Valiant

Descent Combat

The Descent does not simulate individual duels. It asks one question per wave: is this party strong enough? Your five seats combine into a single power score, which is compared against a threshold that climbs forever. Depth is a preparation problem.

Common waves: score vs threshold

For an ordinary wave, every member's power score is summed and compared to a threshold built from the wave's level and its depth:

threshold = 25 x wave level x (1 + 0.05 x wave number)

Clear it and you advance; fail and the run ends. Because the depth multiplier compounds, every wave costs about 5% more than the last — which is what eventually stops even a strong party.

Boss waves: synergy vs modifiers

Every fifth wave is a boss, and two extra systems enter the maths:

party score x (1 + synergy)  vs  boss target x modifiers

The boss target is benchmarked against what a well-built party should have at that level, so bosses scale with the playerbase's real power rather than a fixed table.

Synergy: cover all three pillars

Every talent belongs to survivability, damage, or sustain. The Descent measures your party's combined investment in each against level-scaled targets. Each category can move your effective party score by up to 10 percentage points, for a total swing of plus or minus 30%.

Tip

This is the single biggest lever in the mode. Five pure-damage builds hit a wall that a balanced five-stack walks through. NPC mercenaries contribute nothing to synergy, which is why real teammates push deeper.

Modifiers: three of twelve

Each boss rolls 3 modifiers from a pool of 12. Every one your party satisfies makes the boss easier; every one you miss makes it harder.

OutcomeEffect on the boss
Requirement metx0.9 (easier)
Requirement unmetx1.1 (harder)
No real player in the required rolex1.0 (neutral)

Modifiers check things like resistances, phase mitigation, heal potency, presence, and World Sense — so broad stat coverage genuinely beats narrow min-maxing here. Two runs to the same depth can feel completely different depending on the roll.

What your power score actually weighs

Your Descent power score is not the same as your Combat Score. It weights the axes deliberately:

AxisRelative weight
Damage outputHeaviest by far (x4)
HealingModerate (x1.25)
HealthBaseline (x1)
MitigationBaseline (x1)

Damage dominates, so a party of pure tanks stalls out early even though they never die — the Descent measures whether you can kill the wave, not whether you can survive it. Your score is recomputed fresh every wave, so gear changes mid-run take effect on the next one.

Pacing: waves resolve in batches

A run does not resolve instantly. Each 15-minute tick clears a batch of waves, and the batch grows as you go deeper:

DepthWaves cleared per tick
Waves 1-101
Waves 11-202
Waves 21-404
Waves 41-606
Waves 61-808
Wave 81+10

Mercenaries: the Hiring Post

Empty seats fill with NPC mercenaries, and you choose their quality when you launch:

TierEffectivenessCost
Standard80% of your real members' averageFree
Seasoned90%Gold per seat, scales with level
Elite100%Higher gold per seat

Mercenaries never contribute to synergy and cannot satisfy role-gated modifiers, so they are a floor, not a substitute for a real party.

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