs and add-heavy boss phases.
When an Earth Burst activates, you gain a barrier. While the Burst is active, each attack on a target grants a damage increase buff, stacking up to 5 times.
Defensive + ramping offence — barrier + 5× stacking damage-up.
Attacking a Cold Burst target with Cold attacks inflicts the Chill debuff. When the Chill debuff stacks 10 times, the target becomes Frozen. Inflicting damage on a Frozen target removes the effect and deals additional damage.
Ladders into Freeze at 10 Chill stacks — burst-window control.
Darkness Burst Gauges cannot be charged directly. After activating a Burst of another element, attacking with Darkness will trigger a Darkness Burst. Darkness Burst targets have their Darkness Defense reduced.
Conditional secondary — needs another Burst to trigger, then strips Darkness Def.
Holy and Physical elements do not have their own Burst Gauges. However, if another element's Burst Gauge is being filled, attacking with Holy or Physical will contribute to it.
Support / filler — feeds whichever element you're already charging.
The exact "additional damage" multiplier for each Burst is computed inside the compiled engine and is not shipped as a numeric constant in the data files. What the data does ship is the per-element behaviour: Earth stacks a damage-up buff up to 5×, Cold ladders into a Freeze at 10 Chill stacks, Darkness reduces the target's Darkness Defense, and so on. Those mechanics — not a flat "+15% to all elements" — are what actually decides how much extra damage your team gets out of a Burst.
DoT — Damage over Time
Damage-over-time effects (poison, burn, bleed, etc.) are governed by two named stats: DoT Efficiency (how hard each tick hits) and DoT Interval (how often a tick fires).
DoT Efficiency
In-game text: Increases DoT Dealt by {0}
DoT Interval
In-game text: Decreases Dealt DoT Interval by {0}
- Engine minimum period rate1
The game ships eight pre-named DoT flavours, one per damage source. These names come straight from the locale file — when you see a "Burn" or "Frostbite" debuff icon, the game internally tags it with one of these:
| In-game name | Element source |
|---|---|
| Bleed | Physical / non-elemental |
| Burn | Fire |
| Frostbite | Cold |
| Bitter Wind | Wind |
| Shock | Lightning |
| Poison | Earth |
| Radiance | Holy |
| Corrosion | Darkness |
Note that Earth and Holy appear as DoT flavours even though they are not playable elements in the regular 5-element pool. The engine recognises them so monsters and special encounters can apply them.
Plunging (aerial) attacks
When you attack from the air the engine treats it as a separate combat path, with its own damage stats and a whole physics layer for the fall itself. Two named stats interact with aerial damage:
Plunging Attack Damage Increase
In-game text: Increases Plunging Attack Damage by {0}
Plunging Attack Damage Resistance
In-game text: Increases Plunging Attack Damage Resistance by {0}
Fall Damage Taken Increase
In-game text: (no in-game description — modifier on damage taken when you fall)
- Default rate3%
The engine enforces several physics rules to make aerial play feel consistent:
- Minimum aerial height: you have to be at least 150 units off the ground to register a plunging attack.
- Aerial gravity scale: 5000 — the multiplier applied to fall acceleration during plunging.
- Fall-damage window: between 1000 ms and 3000 ms of fall time before damage is computed.
- Safe fall time: a 1500 ms window during which you take no fall damage at all.
- Fall rebound default: 3% (rebound chance/strength when you land hard).
- Action constraints: the engine flags climb and parkour as off when combat starts — meaning you cannot climb or parkour during an active fight.
Cooldown · Movement · Stamina · Magic Gauge · Tag Gauge · Lifesteal · Healing
Everything outside of pure damage scaling — the resource gauges, the regen rates and the movement stat. Each subsection below covers the actual stats the game stores in this group.
Cooldown Reduction
In-game text: Increases Skill Acceleration by {0}
- Cap90%
Movement Speed
In-game text: Increases Movement Speed by {0}
- Engine minimum10%
Stamina powers sprinting and other movement actions. It regenerates passively after a short idle window.
- Default stamina pool: 10000 (basis-point scale, i.e. 100%).
- Stamina recovered per tick: 500.
- Recovery tick interval: 500 ms between regen ticks.
- Idle wait before regen starts: 1000 ms.
The Magic Gauge is the resource certain skills consume (shown as "Magic Consumption" in skill tooltips). Two named stats interact with how fast it fills and how its value transfers in combat:
Magic Charging Efficiency
In-game text: Increases Magic Charging Efficiency by {0}
Magic Assimilation
In-game text: Increases Magic Assimilation by {0}
The Tag Gauge controls when you can swap to another team member mid-fight. The game tracks two parallel stats — one filled by using skills (Tag Gauge, "use" path) and one filled by landing hits (Tag Gauge, "hit" path). Neither has an in-game tooltip describing the exact maths, but both stats live in the same balance group as the Burst Gauge.
Lifesteal
In-game text: Increases Lifesteal by {0}
- Engine minimum0
Healing Power
In-game text: Increases Healing Power by {0}
- Engine minimum0
Healing Efficiency
In-game text: Increases Healing Efficiency by {0}
Healing Received Increase
In-game text: Increases Healing Received by {0}
Natural Healing
In-game text: Increases Natural Healing by {0}
- Natural-heal tick interval5000 ms
Natural Healing Increase
In-game text: Increases Natural Healing by {0}
Status effects & detection
Several status effects exist as discrete engine concepts, each with their own balance values. These aren't stats you build for — they're the raw numbers behind effects like Confusion or Provoke when a skill applies them.
- Confusion — move distance: 150–350 units (random per check).
- Confusion — re-target check time: 500–2000 ms.
- Provoke — pull range: 1000 units max.
- Detection range buff: the floor on the "Detection Range" stat is 0 — the stat controls how far your character "sees" interactables and enemies.
Hard caps and floors
A short list of the engine-level limits that affect every PvE fight, regardless of build:
- Damage reduction cap: the engine floor on damage taken is 5% of the original hit — so total damage reduction can never exceed 95%.
- Damage Increase floor: the floor on Damage Increase contribution is 5% — sources can lower your Damage Increase but never below this floor.
- Minimum final damage: 1 — even fully mitigated hits deal at least this much.
- Crit Chance cap (gameplay): 90% — applied at runtime, even though the engine ceiling is 100%.
- Crit Damage range: default 120%, capped at 200%.
- Distance falloff bands: 100% within 500 units, 50% between 500 and 1000, then 10% beyond.
- Pierce normal hits — apply window: Pierce on auto-attacks is clamped between 0% and 100%.
- Pierce skill hits — apply window: Pierce on skills is clamped between 0% and 100%.
- Cooldown Reduction cap: 90%.
- Defense Shatter cap (summed): 90%.
- Reflection caps: counter-reflect rate ranges 0%–100%; normal reflect rate ranges 0%–100%.
- Default reflect rates: full-reflect 80%, standard reflect 10%.
- Default Evasion Rate: 5% — every character starts here before any gear/buff.
- Element rate floor: 5% — elemental damage is never fully zeroed.
- Default stamina: 10000 (basis-point scale).
- HP tick interval: 5000 ms (natural healing ticks).
- Aerial minimum height: 150 units — below this, plunging attacks don't register.
- Aerial gravity scale: 5000 — fall acceleration multiplier when you're in plunging stance.
Where these numbers come from
Everything on this page is extracted directly from the game's data files:
- The DefineTable — 214 combat constants, covering both the engine-side balance table (
battle_*caps, defaults, scaling coefficients) and the gameplay-side runtime values (ga_*defaults, distance falloff, applied caps). - The English localisation file — 48 stat names, 99 in-game stat descriptions, plus the official tutorial-log entries quoted verbatim in the Burst section.
- The stat-label table — 64 element, burst and weakness labels.
No external guides, no theorycraft, no community estimates — only what the game itself ships. Where a number is computed inside the compiled engine and not exposed in the data files (the exact damage formula, the precise "additional damage" multiplier each Burst grants), this guide says so out loud rather than inventing one.
These values change every time the developers rebalance the game — the page is regenerated from the same files the client uses, so a patch that bumps a cap will show up here as soon as the data is re-extracted.