Combat & Damage
How a fight is decided
For every encounter the engine computes two clocks: TTK (how many moments you need to kill the enemy) and TTF (how many moments the enemy needs to drop you). If TTK is at or below TTF, you win. This is why both offense and defense matter: raw damage shortens your TTK, while health, armor, and resists lengthen your TTF.
Damage types & resistances
There are six damage types. Physical is reduced by your mitigation (from armor); the five elemental-style types are reduced by their matching resistance, each with a cap.
| Damage type | Reduced by | Cap |
|---|---|---|
| Physical | Mitigation (armor) | No hard cap |
| Fire | Fire resist | 75% |
| Cold | Cold resist | 75% |
| Poison | Poison resist | 75% |
| Elemental | Elemental resist | 75% |
| Corruption | Corruption resist | 65% |
Tip
Crit & block
Critical hits scale from your crit stat up to a 50% chance, dealing 2× damage. Block requires a shield and scales up to a 60% chance to sharply reduce an incoming hit — one of the reasons shield tanks are so durable. No shield means no block.
Endurance
Endurance is your stamina across a session. It starts at 100 and scales both your offense and defense from 100% down to a 50% floor as it drains, so a fatigued character hits softer and takes more. Tougher enemies drain more per fight, and it regenerates about 5% per tick.
| Enemy tier | Endurance drained per fight |
|---|---|
| Common | 3 |
| Rare | 8 |
| World boss | 20 |
Phase cascade & fleeing
About 10% of each encounter's damage carries into the next as lingering harm (reduced by your phase-mitigation stat), so back-to-back tough fights compound. If the engine projects that the next hit would kill you, your character flees instead of dying — you keep everything already banked. Against a truly lethal boss (one far above your power) your character will refuse the fight up front rather than throw the run away.
Note
Fighting as a group
When you group up, the party is resolved as a formation: damage is pooled for a shared kill time, tanks soak more of the incoming hits via threat, and the group gains bonuses for sticking together.
| Group bonus | Value |
|---|---|
| Group XP bonus | +5% per extra member (up to +20% at 5) |
| Formation damage reduction | 10% per extra member (cap 30%) |
Combat Score & The Standing
Your overall power is summarized as a Combat Score, combining offense (level, damage, potency, crit) and defense (health, armor, resists). It ranks you on The Standing, the realm-wide leaderboard, and appears when other players inspect you. It's a quick gauge — the details underneath (the right stats for your build) are what actually win fights.
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