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Mercenary codex

Battle formulas

Battle math the screens do not all show. Values come from the game tables and battle code.

Damage

  • Basic attackAttack × random 0.85~1.15 × K ÷ (K + target defense)×1.6 on a crit. Then the target's race and personal damage-taken multipliers apply. A landed hit does at least 1.
  • SkillAttack × skill multiplier × random 0.9~1.1 × K ÷ (K + target defense)Crits and damage taken work as above. Skills never roll dodge.
  • Defense constant KNormally 100. When enemies strike from floor 400, K = 100 + 150x + 75x², where x = (floor − 400) ÷ 100.Tower climbs only. Floors reached before 1.25.0 stay at 100, and the new formula ramps in over the next 50 floors.
  • Late tradeFrom floor 301, enemy HP ×0.8 and enemy attack ×1.2.Boss Hunts, personal trials and raids skip it.
  • LifestealBasic attacks heal damage dealt × lifesteal rate.
  • Firepower FocusAttack skills see enemy defense at ×0.75.

Skill multipliers

Stats and combat values

The formulas from stats to combat values are in the Stats guide. Caps and class multipliers are here.

  • Dodge cap50 for a merc, 70 with synergies. 25 for enemies.
  • Crit cap60 for a merc, 75 with synergies.
  • Taunt class gearKnight · Monk get gear effects ×1.2. This does not stack with the race multiplier; the larger one applies. Abyssals keep the race value.
  • WarriorHP ×1.1 · defense ×1
  • KnightHP ×1.3 · defense ×1.5
  • ArcherHP ×0.9 · defense ×0.8
  • MageHP ×0.8 · defense ×0.6
  • PriestHP ×0.85 · defense ×0.7
  • RogueHP ×0.85 · defense ×0.7
  • ElementalistHP ×0.85 · defense ×0.65
  • SwordmasterHP ×0.95 · defense ×0.9
  • MonkHP ×1.15 · defense ×1.2
  • TaoistHP ×0.9 · defense ×0.8
  • BerserkerHP ×1.15 · defense ×0.85
  • LancerHP ×1.05 · defense ×1.05
  • BardHP ×0.85 · defense ×0.75
  • AlchemistHP ×0.85 · defense ×0.7
  • ReaperHP ×0.95 · defense ×0.85
  • BlacksmithHP ×1.2 · defense ×1.3
  • SwordsmanHP ×1.05 · defense ×1
  • WardenHP ×1.2 · defense ×1.25
  • BladedancerHP ×0.95 · defense ×0.85
  • MechanicHP ×0.9 · defense ×0.85

Stats guide

Stacking buffs and debuffs

Rules within one battle. The receiver keeps the count, and values multiply. Once the slots are full later skills do not apply, so the earlier values stay.

  • Attack and defense buffs2 attack and 2 defense per merc. The slots are separate, and different skills share the count.
  • Defense reduction (corrosion)3 per enemy, shared across skills. 12% by default, and some skills differ.
  • Dodge reductionThe value comes straight off. The detector takes 10 each, 2 per enemy, never below 0. Some skills apply only once.
  • Bard ×2Attack +15% each, +32.25% total
  • Rien Silvas ×2Attack +12% each, +25.44% total
  • Alchemist ×3Defense −12% each, −31.9% total
  • Rien Silvas ×3Defense −10% each, −27.1% total

Skill table

Turn order

  • Action gaugeFills by speed each tick. At 100 the unit acts.
  • EnergyMax 100. +26 per basic action, +9 per hit taken. Bosses start at 40. When full, the unit uses its skill instead of a basic action.
  • Healing actionHealer classes heal the ally with the lowest HP ratio when that ally is under 85%, for attack × 0.9 × random 0.85~1.15. If nobody qualifies, they attack.

Targeting

  • Front-targeting classesA random enemy in the front row. If it is empty, the back row.
  • Back-targeting classesA random enemy in the back row. If it is empty, the front row.
  • Free-targeting classes60% of the time the enemy with the lowest HP ratio, otherwise random.
  • TauntWhen a back-targeting or free-targeting class attacks and Knight · Monk stand in the opposing front row, they pull the hit 35% of the time.

Targets by class

Time limit

  • Tick capsNormal battle 180, raid 180, Boss Hunt squad 120, final trial 100.
  • Time outIf both sides still stand at the cap, you withdraw from that floor. Fallen mercs are only injured, never killed. An Abyss ritual counts as a withdrawal and returns the shards.
  • Cause shownThe result screen names the cause. Healing if enemies regained 60% or more of damage dealt, wards if 20% or more of hits were blocked, dodge if 35% or more of attacks missed, otherwise not enough damage.

Clutch and morale

  • ClutchAt 30% HP or less, basic attacks multiply attack by the clutch value. Abyssals have ×1.2; others get it from traits.
  • MoraleBelow 30 morale, attack ×0.9. Above 85, attack ×1.06.

Traits

Combat power

  • Combat powerOffense × 20 + sustain × 14 + durability × 3
  • OffenseAttack × action rate × (1 + crit% × 0.6). Healers use attack × action rate × 0.35.
  • SustainHealers: attack × action rate × 1.45. Lifesteal adds offense × lifesteal rate.
  • DurabilityHP × (1 + defense ÷ 100) × (1 + dodge% × 0.7)
  • Action rateSpeed ÷ 20, at least 0.35.

Battle forecast

Ally power ÷ estimated enemy power is compared with the edges below. At or above an edge you get that verdict; below the fourth edge it is “Deadly”. Edges between floors are interpolated.

  • “Dominant” limitWith hidden enemies or a missing floor counter, the verdict stops at “Favored”.
  • “Favored” limitWith fewer than 4 mercs or no front row while outpowered, the verdict drops to “Even”.

Regular floor edges

  • Floor 1Dominant 1.09 · Favored 0.88 · Even 0.8 · Risky 0.72
  • Floor 25Dominant 1.14 · Favored 0.9 · Even 0.82 · Risky 0.73
  • Floor 50Dominant 1.18 · Favored 0.98 · Even 0.9 · Risky 0.82
  • Floor 75Dominant 1.31 · Favored 1.07 · Even 0.98 · Risky 0.89
  • Floor 100Dominant 1.42 · Favored 1.15 · Even 1.05 · Risky 0.94
  • Floor 125Dominant 1.48 · Favored 1.14 · Even 1.02 · Risky 0.89
  • Floor 200Dominant 1.5 · Favored 1.14 · Even 1.01 · Risky 0.88
  • Floor 300Dominant 1.54 · Favored 1.15 · Even 1.02 · Risky 0.88
  • Floor 400Dominant 1.53 · Favored 1.11 · Even 0.97 · Risky 0.83
  • Floor 500Dominant 1.46 · Favored 1.01 · Even 0.86 · Risky 0.71
  • Floor 600Dominant 1.44 · Favored 0.93 · Even 0.77 · Risky 0.62
  • Floor 700Dominant 1.49 · Favored 0.9 · Even 0.73 · Risky 0.57
  • Floor 800Dominant 1.53 · Favored 0.86 · Even 0.67 · Risky 0.5
  • Floor 900Dominant 1.65 · Favored 0.87 · Even 0.66 · Risky 0.48
  • Floor 998Dominant 1.71 · Favored 0.89 · Even 0.68 · Risky 0.49

Boss floor edges

  • Floor 10Dominant 1.25 · Favored 0.97 · Even 0.87 · Risky 0.76
  • Floor 50Dominant 1.31 · Favored 1.05 · Even 0.96 · Risky 0.85
  • Floor 100Dominant 1.37 · Favored 1.07 · Even 0.96 · Risky 0.85
  • Floor 200Dominant 1.47 · Favored 1.1 · Even 0.98 · Risky 0.85
  • Floor 300Dominant 1.45 · Favored 1.08 · Even 0.96 · Risky 0.83
  • Floor 400Dominant 1.46 · Favored 1.05 · Even 0.91 · Risky 0.77
  • Floor 500Dominant 1.29 · Favored 0.91 · Even 0.78 · Risky 0.66
  • Floor 600Dominant 1.28 · Favored 0.85 · Even 0.72 · Risky 0.58
  • Floor 700Dominant 1.45 · Favored 0.86 · Even 0.69 · Risky 0.53
  • Floor 800Dominant 1.44 · Favored 0.82 · Even 0.65 · Risky 0.49
  • Floor 900Dominant 1.38 · Favored 0.81 · Even 0.64 · Risky 0.49
  • Floor 990Dominant 1.52 · Favored 0.89 · Even 0.71 · Risky 0.54
  • Floor 999Even 1.1 · Risky 0.79

MVP and battle notes

  • MVPThe ally with the highest damage + healing + kills × 80.
  • Defeat notesDamage under 55% of total enemy max HP, or no kills, is called out as low damage; under 65% suggests more firepower. Healing under 12% of enemy damage suggests a healer. Fewer than 4 mercs suggests a full party. No front row, or a wiped one, suggests a front line.