Rating-based dodge or resist approaches this chance.
GAME SYSTEMS // COMBAT RULES
Combat & Resistance
Hero avoidance, resistance caps, NPC defenses, and the diminishing returns behind Darkspin combat.
Combined ordinary reductions and flat armor share one limit.
Rating, passive reductions, and carapace share one limit.
Timed reduction and area-shift defense share this limit. Scripted immunity is separate.
Two different kinds of protection
Avoid the hit
For heroes, physical attacks use the dodge rating and energy attacks use the resist rating. A successful roll prevents the hit. Rating has diminishing returns: more still helps, but the gains get smaller. Already-attached periodic damage does not reroll avoidance.
Reduce a landed hit
General, physical or energy, science-type, and area reductions are fractional modifiers. Applicable factors multiply the damage that remains, then flat armor is subtracted. NPC ratings also reduce damage continuously, so they do not add random misses to hero attacks.
Diminishing returns
protection = C × r / (r + C × k)r = applicable defense rating. k = 100 × the authored conversion for the encounter’s difficulty. C = 0.75 for hero avoidance, or 0.5 for NPC rating reduction.
At r = C × k, protection is half its ceiling. Finite ratings approach the ceiling without reaching it. The same rating gives less protection when the difficulty conversion is larger.
— Hero avoidance— NPC rating reductionDashed lines: ceilings
| Rating ÷ k | Hero avoidance | NPC reduction |
|---|---|---|
| 0 | 0.00% | 0.00% |
| 0.25 | 18.75% | 16.67% |
| 0.5 | 30.00% | 25.00% |
| 1 | 42.86% | 33.33% |
| 2 | 54.55% | 40.00% |
| 5 | 65.22% | 45.45% |
| 10 | 69.77% | 47.62% |
A ratio of 1 means your rating equals 100 × difficulty conversion; it does not mean 1 rating point. These normalized examples work at any valid difficulty conversion. The two percentages apply to different targets and are not added together.
Hero resistance, stacking & armor
- Apply passive and aura reductions before equipment mitigation.
- Multiply the remaining damage by each applicable general, physical/energy, science-type, and area factor. Each factor is
1 − clamp(reduction, 0, 0.9). - Subtract the non-negative flat armor for the attack’s physical or energy source.
- Enforce one floor relative to the incoming hit, including reductions from earlier stages.
D = max(original incoming hit, damage entering equipment mitigation)floor = min(D, max(1, D × 0.10))landed damage = max(floor, reduced damage − armor)Two 50% factors leave 25% of the damage before armor. They do not sum to immunity. The one-point minimum also means hits smaller than one are never increased by the floor.
| Defenses | Incoming | After factors & armor | Floor | Damage |
|---|---|---|---|---|
| 50% general + 50% science | 1000 | 250 | 100 | 250 |
| Same reductions + 100 flat armor | 1000 | 150 | 100 | 150 |
| Same reductions + 999 flat armor | 1000 | -749 | 100 | 100 |
| Small hit with two 90% reductions | 5 | 0.05 | 1 | 1 |
| Sub-one hit with two 90% reductions | 0.4 | 0.004 | 0.4 | 0.4 |
Physical and energy are damage-source classifications. Science resistance uses the known science type independently. Area flags can coexist with periodic flags; attached periodic damage skips the hero avoidance roll but still passes through applicable mitigation.
NPC defenses & immunity
Ordinary defense: 50%
Physical hits use the NPC’s dodge rating plus its passive physical defense. Energy hits use its resist rating plus passive energy defense; Turtle suspends that passive energy contribution. The curve produces continuous mitigation, including for periodic damage.
Applicable physical, damage-over-time, and special area reductions multiply afterward. Carapace’s per-hit limit also stays inside the ordinary budget.
ordinary damage ≥ incoming × 0.5Temporary reduction: 75% total
Timed damage reduction and the specific area-shift defense can lower damage further. Their combined reduction stays within this limit measured against the original hit.
damage after reductions ≥ incoming × 0.25A 1,000-damage hit retains at least 500 damage through ordinary defense, or 250 through temporary reduction, before later mechanics. This floor does not apply when a scripted immunity blocks the hit.
What sits outside these caps?
Scripted immunity can fully block a hit
NPC charge protection, Turtle protection against physical hits, and directional shields protecting against the attack’s direction now preserve their immunity behavior. They are separate from the 75% reduction cap, just like intangibility and banishment. Explicit temporary hero immunity is also separate. Scripted defeats still bypass defenses, shields, and phase thresholds.
Absorption, vulnerability & sharing
NPC vulnerability is applied after ordinary and temporary reduction, followed by finite absorption. Damage sharing and encounter health thresholds have separate handling. The reduction floor is not a promise that every hit removes health. PvP honors finite TC shields and does not consume them for rejected attacks.
Why equipment protection changed
The suffix-stat reader previously started five attribute slots too early, which could put Dexterity into damage reduction and shift other modifiers. The corrected suffix offset restores those stats; the server rebuilds its content cache for the change.
Darkspin’s balance policy
The caps and diminishing-return defense curves are server balance decisions. Difficulty conversion comes from authored game tuning. Critical-hit chance is a separate calculation and is not described by this defense curve.
Auras, companions & hit reactions
Crushing Dread uses the strongest aura
Overlapping personal and allied Crushing Dread auras apply once, using the strongest applicable reduction around the attacking enemy. Two 30% auras therefore reduce its damage by 30%, not 51% or 60%. The result remains inside the hero’s combined mitigation cap.
Companion protection has one combined cap
Companions use their own authored defense ratings. Allied aura reduction now shares their 50% ordinary-defense cap, measured against the hit before the aura. A 1,000-damage hit therefore cannot fall below 500 through these combined reductions.
Debuff immunity belongs to the target
In multiplayer, enemy poison, physical and energy vulnerabilities, and control effects check the immunity of the hero actually receiving the effect. Another player’s immunity no longer determines whether that hero receives the debuff.
Thorn Bark reflects the accepted hit
Reflection uses health lost by the surviving hero who was struck. Reflected damage, rewards, and feedback are attributed to that hero in multiplayer. Reflection carries the hero’s position, so enemy directional shields apply correctly. An enemy killed by a damage reaction cannot heal itself afterward through life drain.
Soul Link resolves before a hero replacement
Reserve heroes receive their shared damage before a lethal hit selects a replacement or decides squad defeat. Hit reactions belong to the surviving hero who received the hit, rather than a newly deployed replacement. Defensive on-hit stacks also activate on surviving duel targets that take damage.
Damage classification and catalyst bonuses
Companion attacks carry their own damage classification and position, and Sprout’s poison element reaches resistance checks. Expunge’s single-target remaining-damage burst no longer inherits area mitigation. Catalyst primary-stat bonuses now feed damage and healing; elemental damage and defense-based attack bonuses update with inventory changes, and physical/energy defense-based attack bonuses use their correct attributes.
Recent combat changes
Add various combat fixes
Fix damage classifiers across board, Scripted deaths now bypass defenses and shields. Pet attacks and burns retain their damage classifications. Area and periodic resistance can apply together. Pets use their own authored defense ratings. PvP now honors finite TC shields without consuming them on rejected attacks. Enemy damage stages use consistent physical/energy classification.
Add caps to NPC defenses
Fix item stat bug, nerf inc
Fix immunity caps and add fullscreen borderless
Reviewed source · b03fc3e
Caps, curve samples, and worked examples are generated from this committed source snapshot. Uncommitted tuning is excluded.
- Hero avoidance and mitigation
- NPC and companion defenses
- Equipment and damage classification
- NPC damage, vulnerability, and absorption
- Combat hits and scripted defeat
- Passive and aura reductions
- PvP shields and damage
- Soul Link and hit reactions
- Thorn Bark reflection
- Enemy life drain
- Catalyst combat bonuses
- Damage and defense-based attack bonuses
- Expunge's remaining-damage burst
- Area and single-target damage
- Sprout poison classification