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Damage Formula

Every attack in Cinder & Crown follows a consistent damage formula. Understanding it helps you gear and build your character effectively.

Final Damage = (Raw Power × Hard DEF Multiplier − Soft DEF) × Element Multiplier × Crit Multiplier × Variance
  1. Raw Power — Your ATK (for physical) or MAG (for magical), modified by the skill’s power multiplier
  2. Hard DEF — A diminishing-returns percentage multiplier applied to damage. Based on the target’s DEF (or RES for magic), this scales as (1000 + DEF) / (1000 + DEF × 5) — always < 1.0, always reduces damage
  3. Soft DEF — A flat damage subtraction derived from the defender’s DEF stat and level: floor(DEF / 2) + floor(level / 2)
  4. Element Multiplier — Applied based on elemental matchups
  5. Crit Multiplier — 1.5x on a critical hit (modified by crit_damage affixes)
  6. Variance — A random roll between 0.85–1.15 to keep damage from being perfectly predictable

Damage always has a minimum of 1 — you can never deal zero damage.

The defense system has two layers to prevent either extreme from being too dominant:

LayerHow It WorksEffect
Hard DEFDiminishing-returns multiplier applied to damage. Higher DEF gives proportionally smaller marginal gainsScales from ~0% reduction at low DEF to ~60% at very high DEF
Soft DEFFlat damage reduction derived from your DEF stat and levelSubtracts a fixed amount from incoming damage

Hard DEF gives reliable percentage-based mitigation — every point of DEF helps but with diminishing returns at high values. Soft DEF scales naturally with your level and DEF together, becoming more significant as you progress.

A Level 15 Knight with 45 ATK uses a basic attack against a monster with 18 DEF.

  1. Attacker’s ATK and level combine to form Raw Power
  2. Hard DEF multiplier (based on 18 DEF) reduces damage by ~6.5%
  3. Soft DEF flat reduction (based on DEF + level) subtracts a fixed amount
  4. Element: Knight uses None element vs Earth monster = ×1.0
  5. No crit
  6. Variance: 85–115% of calculated value

Final Damage: significantly lower than raw ATK

Example: Magical Attack with Elemental Advantage

Section titled “Example: Magical Attack with Elemental Advantage”

A Level 15 Black Mage with 52 MAG casts a Water spell against an Earth-element monster.

  • Both Hard RES and Soft RES layers apply (same as physical)
  • Water vs Earth is neutral (no element advantage) = ×1.0 total multiplier
  • With a true advantage (e.g., Earth spell vs Water monster): ×1.5 damage
PropertyValue
Base crit chance5%
Crit multiplier×1.5
LUK scaling+0.3% crit chance per point of LUK
Crit damage affixAdditive with the ×1.5 base (e.g., +20% → ×1.7)

Critical hits are rolled after the damage formula resolves steps 1–4, then the final number is multiplied. The crit_chance and crit_damage equipment affixes stack additively.

Your effective crit rate is:

Crit% = 5 + LUK × 0.3 (max 25%)

A Halfling (+5% LUK racial) with high-LUK gear can reach meaningful crit rates, making them strong candidates for physical DPS builds.

Every damage roll includes a random variance factor of 85–115% of the calculated value. This means the same attack against the same target will fluctuate slightly:

A calculated damage of 40 can land anywhere between 34 (85%) and 46 (115%).

Variance applies to all damage sources — physical, magical, and skill-based. Healing is not subject to variance.

The armor_pen and magic_pen equipment affixes reduce the target’s effective Hard DEF/RES before the subtraction step:

Effective DEF = Target DEF × (1 − Armor Pen%)

This makes penetration affixes especially valuable against high-DEF enemies like golems and boss monsters.