Gear

Weapons
Stat rolls

Party

The fight

Formation
Before the Crowned
Full clear time
—
Outcome
—
Party DPS
—
Bosses down
—/ 7

When each boss falls

Damage share by class who carries the fight

Damage taken by class where the hits land

The bosses, in the game's numbers each hit before your armour

How it works

Everything the sim knows, and where it came from. Two kinds of number: the game's own (its data files and scripts, read and checked by the sim's test suite), and what the game was measured doing — each boss fought a stand-in player that never moves, for five minutes per phase, in the game engine itself, and everything that landed was counted.

The run

The arena's gates open in waves: Light alone; then Wind and Water together; then Ice, Earth and Fire together. A wave opens a moment after the last boss of the one before falls, so there is no rest between them. The arena's door then leads to the Crowned Beholder's room — the one place to rest, if you choose to. A boss changes phase at 66% and 33% of its health, and each phase adds to what it can throw.

How a boss fights — two tracks, stalkers and puddles

A boss attacks on two clocks at once. The spike track opens the floor under whoever it is on, a pattern at a time, for as long as it is fighting — even while it swings. The second clock is its attack, every 1.5 seconds: with a player in reach (40 px) it swings, hitting everyone in reach; otherwise it casts a pillar pattern — rings, cages and gates. From the second phase it also releases stalkers, one every 9 s and then every 5.5 s, each walking after its target for 7 seconds and raising a pillar under them every half second.

Some pillars leave a puddle that ticks on whoever stands in it every half second:

Light and Wind leave none. Water leaves three pools at a time, on half the usual chance. A pillar leaves one on 35% × the element's chance; it lasts its element's time × 0.6.

What a player who never moves takes — measured

Raw damage a second, before armour, on a stand-in standing still: in the boss's reach (the swing, the spike track, stalkers and puddles), and at range (no swing; the pillar track instead). Phases 1 / 2 / 3. At 0% dodging this is exactly what the sim deals.

Dodging, holding, and who gets hit

Dodging is how much of what you could step out of, you do. Telegraphed hits — spikes and pillars — land (1 − dodging) ^ telegraph, so the same dodging counts for more against a slow ring (Ice 1.35, Earth 1.30) than a fast one (Light 0.55, Wind 0.60). Puddles lie there to be seen and land 1 − dodging. The swing is the holder's job and always lands.

Tank holds: every boss is on the tank. Each swings at everyone in its reach — the tank, and a warrior beside it with a sword — and aims its spike track, stalkers and puddles at the tank. The tank's aura hits every boss standing there. If the tank goes down, a sword warrior takes over; then nobody. Spread out: nobody stands in reach, so the bosses cast their pillar patterns instead of swinging, and their attacks fall across the party as their target moves.

The Crowned's dark rings are dim (a fifth of the others' strength) and harder to read. The game has no number for how much harder, so the sim does not invent one: lower your dodging to try it.

The party — damage, gear, potions, pets

hit = round((class base + weapon) × skills × gear %): skills add 1% a level for attack and for magic, agility shortens every cooldown (up to twice as fast), gear adds its damage percent. Weapons hit at the middle of their ±25% roll. The Warrior swings once a second, and each swing flings three steel orbs off the blade for a tenth of the swing each; for 10 mana it adds a slash wave, and every third wave is the gold finisher, half again as strong, with no orbs off the blade (its own gold orbs fly wide of the boss, and its burst never goes back into it). The Double Axe spins in place for a swing a second, climbing to two a second over four seconds left on one boss, no wave, no mana, from out of the bosses' reach, and every cut leaves the boss bleeding for a quarter of a swing every half second. The Mage casts every 0.45 s for 15 mana; the Meteorite casts twice one time in ten, and its crater burns a fifth of a hit every half second on the boss standing in it. The Healer fires ten shots a second at 1 mana each, and one in five hits for double; the two orbs it throws to the sides every fifth shot fly straight and miss a boss from range. Every 8 seconds, for 25 mana, it drops its aura on the boss: everyone gets back a quarter of their health, and the boss takes four ticks of two shots each. The Tank's aura ticks four times a second for 2 mana every half second, and on every boss standing on it. With Dynamite the ring burns too, lit by the throws: a stick is a tick and a half, thrown every 0.75 s for 3 mana (the ring's own rate, so the ring costs nothing more), a bundle of three one throw in ten and a barrage of five one in a hundred; a stick that lands while the last one still burns goes up with it, a quarter harder, and every blast leaves its scorch smouldering for 15% of a stick every half second.

What gets through: the defense tier (10–50% from the skill), then armour (armour ÷ (armour + 200)), then resistance to that boss's element, each off what the one before left, floored to a whole number — the game's order. Stat rolls scale every stat on every piece; armour above your level is worn at the best your level allows.

Potions: mana does not come back during a fight, and health only from the healer's aura, so potions do — the best your level can drink, taken below 40% health or when a cast cannot be paid for. Cloth wearers hold the tier's wand in the off hand (a tome trades its damage for armour). A downed player is out for the run: a revive lands in town. Pets fight beside their owner, each shot half the owner's damage multiplier, at the rate measured in the game:

Tested, and not in it

The sim's test suite reads every number above back out of the game's files, holds the measurements to the game's rules, checks that 0% dodging deals exactly what was measured, and runs every combination of options, every value of every dial and thousands of random parties — nothing that should help a party may ever make its run worse.

Not in it: where exactly anyone stands, a boss walking, and luck — this is the average, worked out ten times a second. It assumes everyone attacks for the time you set, drinks on time, and stands where the healer's aura reaches them.