🐾PurrwikimaniaSword x Staff, datamined

Combat mechanics

Elemental Mastery & Affinity

Your Elemental Mastery and your five Affinities are never used raw. The game divides each by a hidden value that grows every level — which is why the same gear feels strong at the end of a rank and weak at the start of the next, and why a point of the right Affinity is worth far more than a point of Mastery.

The formula

Elemental damage is multiplied by a ratio: your offence over their defence.

            1 + (YourXAffinity / TheirBaseElemReduce) + (YourElemMastery / TheirBaseElemMastery)
ElemMult = ------------------------------------------------------------------------------------
            1 + (TheirXAegis   / YourBaseElemAdd)     + (TheirElemRES    / YourBaseElemMastery)

where X is the hit's element. Two layers add up: the Affinity of that one element and the general Elemental Mastery. A Physical hit (no element) is scored the same way with Physical Mastery against Physical RES — a separate stat with its own hidden base, not Elemental Mastery. Base Elemental Reduce equals Base Elemental Add on every row of the game's table, so the page calls both "Base Elemental Add" below.

There are five Affinities, and a hit reads one of them. Water, Fire, Wind, Light and Dark Affinity are separate stats. Every Technique and damaging Charm carries one element (the Skills page shows it on each card), and the damage code uses only that element's Affinity and the target's matching Aegis: a Wind hit reads your Wind Affinity and ignores the other four. A Physical hit uses the average of your five Affinities and the average of the target's five Aegis. Elemental Mastery counts for every elemental hit; Physical Mastery counts for Physical hits only.

What the number on your Character screen means

Each Affinity is shown on the Character screen in points, and the formula uses those points exactly as shown: they are divided, never rescaled first. Water Affinity's own description reads: "Increases Water DMG dealt by the caster's skills. When against enemies of the same level, increases by approximately X." The client fills in X as your Water Affinity divided by your own Base Elemental Add, the hidden value in the table below; the other four say the same for their element.

The damage formula divides by the target's hidden value instead. Against a target of your own level the two are the same number, so the percentage the game shows is exact. Against a higher-level target the divisor is bigger and the bonus smaller; against a lower-level one, larger. Elemental Mastery is shown the same way, divided by your own Base Elemental Mastery, which is why its percentage looks so small at Champion.

At Champion I's cap (level 110) Base Elemental Add is 6,693 and Base Elemental Mastery 82,698, so:

Both land in the same 1 + … sum, so they add rather than multiply: Wind Affinity equal to its divisor and Mastery equal to its divisor together give 1 + 1 + 1 = ×3 on a Wind hit before the target's Wind Aegis and Elemental RES divide it. Affinities are not on the equipment roll tables; they come from relics, Fantomon and skills.

What "Base Elemental Mastery" is

It is a stat, but you never see it — the game's own config marks it Catalog = Hide. It is a per-rank, per-level constant: the expected value for a character at that point in the game. Your actual Mastery is scored against it.

Because it appears on both sides, equal level plus equal investment is exactly neutral. Across all 1,710 rows of the table, Base Mastery and Base RES are always identical, so two evenly matched characters produce a multiplier of exactly ×1.000. Advantage only appears when one side beats the expected value harder than the other.

Worked at one rank

At Expert III (level 100) the base value is 10,987:

SituationYour MasteryTheir RESMultiplier
Both at the expected value10,98710,987×1.00
You triple it, they don't33,00010,987×2.00
Both triple it33,00033,000×1.00
They triple it, you don't10,98733,000×0.50

The hidden divisors by rank

08146K16292K24437K32583KNo RankElite IIIChampion IIIParagon IIIEthereal IIIEthereal IXVoid IIIdivisorcharacter rank
Base Elemental Mastery (the divisor)Base Elemental Add (Affinity divisor)
Both divisors climb every promotion, so the same raw Mastery is worth steadily less. Affinity divides by the lower of the two throughout.

The values at each rank's level cap; within a rank both climb a little every level. Base Elemental RES equals Base Elemental Mastery on every row, and Base Elemental Reduce equals Base Elemental Add. The last two columns are what 1,000 points add to the offence side against a target at that level: the Affinity of the hit's element, or Elemental Mastery.

RankLevel capBase Elemental Masteryvs previous Base Elemental Add1,000 of the hit's Affinity1,000 Mastery
No Rank10141—1,952+51.2%+709.22%
Apprentice I20449×3.182,231+44.8%+222.72%
Apprentice II30776×1.732,509+39.9%+128.87%
Apprentice III401,126×1.452,787+35.9%+88.81%
Elite I502,028×1.803,065+32.6%+49.31%
Elite II603,343×1.653,344+29.9%+29.91%
Elite III704,007×1.203,622+27.6%+24.96%
Expert I807,813×1.954,417+22.6%+12.80%
Expert II909,419×1.215,204+19.2%+10.62%
Expert III10010,987×1.175,992+16.7%+9.10%
Champion I11082,698×7.536,693+14.9%+1.21%
Champion II120105,649×1.287,677+13.0%+0.95%
Champion III130117,047×1.118,661+11.5%+0.85%
Master I140195,002×1.679,819+10.2%+0.51%
Master II150228,076×1.1710,961+9.1%+0.44%
Master III160285,400×1.2512,103+8.3%+0.35%
Paragon I170387,374×1.3613,816+7.2%+0.26%
Paragon II180519,025×1.3414,872+6.7%+0.19%
Paragon III190608,229×1.1715,927+6.3%+0.16%
Saint I200731,069×1.2013,048+7.7%+0.14%
Saint II210907,871×1.2414,252+7.0%+0.11%
Saint III2201,045,932×1.1515,456+6.5%+0.10%
Ethereal I2301,588,197×1.5216,660+6.0%+0.06%
Ethereal II2402,085,321×1.3117,864+5.6%+0.05%
Ethereal III2503,018,756×1.4519,068+5.2%+0.03%
Ethereal IV2604,523,065×1.5020,272+4.9%+0.02%
Ethereal V2707,067,523×1.5621,476+4.7%+0.01%
Ethereal VI2808,400,869×1.1922,680+4.4%+0.01%
Ethereal VII2909,807,437×1.1723,884+4.2%+0.01%
Ethereal VIII30012,067,766×1.2325,088+4.0%+0.01%
Ethereal IX31015,315,923×1.2726,292+3.8%+0.01%
Ascendant I32019,092,829×1.2527,496+3.6%+0.01%
Ascendant II33022,330,661×1.1728,700+3.5%+0.00%
Ascendant III34023,220,498×1.0429,904+3.3%+0.00%
Void I35024,188,222×1.0431,108+3.2%+0.00%
Void II36025,211,326×1.0432,312+3.1%+0.00%
Void III37026,296,035×1.0433,516+3.0%+0.00%
(unreleased)38027,501,278×1.0534,720+2.9%+0.00%
(unreleased)39028,789,372×1.0535,924+2.8%+0.00%
(unreleased)40030,169,666×1.0537,128+2.7%+0.00%
Source: level_prop_battle_extra, joined to player_subrank and role_prop_group.

The Champion wall

One transition dwarfs the rest. Promoting out of Expert III multiplies the base value by ×4.56 at the same level (10,987 → 50,061), and by the time you reach Champion I's own cap it has risen ×7.53 overall. Every other rank-up in the game falls between ×1.04 and ×1.7.

Be precise about which number you quote. The ×7.53 figure spans the promotion and ten levels of growth. The promotion alone, measured at a fixed level 100, is ×4.56. Both are real; they answer different questions.

Two promotions actually lower the base value — Elite III → Expert I (×0.94) and Paragon III → Saint I (×0.90) — which makes existing gear relatively stronger.

A tunable the developers left in

The normalisation is written as (rating / ownBase) × (ownBase / theirBase)^k with k hardcoded to 1.0. As written that exponent is a no-op, but it is plainly a dial for how much the level gap matters. If elemental scaling ever shifts without a stat change, this is where.