PRIMORDIA // ARCHIVE PLAY
C:\ HELIX_BIOS › ARCHIVE › COMBAT › DAMAGE & MITIGATION

HIT POINTS

A creature's maximum HP is derived from its Vigour with diminishing returns, scaled by the species? ' HP multiplier:

max HP = floor( sqrt(VIG) x hp_multi x 6.325 )

hp_multi defaults to 10 when a species has no explicit value. Because HP scales with the square root of VIG, doubling VIG multiplies HP by about 1.41×.

THE DAMAGE FORMULA

Attack is reduced by the target's effective Defence as a percentage:

defence multiplier = 100 / (100 + effective DEF) base damage = max( 1, floor( attack x defence multiplier ) ) damage = floor( base damage x trait multipliers x variance )

Variance is ±15%, so identical attacks differ slightly. Damage is always at least 1.

Effective DEFDamage takenReduction
0100%0%
2580%20%
5067%33%
10050%50%
20033%67%

EFFECTIVE DEFENCE

Several effects lower the Defence used in the formula:

  • Armour Break — cuts Defence by 30% (per source).
  • Stun — the guard drop cuts Defence by 30%.
  • Rend — removes a flat amount of Defence per stack (default 5 per stack).
  • Defence Ignore (passive/effect) — ignores a percentage of the target's Defence outright (capped at 90%).

OFFENSIVE MULTIPLIERS

After the base hit, these stack on top:

  • Crit — from crit passives; default 15% chance for a 1.5× hit unless the creature's passive says otherwise.
  • Pack bonuses — extra damage for each living ally of the right species (a per-ally bonus, optionally capped).
  • Low-HP / execute — bonus damage against wounded targets (e.g. +50% under 30% HP).
  • Missing-HP scaling — damage grows as the attacker itself loses HP (up to a cap).
  • Speed superiority, first strike, kill streak, vengeance, ramp-up — all feed a single additive bonus percentage.
  • Weaken on the attacker reduces outgoing damage (default −25%).

MITIGATION & REFLECT

Incoming damage is reduced in order:

  1. Invulnerable — takes no damage at all.
  2. Shield — soaks a fixed pool of damage, then breaks.
  3. Damage Reduction status — a percentage cut.
  4. Passive reduction (Damage Dampening, Protector, Guardian) — capped at 60%.
  5. Ally auras (Guardian, Team Bulwark, Mobile Base) — a further party? -wide cut, capped at 60%.

Reflect bounces a percentage of dealt damage back to the attacker (status + thorns passives, multiplied by Retribution-style boosts, capped at 150%).

MISS, DODGE, BLOCK

  • Blind on the attacker — default 50% miss chance, reduced by accuracy bonuses.
  • Dodge on the target — the status' stated chance is honoured exactly, plus any evasion passives stacked on top. Pure passive evasion (no dodge status) is capped at 50%.
  • Stun immunity and blocked buffs stop specific effects from landing (see Status Effects).