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How It Works

How the wiki's tools work their numbers out. Every rule is read from the game's code; each tool keeps a line and a beside the numbers that need it, and they lead here.

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Each piece is judged by the hero's whole Stats window, worked out as the Party Builder works it out: the hero's base stats and level, the gear's stats and the sockets, and with your save the skills, the Engraving and the pets. So a piece is judged together with the rest: a percent bonus is worth more on top of a large flat one.

Damage is one hit on the monsters of a stage you pick, normal ones or the boss. It is worked out as the game works it out, then averaged over the stage's monsters (the game's rules: Battle Rules):

  1. ATK, raised by Boss DMG against a boss, then by Basic ATK DMG or Skill DMG.
  2. Each part of the hit (physical, magical or an element) at its share; an element adds its DMG Bonus.
  3. A crit, at CRIT Rate less the monster's CRIT RES, multiplies the hit by CRIT DMG.
  4. The monster's DEF, less your P.PEN or M.PEN, cuts physical and magical parts by DEF ÷ (DEF + the stage's defense modifier), at most 75%. Its resistance cuts an element's part.

Basic attacks, damage a second: a hero waits 0.2 s, then swings for 1 s (every hero's attack animation is 1 s long), and ATK SPD speeds up both, so a basic attack comes every 1.2 s ÷ ATK SPD. Chopper's two-blade attack hits twice for half the damage each. A skill is one hit at the skill's top level. Elemental DMG only helps skills with an element; basic attacks are physical.

DPS with skills (the default) adds the hero's three equipped skills: how often each goes off (its cooldown cut by Skill Haste, or every few basic attacks), how long its cast keeps the hero from attacking (its animation, sped up by ATK SPD), and what a cast deals. The skills are the ones equipped in your save, the ones you click, or else those that give the most (up to three: one that adds nothing, such as a heal, is left out). Damage is to one enemy: a skill that hits an area or a line hits each enemy there for the same. Not counted: skills that go off on a battle event (a crit, a kill), heals, shields and buffs such as King's Wrath (their casts still take time), a skill whose code is not read yet, and walking.

  • The set starts empty; slot by slot it takes the piece that raises the stat most with the other slots as they are, and goes round again until nothing changes. Each list then ranks every piece for its slot with the best set in the other nine.
  • Only what the hero can wear: its own weapons, pieces whose required level it has reached, up to the grade you pick. A slot no piece improves stays empty.
  • "Fill every socket" puts in each socket the attachment and the bonus that help most for that kind of gear, at the top of its roll. A real socket rolls one of the attachment's bonuses at random, so this is the best case. With "Only gear I have", every piece keeps the sockets it has in your save.

Left out, as in the Party Builder: what changes in battle (buffs from skills, Gluttony stacks, shields, Brand), and the rounding of each hit. The rules were read from the game's code and checked by the wiki's own tests; the numbers have not yet been compared with the game's Stats window or with real hits on a real save.

Gear, attachments, skills, runes, pets, stages and monsters: the game client, v1.0.2. The hit is read from the game's code (GetUserDamage, Damage.Build, ResolveIncomingDamage). Where each rule comes from: the wiki's data.

DPSquad Wiki is an unofficial fan site. It is not affiliated with or endorsed by detailgames or storytaco.

Game names, art, images and data belong to their respective owners.

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