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⚔ Combat System

How heroes and enemies fight in Guild Idle

Attack & Defense

Guild Idle uses a multiplicative armour formula — DEF does not subtract from damage, it reduces it proportionally. This means high DEF always has diminishing value and no amount of ATK or DEF can produce 0 damage.

The base damage formula is:

damage = ATK × (K ÷ (K + DEF))  ±  20% variance  (min 1)

Where K = 1000 (the armour constant). Examples: DEF 1,000 reduces damage by 50%. DEF 500 reduces by ~33%. DEF 2000 reduces by ~67%. No DEF value can reach 100% reduction.

Magical damage passes only half the target's DEF into the formula — effectively: calcDamage(atk, floor(def / 2)). This makes casters far stronger against high-DEF enemies.

Attack Speed

A hero's starting attack interval is set by their class base Agility — not by allocated points or gear. Each class sits in one of these tiers:

Class Base AGIAttack IntervalAttacks per 10s
≤ 74 seconds2.5
8 – 113 seconds3.3
12 – 172 seconds5.0
18 – 231.5 seconds6.7
≥ 240.5 seconds20.0

You cannot climb these tiers by allocating AGI or wearing +AGI gear. Instead, every point of AGI from allocation and gear grants a separate attack-speed bonus (+0.6% per point) that stacks on top of your base tier — full value up to about +25%, then diminishing toward a +50% ceiling. attackSpeedAdd gear and skill nodes shorten the interval further (with their own diminishing returns as you stack them). No matter the source, attack speed is floored at 0.5s.

Critical Hits

When a crit procs, damage is multiplied by 1 + critDamage. Base crit chance is 0% — it is built entirely from DEX, gear, and skill tree nodes. Base crit damage is 50% bonus (×1.5) and scales with the critDamage stat. Finesse classes benefit especially because DEX also contributes to their base ATK.

Status Effects

Status effects are applied by passive items, class abilities, and skill tree keystones. Each has a base proc chance and tick duration. Enemies have a 2-tick immunity window after a Stun wears off.

Shields, Temp HP & Overheal

Some abilities and gear grant a shield — a blue overlay on the health bar that absorbs damage before real HP, and which can never be stacked above the hero's max HP. Certain overheals (e.g. Lightbringer's Radiant Heal) instead become temporary HP — an amber bar, up to 20% over max HP, that absorbs damage (including damage-over-time) before real health.

Floor Scaling

Enemy stats scale with floor: base × (1 + (floor − 1) × 0.15). A floor 10 enemy has 2.35× the base stats of a floor 1 enemy. Affixes apply multiplicative modifiers on top. In the Eternal Strife, scaling uses a steeper polynomial curve.