Combat mechanics
Several stats come in two forms — a percentage and a flat "K" value. They are not interchangeable. The flat version is divided by a hidden per-rank number, and loses most of its worth as you climb.
critChance = 0.05
+ ( CritRate% + CritRateValue / BaseCritRateValue )
- ( theirCritAvoid% + theirCritAvoidValue / theirBaseCritAvoidValue )
Everyone has a hidden 5% base crit. Your percentage stat adds directly. Your flat value is divided by a per-rank base first — the same normalisation Elemental Mastery uses.
Crit damage is max(MinCritPower, 1 + CritDMG% − theirCritAvoid%), with the floor set to
1.3 in game_settings. Crit and Block are mutually exclusive: a blocked hit cannot crit.
| Rank | Level cap | Base Crit Value | +1,000 gives |
|---|---|---|---|
| No Rank | 10 | 115 | +869.57% |
| Apprentice I | 20 | 365 | +273.97% |
| Apprentice II | 30 | 631 | +158.48% |
| Apprentice III | 40 | 915 | +109.29% |
| Elite I | 50 | 1,648 | +60.68% |
| Elite II | 60 | 2,716 | +36.82% |
| Elite III | 70 | 3,255 | +30.72% |
| Expert I | 80 | 6,348 | +15.75% |
| Expert II | 90 | 7,653 | +13.07% |
| Expert III | 100 | 8,927 | +11.20% |
| Champion I | 110 | 69,975 | +1.43% |
| Champion II | 120 | 89,395 | +1.12% |
| Champion III | 130 | 99,040 | +1.01% |
| Master I | 140 | 195,002 | +0.51% |
| Master II | 150 | 228,076 | +0.44% |
| Master III | 160 | 285,400 | +0.35% |
| Paragon I | 170 | 130,779 | +0.76% |
| Paragon II | 180 | 179,734 | +0.56% |
| Paragon III | 190 | 204,482 | +0.49% |
| Saint I | 200 | 346,148 | +0.29% |
| Saint II | 210 | 430,063 | +0.23% |
| Saint III | 220 | 482,092 | +0.21% |
| Ethereal I | 230 | 709,458 | +0.14% |
| Ethereal II | 240 | 965,865 | +0.10% |
| Ethereal III | 250 | 1,539,731 | +0.06% |
| Ethereal IV | 260 | 2,579,390 | +0.04% |
| Ethereal V | 270 | 4,506,784 | +0.02% |
| Ethereal VI | 280 | 5,416,053 | +0.02% |
| Ethereal VII | 290 | 6,356,382 | +0.02% |
| Ethereal VIII | 300 | 8,013,919 | +0.01% |
| Ethereal IX | 310 | 10,469,457 | +0.01% |
| Ascendant I | 320 | 13,342,742 | +0.01% |
| Ascendant II | 330 | 15,735,721 | +0.01% |
| Ascendant III | 340 | 16,137,484 | +0.01% |
| Void I | 350 | 16,539,247 | +0.01% |
| Void II | 360 | 16,941,011 | +0.01% |
| Void III | 370 | 17,342,774 | +0.01% |
| (unreleased) | 380 | 17,744,537 | +0.01% |
| (unreleased) | 390 | 18,146,300 | +0.01% |
| (unreleased) | 400 | 18,548,063 | +0.01% |
level_prop_battle_extra, BaseCritRatePercentValue.The same roll is worth +11.20% at Expert III and +1.43% at Champion I. The base value jumps from 8,927 to 69,975 across that one promotion — so flat crit is the strongest stat in the game right before that wall, and close to worthless after it. Percentage crit does not decay.
Crit rate only pays out through crit damage. Expected damage is
1 + critChance × (critMult − 1), so with a 1.59× multiplier, +11% crit rate is about
+6% damage — real, but far less than the headline suggests.
The two stats gate each other. Crit Rate is the better buy while CritDMG% > 5% + CritRate%;
past that point Crit DMG takes over. They are balanced when the two numbers are roughly equal, and crit rate
becomes worthless entirely once effective crit chance reaches 100%.
Every stat below uses an identical value / base normalisation, with the base growing each rank:
BaseEffectRate / BaseEffectDodge.BaseBlockPercentValue.BaseBlockAvoidPercentValue, literally "base accuracy value".
It is the counter to enemy Block, not a hit-chance stat.At level 83 the Effect base is 6,049, so an Effect Hit Rate of 2.73K is contributing about 45% effect chance.