How combat works: damage, elements and landing debuffs
Match ACC to the enemy’s RES and your debuffs always land. Fight with element advantage and you need 20 less.
- Element advantage: +30% damage. Disadvantage: -30% damage and half your Crit Rate.
- Boss RES jumps at stage 10 (174) and again at 11 (275). That’s where debuffs start failing.
- Buffs, heals and revives on your own team never roll against RES.
Elements
Water beats
Fire beats
Earth beats
Wind beats
Water. Same element, Water vs Earth and Fire vs Wind are neutral.
| Matchup | Damage | Debuff chance | Crit Rate |
|---|---|---|---|
| Advantage | +30% | +20% | |
| Disadvantage | -30% | -50% | -50% |
| +15% | +10% | ||
| The other four attacking Light or Dark | -15% | -25% | -25% |
Light vs Dark counts as advantage both ways in the Arena. Against bosses, only your side gets it.
Relic boss stages cycle Earth, Wind, Water, Fire, so stage 20 is
Fire: bring
Water. Each boss’s stage list is on its boss guide.
Damage
Damage = ATK × skill multiplier × crit × DEF reduction × element × buffs and debuffs.
- Crit multiplies by 1 + Crit DMG: 100% Crit DMG doubles the hit.
- DEF cuts damage on a curve that never flattens:
| DEF | 500 | 1,000 | 1,500 | 2,000 | 3,000 |
|---|---|---|---|---|---|
| Damage cut | 8.1% | 15.4% | 22.0% | 28.0% | 38.4% |
More curves (Skill Speed, Skill Recovery, Mana Gen, Instinct): Stats that stop working.
Landing debuffs: RES minus ACC
The target’s RES minus your ACC sets the resist chance:
| RES minus ACC | 0 or less | 25 | 50 | 75 | 100 | 110 | 120+ |
|---|---|---|---|---|---|---|---|
| Resist chance | 0% | 25% | 50% | 73.1% | 89.6% | 95.0% | 100% |
Then flat modifiers are added: +50% if the target has element advantage over you, -20% if you have it, plus RES Up, ACC Down and Mindfog (add), or ACC Up, RES Down and Atrophy (subtract). ACC Up and RES Down don’t change the stat itself; they only shift this final chance.
Example: bosses on stage 14 have 380 RES. Against 260 ACC that’s 100% resist. If the boss also has element advantage (+50), your RES Down (-70) and ACC Up (-50) still bring it down to 30%.
ACC you need on every boss stage
Every boss uses the same RES and ACC per stage. “Always lands” assumes no modifiers.
| Stage | Enemy RES | ACC: always lands | ACC: always lands with element advantage | ACC: lands half the time | Enemy ACC | RES to resist everything |
|---|---|---|---|---|---|---|
| 1-3 | 50 | 50 | 30 | 0 | 0-5 | 120-125 |
| 5 | 60 | 60 | 40 | 10 | 15 | 135 |
| 8 | 110 | 110 | 90 | 60 | 25 | 145 |
| 10 | 174 | 174 | 154 | 124 | 40 | 160 |
| 11 | 275 | 275 | 255 | 225 | 50 | 170 |
| 13 | 345 | 345 | 325 | 295 | 70 | 190 |
| 15 | 440 | 440 | 420 | 390 | 90 | 210 |
| 17 | 515 | 515 | 495 | 465 | 115 | 235 |
| 20 | 635 | 635 | 615 | 585 | 175 | 295 |
Where ACC comes from: the Accuracy set (+75 at 5 pieces), Chestplate and Flask main stats, Awakening (Sign of Actia +88) and Titans like Myrmadir (+196 ACC in boss fights).
Skills and mana
- Combo: five hits on a loop, no cooldown, the main source of Ultimate and Titan Mana. Legendaries get a special fifth hit.
- Active skills: three per Invoker. Effective cooldown = base cooldown ÷ (1 + Skill Recovery %). 100 Skill Recovery rating gives +25%, so a 25s cooldown becomes 20s.
- Ultimate: mana stops at 100% until you cast it. Upgrading it lowers the cost.
- Mana Gen raises Ultimate and Titan Mana alike. Taking damage builds mana too.
- AoE skills hit up to 10 enemies on Legendaries, 9 on Epics and 8 on everyone else.
Every buff, debuff and control effect: Status effects.
Numbers for game version 0.61.1516.