Every hit runs this pipeline, top to bottom. Most steps are a stat you can find in Stats Details on your hero, under the game's own name, and this guide says so where one never shows there. Where the exact formula is known it is written out; where it is not, this guide says so rather than filling the gap.

Two kinds of stat, accumulating in opposite ways.
Plain stats ADD. ATK %, Global ATK %, DMG Boost, Final DMG Boost, Crit Rate, Crit Damage %, Damage Reduction and Final DMG Reduction. Every source drops into one shared pool and they sum. For ATK %, Global ATK %, DMG Boost and Final DMG Boost that makes a new bonus worth (1 + pool + bonus) ÷ (1 + pool): +25% Global ATK on top of an existing +300% is only ×1.06.
Tag damage MULTIPLIES. Lightning, Fire, Ice, Magical, Physical, Bolt, Pet, Sentinel, Skill, Combo and the rest. Each source multiplies that tag by its own factor, so five +30% Lightning sources are 1.305 = ×3.71, not +150%. Tag resistances, bonuses against a status and bonuses against one kind of enemy multiply the same way.
# what the game shows you for a tag, over every source of it multiplier = ∏ (1 + xi) displayed% = (multiplier − 1) × 100
This is measured, not assumed. An account showing 1189% Lightning DMG removed one Legendary 25% Lightning rune and dropped to 931%. (1 + 11.89) ÷ (1 + 9.31) = 1.2502, exactly ÷1.25. Adding would have cost a flat 25 points; it cost 258. The whole 1189% rebuilds to the decimal from the equipped gear: five 25% runes, a staff at +25% and +60%, two rings at +30%, and a maxed artifact at +25%.
So concentrate, never spread. The same rune is worth more the more of that tag you already own, because it multiplies everything you have. Splitting across two elements halves both products. This is the opposite of what the additive reading suggests, and it is the single most valuable thing on this page.

1Your attack number

Base ATKyour raw attack stat
× (1 + ATK %)every ATK% summed into one pool
× (1 + Global ATK %)every Global ATK% summed into one pool

2The hit

× skill coefficientthe move's % of its main stat (a Bolt is 55%)
× tag multiplieronce for every tag the hit carries
÷ target's tag resistanceonce for every tag the hit carries, see section 3
× (1 + vs status %)once for every bonus against a status the target carries
× (1 + vs enemy kind %)against minions, elites, bosses or players
× critonly on a crit, rolled against your Crit Rate

Most moves scale off ATK, but not all of them. A move names its own main stat, and the game supports ATK, Max HP, Missing HP, current HP and a flat value that ignores your stats entirely. A move written against Missing HP gets stronger as you get hurt, and stacking ATK does nothing for it.

A hit carries a list of tags, not one damage type, and each tag multiplies in separately. A Volt ring's bolt is tagged Bolt and Lightning. A lightning skill is tagged Skill, Magical and Lightning, so it takes all three multipliers. Every tag multiplier is a row in Stats Details on your hero, with your sources already combined.

Bonuses against a status multiply, one factor each. They only ask that the target carries the status. Most are flat: Pyromania is +15% against a Burning target, Blazing Band +20% and Molten Halo +30%, and all three together are 1.15 × 1.20 × 1.30 = ×1.79, not +65%. A few count stacks instead: Corrosion is +1% for every Poison stack on the target and Fragile Cold +5% for every Chill stack, so 20 Poison stacks make Corrosion worth +20%.

Some artifacts answer one kind of target, each with a multiplier of its own: Scarab of Rebirth +5% to +15% against minions (normal enemies), Ale Mug +3% to +8% against elites, Golden Lyre +5% to +20% against bosses and Demon Glove +10% to +20% against players, rising as the artifact upgrades. Golden Lyre is not DMG vs Boss: it multiplies on top of it. None of these bonuses, and none of the status ones above, appear in Stats Details.

crit multiplier = 1 + ( Crit Damage % − 100% + tag Crit DMG ) × (1 − target's Crit DMG Resistance)

Crit Damage % is shown as the whole multiplier, so 150% in Stats Details means a crit hits for ×1.5. The tag Crit DMG rows add to the extra part on hits carrying that tag: Molten Halo's +30% Magical Crit DMG turns that ×1.5 into ×1.8 on Magical hits, and Arctic Halo and Wicked Briar do the same for Skill and Physical hits. Crit DMG Resistance only shrinks the extra part, never the hit: 50% resistance turns a ×1.5 crit into ×1.25, and 100% makes a crit land as a normal hit. Damage over time never crits.

2bThe tags all 41, complete

This is the full list the game recognises, not a selection. 35 of the 41 are damage output; the other six are markers that change what a hit does rather than how big it is.

How it was delivered: every hit has one
Weapon AttackBasic AttackSkillUltimate AttackCombo AttackCounter Attack
School
PhysicalMagical
Element
FireIceLightning
Proc and signature sources
BoltsDivine BoltOrbIcicleCleaveShurikenSpirit SwordMiasmaEternal FlameRampant RageTides of BloodSoul HarvestDeath MarkSteel CycloneGlacidrake Attack
Companions
PetSentinelMount
Over time
PoisonWoundBurnStatus Effect
Special targeting
TrueShield Only
NOT damage output: these six mark behaviour, and no damage stat multiplies them
Ignore ShieldIgnore MountRestorationShieldLifestealThorns
Ignore Mount is the 41st tag. An active mount takes a hit meant for its rider, and a hit carrying Ignore Mount goes past it; the Barnacles status is what carries it. Like the other five in that last row it is a marker, not a damage type: a heal, a shield or a thorns proc is not multiplied by your damage stats.

A plain stat bonus competes with the pool it joins, so it shrinks as you gear. A tag bonus does not, so it holds full value permanently. A flat proc such as a bolt joins no pool at all and rides every tag multiplier you own.

3Target defences

− Final DEFflat, but never below 10% of the hit
× (1 − effective DR)Damage Reduction, + DMG Reduction While Mounted, + DMG Reduction vs Boss, summed then curved
× (1 − cut vs this attacker)Drum, Treasure Mirror, Gladiator Helm, Blightmaker
Three kinds of hit skip this whole block. True damage: Thousand Cuts, Phoenix Ash, the dungeon hazards and more. Two boss fights that hit through defence: the Siren's basic attack and Ultimate, and the Banshee's Ultimate. Both creatures count as elites, not bosses: Ale Mug raises your damage against them, and DMG vs Boss and Golden Lyre do nothing. Drum cannot cut these three attacks, because they skip this block, but it still cuts the Banshee's basic attack. And every Burn, Poison, Wound or Miasma tick an enemy puts on you: enemy damage over time ignores your DEF and all of your Damage Reduction. Your own ticks on an enemy pay the enemy's in full. Tag resistance is not part of this block: it sits with the tags and cuts every hit that carries a matching tag, these three included. Ice Wall and Riposte take their 50% off through +100% Weapon Attack and Skill resistance, so they halve even a true damage hit tagged Weapon Attack, such as Anubis's Ultimate.
DEF can never take more than 90% of a hit. Whatever survives DEF is floored at 10% of the hit that arrived. The floor only protects against DEF: Damage Reduction and Final DMG Reduction come after it and can still take a hit all the way to zero.

A Skill tagged hit also rolls the attacker's Skill Ignore DMG Reduction: on a success the target's raw Damage Reduction total is halved before the curve.

Damage Reduction runs through a curve, and here is the real one. Every DR source you own is summed into one raw number first. The curve is then applied once to that total, not per source.
effective DR = min( rawDR , 100 × rawDR / (rawDR + 100) + 10 ) you take = 1 − effective DR / 100

Below 37% raw the min picks your raw value and the curve does nothing at all. Above 37% the curve is always smaller, so it takes over and every further point costs more. The Damage Reduction row in Stats Details is your raw total, before the curve. 90% there is 57.4% effective, so you take 42.6%, not 10%. Taking only 10% needs 400% raw. DMG Reduction While Mounted and DMG Reduction vs Boss are rows of their own, and join the total only while you ride, or when a boss is the one hitting you.

Raw DR you stackEffective DRDamage you take
30%30.0%70.0%
37%37.0%63.0%
50%43.3%56.7%
90%57.4%42.6%
150%70.0%30.0%
300%85.0%15.0%
400%90.0%10.0%
900% and up100.0%0.0%
Why it reaches 100% at all. The hyperbolic part on its own, 100 × raw / (raw + 100), climbs toward 100% and never actually gets there. That is the shape people describe as uncappable. The +10 is what carries it over the line, and past 900% raw the maths goes above 100%, at which point the game clamps the damage you take at zero. So the curve alone cannot be capped out; the curve plus its +10 can.

Effective DR keeps creeping toward 100%, it just costs more raw per point. Final DMG Reduction is a separate layer with its own copy of this curve, applied later (section 4).

Element resistance runs on a curve of its own, and it never reaches immunity. Stats Details lists it as Fire DMG Reduction, Ice DMG Reduction and so on, one row per tag. Each divides the hit instead of subtracting a share of it, so the number shown is the amount you have, not the cut you get.
damage you take = 1 / (1 + resistance / 100) effective cut = resistance / (resistance + 100)

100% shown means half damage, and 900% means a tenth, which is where Damage Reduction gets to at 400% raw. The difference is at the top: DR can reach zero damage past 900% raw, and resistance never does: it keeps climbing toward 100% without arriving. Every extra nine costs about ten times the resistance: 90% at 900%, 99% at about 10,000%, 99.9% at about 100,000%. The table is the resistance alone; DEF and Damage Reduction then cut what is left.

Resistance shownEffective cutDamage you take
50%33.3%66.7%
100%50.0%50.0%
200%66.7%33.3%
300%75.0%25.0%
500%83.3%16.7%
900%90.0%10.0%
2,000%95.2%4.8%
3,000%96.8%3.2%
5,000%98.0%2.0%
10,000%99.0%1.0%
20,000%99.5%0.5%
100,000%99.9%0.1%
Why resistances run into the thousands. Resistance sources multiply rather than add. Two 40% sources show as 96%, not 80%, and ten of them show as about 2,800%. That compounding is why a resistance stat can read in the thousands, and why the curve above matters more than the size of the number.

Each resistance only answers its own tag, and a hit pays the resistance for every tag it carries, so a hit tagged Magical and Fire is divided by both. If your damage is concentrated into one element, which the top of this page tells you to do, then a target resisting that element is the single worst matchup you can face. That is the cost of concentrating.

The game's own descriptions, read against this curve. Antidote reads "damage taken from Status Effects is reduced by 50%": that is +100% on the Status Effect tag, the one every Burn, Poison, Wound and Miasma tick carries, and Antidote+ at +300% is the 75% it promises. It answers only that tag, so true damage statuses such as Thousand Cuts get nothing from it. Malice Effigy's "Poison and Wound DMG Resistance +30%" is the same kind of row, so it cuts those ticks by 23%, not 30%. Ultimate Resistance overstates itself: it says you take 40% less damage from enemy Ultimate Attacks, but it is +40% on this curve, a 28.6% cut, and Ultimate Resistance+ cuts 39.4%, not the 65% it says.
Cuts against one kind of attacker. Drum takes 3% to 20% off hits from elites, Treasure Mirror 5% to 15% off hits from bosses, and Gladiator Helm 10% to 20% off hits from players, pets and sentinels. Blightmaker takes 1% off for every Poison stack the attacker carries. They multiply with Damage Reduction after its curve, and the block as a whole bottoms out at zero. None of these four show in Stats Details. Treasure Mirror's own text says "DMG Reduction vs Boss", but it is not that Damage Reduction row: it is a straight cut after the curve.

4Final layers true damage skips all of these except the Shield

× (1 − Parry %)only on a parry, rolled against the target's Parry Rate
× DMG Boostthe attacker's, shown as the whole multiplier
× (1 + situational %)DMG vs Boss + DMG vs >70% HP + DMG vs <40% HP + DMG to Shielded, one pool
× Final DMG Boostthe attacker's, shown as the whole multiplier
× (1 − effective Final DMG Reduction)the target's, on the same curve as DR
round downto a whole number
− Shieldabsorbs the result before HP, unless the hit carries Ignore Shield
The four situational bonuses share one pool. Against a boss above 70% HP, DMG vs Boss 20% and DMG vs >70% HP 30% make ×1.50, not 1.20 × 1.30 = ×1.56. DMG vs Boss counts true bosses only, never elites. The HP rows read the target's current HP against its max, and DMG to Shielded needs the target's Shield above zero.
Parry is a roll, then a cut, and Shields Up! is where it comes from. Parry Rate is the chance per hit, and a parry multiplies what is left by 1 − Parry %, so a Parry % of 100% or more would block a parried hit completely. The Parry! popup only appears when the parry actually removed something.

Shields Up! grants Parry Rate 50% and Parry % 20%. Its "when attacked there is a 50% chance to gain +20% DMG Reduction against the attack" is that parry: half of the hits you take are cut to 80%, and that cut does not go through the Damage Reduction curve above. Shields Up! also adds ordinary Damage Reduction of its own, +10%, or +20% for Shields Up!+, and that part is on the curve.
Final DMG Reduction is curved too. Every source sums into one raw total first, then the same curve as Damage Reduction runs on it, on its own. Below 37% raw it is taken as is, so a few percent from runes are exact. Holy Vanguard's +50% at 40% HP or below is worth 43.3% on its own, and 30% plus 50% is 80% raw, which the curve turns into 54.4%. Stats Details shows the raw total.

DMG Boost and Final DMG Boost are shown as the whole multiplier, and every source adds its percent to it: 125% in Stats Details is ×1.25 on every hit. The final number is rounded down to a whole number; true damage and heals round up instead. Invincibility turns the result into 0, true damage included.

5Damage over time ticks

one stack = status % × the applier's ATK × their tag and status bonuses ÷ your tag resistances
then, like any hit: DEF and Damage Reduction (both skipped when an enemy applied it), Parry, DMG Boost, Final DMG Boost, Final DMG Reduction
tick = every stack added together, then the Shield absorbs it
StatusPer tick, per stackTagsStack cap in the dataLasts
Burn20% ATKMagical, Burn, Status Effect104 turns
Poison15% ATKPhysical, Poison, Status Effect999no expiry
Wound20% ATKPhysical, Wound, Status Effect105 turns
Miasma20% ATKPhysical, Miasma, Status Effect103 turns
Every stack is its own small hit. Each stack is worked out on its own and the results are added, so the target's DEF comes off every stack, not once per tick. Ten Burn stacks from 1,000 ATK against 150 DEF are ten hits of 200 − 150 = 50, or 500 a tick, where one big hit would have been 2,000 − 150 = 1,850. Against high DEF every stack sits on its 10% floor. Each stack also rolls Parry on its own.
An enemy's ticks ignore your DEF and Damage Reduction. When an enemy applied the status, its ticks skip your DEF, all of your Damage Reduction and the attacker cuts from section 3. What still works: tag resistance (Antidote against every one of these ticks, Malice Effigy and Voodoo Doll against Poison and Wound), Parry, Final DMG Reduction and your Shield. Burn is tagged Magical rather than Fire, so Fire DMG Reduction does not answer it. Arena and Guild Conquest opponents count as players, not enemies, so their ticks pay your DEF and Damage Reduction like any other hit.
Your own ticks take everything you have. Your Magical or Physical multiplier, the status's own tag and Status Effect, DMG Boost, DMG vs Boss and every bonus against a status all apply to them. A Burning enemy is always Burning, so every bonus against Burn lands on your Burn ticks too.
Poison is the odd one. It carries no duration at all, so a stack stays until the fight ends, while Burn, Wound and Miasma tick away and expire. The stack numbers above are the caps written in the data, which is not the same as saying 999 Poison is reachable in a real fight: nothing here says how fast you can apply them.

6What cuts a tick

Defensive statCuts your ticks on an enemy?Cuts an enemy's ticks on you?
Resistance to one of the tick's tagsYesYes
Final DEFYes, from every stackNo
Damage Reduction, While Mounted, vs BossYesNo
ParryYes, per stackYes, per stack
Final DMG ReductionYesYes
ShieldYes, absorbs itYes, absorbs it
Fire, Ice or Lightning DMG ReductionNo, no tick carries themNo

7Reading Stats Details

Stats Details prints three kinds of number side by side, and two rows that both say Reduction work in completely different ways. What each one does to a hit on its own:

Row, as shownWhat the number isWhat it does
Damage Reduction 90%raw total, before the curvelets 42.6% through
Final DMG Reduction 50%raw total, before the curvelets 56.7% through
Fire DMG Reduction +900%multiplier minus 100%lets 10% of a Fire hit through
Lightning DMG +1189%multiplier minus 100%Lightning hits ×12.89
DMG Boost 125%the whole multiplierevery hit ×1.25
Crit Damage % 150%the whole multipliera crit ×1.5
Parry % 20%the share a parry removesa parried hit keeps 80%

8Arena and Guild Conquest

× (1 + PvP ATK)on hits that scale off ATK
× (1 + PvP DEF)on the DEF that is subtracted
× (1 + PvP HP)on your Max HP for the fight
× (1 − PvP DMG Reduction)a flat cut after DEF, not on the curve

These four only exist in Arena and Guild Conquest. They come from the PvP nodes of the Specialization Skill Tree: three nodes each of PvP ATK, PvP DEF and PvP HP and one of PvP DMG Reduction, 3% to 30% per node, so a finished tree gives +90% ATK, DEF and HP and 30% DMG Reduction. None of the four ever shows in Stats Details; the skill tree shows each node's own line. Unlike Damage Reduction, PvP DMG Reduction is not curved: 30% is a straight 30%. An opponent here is a player, not an enemy, so the enemy damage over time rule in section 5 does not apply.

Artifacts that answer other players, their pets and their sentinels. Demon Glove adds 10% to 20% damage against players. Gladiator Helm takes 10% to 20% off hits from players, pets and sentinels. Crimson Bangle and Spiked Buckler are resistances against Magical and Physical hits from players, pets and sentinels, +5% to +15%, so like every resistance they divide: +15% keeps 87% of the hit. None of them show in Stats Details.

9What this guide does not know

Everything above is read out of the game's own files. One thing is not, and is listed rather than guessed at:
Read from the game files: the order of every step, the DEF floor, both curves, Parry, crits and the way damage over time is worked out from the compiled battle code; what Stats Details prints from the code that draws it; the complete 41 tag list from the game's own damage category table; tick sizes, stack caps and durations from the status effect data; and every named item and skill from its own data. The multiplicative stacking was additionally confirmed against a live account. Numbers can be retuned in any update.