🐾PurrwikimaniaSword x Staff, datamined

Combat mechanics

How a hit is actually calculated

All of this is read from BattleFormulaHandler.cs, the single 4,349-line file inside Console.dll that resolves every point of damage, healing and status in the game.

Duel simulator

Eight Techniques a side, the real turn clock and cooldowns, a thousand fights, and the odds.

Interactive

Team battle simulator

Four against four on the grid: positions, ranges, the same clock and formula, and the odds.

Interactive

Tournament projection

The real bracket as the client received it, played match by match on the team engine, with the odds of every simulated tie.

Projection

Where your next point goes

Put your own sheet in: which stat buys the most damage right now, and the exact Mastery where ATK overtakes it.

Interactive

The damage formula

The full pipeline in execution order, from skill coefficient to final number, with a worked example.

Start here

Elemental Mastery & Affinity

The two stacked elemental layers, and the hidden per-rank value they are scored against.

Includes full tables

SPD and turn order

The battle runs on a timeline, not fixed turns. Turn frequency scales with the square root of SPD.

Mechanic

Crit, Block and flat "value" stats

Why a "+1K Crit" roll is worth 15% at one rank and 1% a few ranks later.

Mechanic

Level and rank scaling

Three separate systems punish punching up. What each is worth, from the real tables.

Mechanic

The short version