A tick-by-tick simulation of a four-class party — Warrior, Mage, Healer, Tank —
clearing all six elemental Crowned Behemoths. Every base number comes straight from the game's data files.
Move the dials and watch the kill times, damage split, and mana attrition respond.
solo-built · Godot 4 + Flask · theorycrafting, not vibes
Full clear time
—total
Outcome
—
Party DPS
—
Bosses cleared
—/ 6
Kill time per boss 37,000 HP total
Damage share by class who carries the fight
Model & assumptions
Real numbers. Boss HP (Light 4,576 → Fire 8,216), class base damage & cadence,
weapon ladders, HP/mana pools and per-level scaling all come from the project's data files.
Damage.hit = round((class_base + weapon) × mult); mult
grows ~1% per combat-skill level. The +0.5%/pt off-stat bonus is omitted, so a real party is ~10–20% stronger than shown.
Adds. The tank's aura hits the boss and every add each tick — that's why adds barely change the
boss kill time but send the tank's damage share climbing. The other three focus the boss; the tank holds the room.
Survival. Telegraphed spike rings get denser each phase, plus stalkers and any adds. Nobody heals — the
"Healer" is pure offense — so the party rides on HP pools, dodging, and idle regen. Deterministic expected-value model.