World Zone Combat
The core check
For every encounter the engine works out two clocks:
- Time-to-kill (TTK) — the enemy's health divided by your damage output (including elemental damage, crits, and any splash across a pack).
- Time-to-fall (TTF) — your effective health divided by the damage getting through your armor, resists, and block.
You win if TTK is at or below TTF. That is the whole fight. This is why both halves of your sheet matter: raising damage shortens TTK, raising defense lengthens TTF, and either one can flip a losing encounter.
What a tick throws at you
| Thing | Value |
|---|---|
| Encounters per tick (solo) | 3 to 5 |
| Encounters per tick (group of N) | N+1 to N+3 |
| Chance a common spawns as a pack | 20% (packs of 2-3) |
| Rares and world bosses | Always spawn alone |
Packs hit harder than a single enemy but reward splash and area talents, which read the enemy count directly. Enemy health and damage scale with the zone's difficulty tier and the enemy's rarity — a world boss has many times the health and damage of a common in the same zone.
Threat grading: how dangerous is this?
Before engaging, your Combat Score is measured against the enemy's difficulty to grade the encounter. Against a catastrophically overpowered world boss your character refuses the fight outright rather than throwing away the run.
Fleeing and the phase cascade
Damage is sticky. About 10% of the damage you take carries into the next encounter as lingering harm, reduced by your Phase Mitigation. That accumulation is what eventually ends a run:
- Flee — if the projection says the next fight kills you, your character disengages, forfeits the rest of the tick, and fully restores health and endurance.
- Win but withdraw — if you win a fight but are too battered to continue, the kill still counts and the tick ends early.
Tip
Fighting in a group
When several characters share a zone they resolve as a formation, which changes the math in your favor:
| Group effect | Detail |
|---|---|
| Cohesion damage reduction | 10% at 2, 20% at 3, 30% at 4+ |
| Damage distribution | Split by each member's Threat share |
| More encounters | Baseline scales with party size |
| Shared victory | If anyone wins, everyone banks the kill |
| Boss scaling | Rares and bosses gain health and damage per member |
A high-Threat tank soaks the majority of incoming damage so fragile allies are spared — see Threat & Aggro. Healers in the party redirect heals to whoever is hurt worst.
Rewards
- Experience is flat and time-based: you earn a set amount per tick for your level, multiplied by XP Rate gear. It does not depend on what you kill.
- Gold scales with enemy rarity and zone tier, and is boosted by Gold Gain.
- Loot rolls per drop on the rarity table — see Loot & Magic Find.
Note
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