PurrwikimaniaA Sword x Staff reference
English

Combat mechanics

Duel simulator

Pick a class for each side, and the sheet fills with a realistic Champion-tier build for that line. Load four Techniques and four Charms from its tier or any tier below, and tap a slot to change one. Then run a thousand duels, or watch one play out action by action on the game's turn clock, with every hit through the game's damage formula and every crit and block rolled.

You
?
VS
Opponent
?
You — stats
Opponent — stats

How the simulator works

How the simulator works, in detail

The turn clock

Each unit carries its own round counter that advances every 100000 / sqrt(SPD × rank speed scale), and whoever comes due next acts. So a unit with four times the SPD really does act twice as often. Cooldowns count that unit's own turns, not a shared round. A skill with a cooldown starts on cooldown unless it is a Zero Initial CD skill, which is what that keyword means. The strip of portraits along the top is the real order of play for the fight being shown.

Skills and damage

Each skill's element, its hits and the damage coefficient each hit uses, its use limits and its heals come from the skill itself, not from its description text. Lion Combo's three hits use its first, first and second coefficients. Divine Wrath rolls its fourth coefficient through a random-target hit. Damage is the whole of the game's damage formula, with crit and block rolled per hit, and block cancels crit as it does in the game. The Charms' passive stats are folded into the sheet, and the scene says which of their effects it could not use.

PvP damage

Damage from a player is divided by two per-rank PvP bases of the target. At Champion III that is ÷1.14 and ÷1.31. The sheet's PvP Bonus DMG and PvP DMG RES join the percentage block, and the few skills with a PvP scale under 100% are scaled by it.

Then the PvP governor multiplies every governed skill's damage, heals and shields by one more factor. The game's text for it, Beauty of Balance II, names all three. The factor is the product of three parts. The first is a survival floor. It takes each fighter's burst-to-HP ratio, ATK² / (ATK + DEF) / HP carried through crit, block, element and the percentage block. If the lowest one is above 0.10 (a full-coefficient hit is worth at most a tenth of a health bar), all damage is scaled down to meet it. The second is a skill-rank decay: the fighters' average skill rank against what the game expects for a server of this age, never above 1. The third is a balance value, which only exists from Saint upward and so is 1.0 below that. This is why real fights run to ten rounds.

The battlefield’s effects

Every PvP stage carries four statuses, shown in the battlefield line of the log. Beauty of Balance I is on every unit from the start: the attacker’s damage to a character is ×0.2, and control effects (Stun, Freeze, Frenzy, Immobilize) land a third as often. Beauty of Balance II is the governor. From global round 12, every round adds a stack of Swift Resolution (+10% to that damage scale, up to 99) and of Swift Resolution II (−20% healing and shields, up to 4). So damage is back to full by round 19, and healing and shields are at a fifth from round 15. A global round is one action per fighter (two in a duel). The stage’s round cap (100 global rounds in a duel, 25 in the arena) counts those rounds. The game applies these statuses on its servers. The release from round 12 and a new stack each round follow the game’s text (“From turn 12 onward”). The checkbox by the round cap turns them off for comparison.

Charms

Each Charm carries one or more passive statuses, and those are its effect. It may fire a skill on your hits, when you are hit, at the start or end of your turns, or on a turn with no Technique (Blade Siphon, Counter Blade, Frost Guard). It may apply a status every so many Techniques (Blazing Clash), per 15% of HP lost (Frame of Battles) or when HP drops under a fraction (Pure Protection). It may build a Mark that pays out at ten stacks with the Charm's own damage (Blade of Judgment), or floor a lethal hit at 1 HP once, with the heal on the card (Indomitable Will). The sim runs all of those. Effects it has no model for are named on the Charm's hover card and in the note under the odds, so a Charm never silently does nothing.

Charms with procs fire: on-hit skills, each-turn skills, when-hit skills (reflect), and the turn-with-no-Technique check that Frost Guard uses. Fear, Confusion, Ridicule and Restrict are applied and shown but change nothing here, because taunts and movement have no meaning in a 1v1 without a grid.

Timing

Every hit lands at its own moment in the game. Eclipse Slash's six cuts fall at 0.3, 0.4, 0.78, 0.9, 1.04 and 1.48 seconds, and Divine Wrath's sixteen from 0.85 to 2.24. At 1x the scene plays them at that pace.

Statuses

Every hit lists the statuses it applies, with a base chance and whether Effect Hit Rate and Effect RES change it, and each status says what it is. The fight runs them. Stat buffs and debuffs are scaled by the caster's rank like everything else. Per-hit falloff cuts repeat hits: Divine Wrath's sixteen hits stamp a 40% decay on the target, so the cast is worth about 2.5 hits, not 16. Stun and Frozen make the holder lose its action, and Stun also freezes its cooldowns. Blind makes the holder's next attack deal nothing, then clears. Shields absorb before HP. Poison and other ticks land at the start of a round. Some statuses trigger when they end, which is how Icebound heals. Durations count the holder's own turns.

Landing rolls are base chance × (1 + Effect Hit Rate / base) / (1 + Effect RES / base). Hard controls get a cubed-ratio penalty against a higher-ranked target, and Damp raises the odds of Frozen. Every hit rolls in the game's order: the attacker's Blind chance, then the target's Dodge, then block, then crit. Blind is a chance rather than a certainty. The status grants a 50% Blind chance for one Technique, and a dodged or blinded hit deals nothing and applies no status. Status DMG Bonus, Status DMG Taken and Status DMG RES form their own multiplying stage, as the game's damage formula applies them.

Hits and Charm triggers

A hit that deals no damage of its own still applies its statuses and follow-up skills. Wind's Delight's damage is its follow-up skill, seven waves that decay 35% per repeat on the same target. Follow-up skills bring their own numbers, PvP scale and governor check. A when-hit Charm fires only on the events it names: Rebound on a hit the wearer blocks, Counter Blade on any damage, and some Charms every Nth event. The strike a Charm fires cannot set off further Charms when the game marks it that way (Radiant Sear's, Rebound's, a Burn tick). Meteoric Flames' 60% Burn cell under the opponent burns at once and again each time they start a turn on it, for three of the caster's rounds. In a 1v1 nobody steps off it. Block is rolled before crit and cancels it. Both chances add the flat value forms over their per-rank bases, and the attacker's Accuracy lowers the block divisor too. Heals use the game's healing formula, and shields carry their status's PvP scale (0.45 on the DEF shields).

Before round 1

The fight has a setup phase before round 1, during which the AI acts on a fixed timer. A Technique whose card says "Casts once before battle starts" (Heart of Challenge, Valor Surge) fires then. On each tick both fighters fire their next start skill, the faster one first, and each then sits on its cooldown like any cast.

A turn casts every Technique that is ready

Each goes in slot order and then onto its own cooldown, counted in that caster's turns. A skill is ready once more of the caster's turns than its cooldown have passed since it was last cast. So a skill with no cooldown fires every turn, a CD 1 skill sits out one full turn and returns the turn after, and every skill opens the fight on its full cooldown. A CD 2 skill first goes on turn 3, or turn 2 with Rapid Cast. A turn with three ready skills is three casts. There is no basic attack in the game. With nothing ready the turn passes, which is when Charms like Frost Guard that key off a Technique-less turn fire. Blind is spent by the first attack of the turn.

Each skill has its own targeting priorities, but there is no grid here, so range, area and positioning do nothing. That silences one Charm outright. Repelling Wind fires "when an enemy actively enters within 2 grids of the caster", and with nobody moving it never fires in this 1v1 (the Charm note under the loadout says so). The team simulator has the grid and plays it.

Fantomon

Fantomon are not here. The game brings each fighter's engaged Fantomon into a real fight. The team simulator runs them: the young pet's support skill, and an adult filling Fantasmia and materializing as a unit with its own turns on the grid. This 1v1 does not run them yet.