Hey all,
Didn’t see any topic to discuss the inner workings of stuff like damage calculation, recovery, block/hit/crit rate formulas, etc. So I figured I’d get the party started! I see a lot of people theorycrafting based on skill and stat description alone but it is very hard to get a good picture without more knowledge into the inner workings of the game!
Anyone can participate in this, even those out of the beta, by watching streams or videos and picking out elements. Even after the beta, hopefully we can keep figuring things out!
I’ll get the ball rolling. All observations and conjectures are based off my Rank 2 Peltasta.
Damage and Hit
- Dodge is calculated first based on Evasion vs Accuracy, if Dodge, skip rest
- Block is calculated next based on Block vs Penetration, if Block, skip rest
- Damage is equal to the skill damage plus base attack ± variation
- % modifiers, such as type/element weakness bonus, Peltasta’s High Guard skill or Attribute damage bonuses are applied afterwards
- Flat modifiers are added at the end, such as Swordsman’s Concentrate or Peltasta’s Guardian
- Defense is applied at the very end as a flat rate
Notes/Todo:
- Exact formula for Evasion/Accuracy unknown
- Elemental/type based attack/resistance unknown, probably flat in damage/defense steps
- Critical unknown, assume acts as % modifier based on Critical Attack stat, unsure if Critical Resistance reduces damage or chance, may bypass Dodge or Block?
Targetting
- ‘AoE Attack Ratio’ refers to how many targets can be hit by standard (melee) attack
- For melee skills, ‘Range Attack Ratio’ refers to the same thing
- Enemies choose target based on a provoke value, max provoke value can be raised by skills like Peltasta Swashbuckling
- NEW - Provoke decreases over time while not attacking the enemy (Thanks @warbreed)
- NEW - Provoke increases due to proximity and attacks (Thanks @warbreed)
Notes/Todo:
- Unclear how ‘AoE Defence Ratio’ affects you as a target of a skill that hits more than one target, perhaps related to character/monster size?
- More information on how provoke value changes specifically
Cooldowns
- For skills with charges, cooldowns begin after expending all charges
- Waiting any period of time before expending the last charge does not reduce the cooldown
- Used charges on a skill will recover 1 minute after the last time that skill is used if not completely expended
Regeneration
- NEW - While standing (and not attacking or moving??), HP and SP regen every 20 seconds at 100% rate
- NEW - While sitting, HP and SP regen every 10 seconds at 100% rate
- NEW - Sitting next to a bonfire recovers HP and SP every 2 seconds at 50% rate and does not stop the regular sitting regen
EXP Rates
- NEW - There is no penalty for killing monsters above your level
- NEW - A gradual penalty is introduced once you are 5~ levels above a monster, eventually reaching <50%
- NEW - There is a EXP bonus for party play
Notes/Todo:
- Exact EXP reduction chart for being over monster’s level and testing no penalty below with super high level monsters
- Exact EXP bonus for 2/3/4/5 player parties
Some other areas that could use investigation that I can think of: success rate of upgrades over +5/+3, verification for the above with magic attacks, exact effects of status points in each stat, and further verification at higher levels for things like defense to see if its all flat or if there is some % reduction.

