Combat mechanics
Type in your stats and an enemy's. This page runs the game's full damage formula on them, then works out how much each stat that touches the result would add. It tells you which stat buys the most damage at your current numbers. There is no answer that holds for everyone.
Defaults are a real Champion-era sheet. Everything is computed in your browser. Nothing is stored or sent. Your entries stay on this device.
The stats you buy in raw points. These compare directly with each other.
The stats printed as percentages. These compare with each other, but not with the chart above. A thousand ATK and one point of Crit DMG are not the same purchase, and until the equipment tables are on this site there is no honest exchange rate between them. Read each chart within itself.
Crit DMG absolutely makes crits hit harder. It is the entire size of the bonus. The question is
narrower: given one more percentage point, which one? Expected damage carries
1 + p x (multiplier - 1), so a point of rate is worth the whole bonus while a point of the
bonus is worth only the fraction of hits that crit. They meet at p = 1 / (multiplier - 1), where p is your crit chance.
This compares equal percentage points only. It does not say which stat matters more overall.
Elemental Mastery is divided by a hidden per-level base on the enemy's side and then sits inside
1 + affinity + mastery, so it saturates. ATK appears twice, once as the base the skill
coefficient multiplies and once in ATK/(ATK+DEF), and decays only as 1/ATK. They cross.
The formula being evaluated, in the order the game applies it:
base = (ATK x skill coefficient + skill flat damage) x ATK/(ATK+DEF)
elem = (1 + Affinity/their base Affinity value + Elemental Mastery/their base Mastery)
/ (1 + their Aegis/your base Affinity value + their Elemental RES/your base Mastery)
pct = (1 + DMG Boost + PvE Bonus DMG) / (1 + their DMG RES + their PvE DMG RES)
p = 0.05 + Crit Rate - their Crit RES crit chance
m = max(1.3, 1 + Crit DMG - their Crit RES) crit multiplier
b = their Block Rate - Accuracy/base Accuracy value block chance
E[mult]= (1-b)((1-p) + p x m) + b / max(1.5, 1 + their Block Efficiency)
D = base x elem x pct x E[mult] x level offset
Block cancels crit. A blocked hit can never crit, so the two are exclusive and the expectation above is not a product of independent factors.
Crit RES is subtracted twice: once from the crit chance and again from the multiplier. A high-Crit-RES target both crits you less and crits you softer.
Two floors the game enforces: a crit lands at no less than 1.3x, and a block
divides by no less than 1.5x.
The level offset is 4% a level, flat at 16% from four levels up. Above the target you multiply by it, below you divide by it, so the same gap costs more than it pays.
Left out on purpose: