Blog · Derived
The expected damage of one hit as a single expression, the derivative of each stat read 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 read from the
client’s Damage(); the skill percentage, the two fixed PvP rank divisors and the elemental ratio multiply every option
the same way and are dropped.
| 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 Gold roll is 1,676 DEF, 8,382 HP, 4% Block Rate or 4% Crit RES; DMG RES and Block Efficiency cannot roll and come from relics, sets and Charms.
Every number below is the formula above with the sliders substituted. Block Rate is the in-combat value: add Block Awareness (+22% at rank 16, +54% at rank 24 at level 113) and Luminous Shield (+54% / +63% while it is up) to your sheet. Block Mastery gives \(F\) = 14,014 at rank 16 and 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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