Blog · Derived
How much damage one hit does to a tank, how much each defensive stat takes off it, and sliders to put your own numbers in.
TL;DR Opinion what a tank should put the next roll, relic or Charm into, in order:
The rest of the page is the proof: one formula, the derivative of each stat, and sliders for your own numbers.
Expected damage of one hit, \(D\), as a share of an unmitigated hit, and effective HP \(H\). Everything below is the game’s damage formula. The skill percentage, the two fixed PvP rank divisors and the elemental ratio multiply every option the same way and are dropped.
$$ D \;=\; \underbrace{\frac{A}{A+\mathrm{DEF}}}_{\text{DEF}}\;\cdot\; \underbrace{\frac{1+\beta}{1+\rho}}_{\text{DMG RES}}\;\cdot\; \Big[\,(1-b)\,\underbrace{\big(1+c\,(m-1)\big)}_{\text{crit}}\;+\;b\,\underbrace{\frac{1-f}{v}}_{\text{block}}\,\Big], \qquad H \;=\; \frac{\mathrm{HP}}{D} $$ $$ b=\operatorname{clip}_{[0,1]}(B-\alpha),\qquad v=\max\!\big(1.5,\;1+E-\alpha\big),\qquad f=\min\!\Big(0.9,\;F\,\tfrac{A+\mathrm{DEF}}{A^{2}}\Big), $$ $$ c=\operatorname{clip}_{[0,1]}(0.05+\chi-r),\qquad m=\max\!\big(1.3,\;1+\mu-r\big). $$| Yours | Theirs | ||
|---|---|---|---|
| \(\mathrm{DEF}\), \(\mathrm{HP}\) | as shown | \(A\) | their ATK |
| \(B\) | Block Rate in combat (sheet + Block Awareness + Luminous Shield) | \(\alpha\) | their Accuracy |
| \(E\) | Block Efficiency % (everyone starts at 1.00) | \(\chi\) | their Crit Rate (5% base is inside \(c\)) |
| \(F\) | flat Block Efficiency (Block Mastery, Luminous Shield) | \(\mu\) | their Crit DMG |
| \(\rho\) | DMG RES + PvP DMG RES | \(\beta\) | their DMG Boost + PvP Bonus DMG |
| \(r\) | Crit RES |
Three facts of the engine sit inside it: a blocked hit cannot crit, so the crit factor multiplies only the \((1-b)\) share; Accuracy is subtracted twice, from \(b\) and from \(v\); and the flat value \(F\) is removed from the base before anything multiplies, so it appears as a share \(f\) of the hit rather than a percentage of itself.
Take the logarithmic derivative of \(H\): each line is “one more point of this stat gives this fraction more effective HP”.
$$ \frac{\partial \ln H}{\partial\,\mathrm{HP}}=\frac{1}{\mathrm{HP}},\qquad \frac{\partial \ln H}{\partial\,\mathrm{DEF}}=\frac{1}{A+\mathrm{DEF}},\qquad \frac{\partial \ln H}{\partial \rho}=\frac{1}{1+\rho} $$ $$ \frac{\partial \ln H}{\partial B}=\frac{X-Y}{(1-b)\,X+b\,Y}\quad(\alpha \lt B \lt 1+\alpha,\ \text{else }0), \qquad X=1+c\,(m-1),\quad Y=\frac{1-f}{v} $$ $$ \frac{\partial \ln H}{\partial E}=\frac{b\,Y/v}{(1-b)\,X+b\,Y}\quad(v \gt 1.5),\qquad \frac{\partial \ln H}{\partial F}=\frac{b\,\tfrac{A+\mathrm{DEF}}{A^{2}\,v}}{(1-b)\,X+b\,Y}\quad(f \lt 0.9),\qquad \frac{\partial \ln H}{\partial r}=\frac{(1-b)\,\big(c+m-1\big)}{(1-b)\,X+b\,Y} $$(DEF also sits inside \(f\); with \(F \gt 0\) its derivative gains a second term, \( \tfrac{b\,F/(A^{2}v)}{(1-b)X+bY} \), which the sliders include.)
Read them: HP and DMG RES never diminish to zero; DEF diminishes as \(1/(A+\mathrm{DEF})\); Block Rate is a constant slope inside a window and zero outside it; both Block Efficiencies and Crit RES are scaled by the share of hits they touch, \(b\) or \(1-b\).
Put one gear roll into each derivative. At level 113 a plain Gold roll is 1,676 DEF, 8,382 HP, 4% Block Rate or 4% Crit RES. DMG RES and Block Efficiency % have no plain roll. Gear gives them only through two of the seven two-stat lines: DMG RES 1.6 / 2.08 / 2.56% with Healing Boost 6.4 / 8.32 / 10.24%, and Block Rate 3.2 / 4.16 / 5.12% with Block Efficiency 4.8 / 6.24 / 7.68%, by quality. Both are multiplied by 1.5 once the piece has a Season Level and by 3 later in the season (from Season Level 33 on Gold gear) while the piece matches the server’s rank. They are rare: on gear that can roll two-stat lines, an extra stat has a 2.4% chance to be one, so about 1 in 290 is a given pair. The rest of your DMG RES comes from relics, gems and sets, and the rest of your Block Efficiency % from relics.
Every number below is the formula above with the sliders substituted. Block Rate is the in-combat value: add Block Awareness (+46% at rank 16, +82% at rank 24 at level 113, a flat 24% / 28% plus a part that shrinks as you level) and Luminous Shield (+54% / +63% while it is up) to your sheet. Block Mastery gives \(E\) +50.4% and \(F\) = 14,014 at rank 16, \(E\) +58.8% and \(F\) = 33,889 at rank 24.
The last column is the derivative times the size of one roll or one point; the middle column is the exact change from recomputing \(D\), which is what you would see. They differ where a floor or the window edge is crossed.
Shields and healing (they scale with HP and DEF, not with block), taunt (more hits, same ratios), true damage, later hits of multi-hit skills, Fantomon, and the PvP governor that scales both sides. The Charms’ block values are not on the Character screen or in the captured sheets; they are applied in the fight, which is why \(B\) and \(F\) here are in-combat values. No captured fight has a Block Mastery user being hit, so the \(F\) term is the formula’s word, not an observed one.
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