Combat Mechanics
Combat in Loot Survivor involves complex calculations that determine damage output between adventurers and beasts. Understanding these mechanics helps you optimize your build and strategy.
Combat Overview
Combat damage is calculated through a series of steps:
- Base Damage Calculation - Weapon tier and level determine base power
- Elemental Adjustments - Type advantages modify damage by ±50%
- Bonus Calculations - All bonuses use elemental adjusted damage:
- Strength Bonus - +10% of elemental damage per STR point
- Critical Hit Bonus - +100% of elemental damage (if triggered)
- Special Bonuses - Name matches (2× or 8× elemental damage)
- Total Attack - Sum of elemental damage + all bonuses
- Armor Reduction - Base armor (tier × level) subtracted from total
- Minimum Damage - Adventurers deal min 4, beasts deal min 2
Damage Calculation Formula
Step 1: Base Attack & Defense
Base Attack = Item Level × (6 - Tier)
Base Defense = Armor Level × (6 - Tier)
Tier | Formula (6 - Tier) | Example (Level 10) |
---|---|---|
T1 | 10 × (6 - 1) = 10 × 5 | 50 damage |
T2 | 10 × (6 - 2) = 10 × 4 | 40 damage |
T3 | 10 × (6 - 3) = 10 × 3 | 30 damage |
T4 | 10 × (6 - 4) = 10 × 2 | 20 damage |
T5 | 10 × (6 - 5) = 10 × 1 | 10 damage |
Step 2: Elemental Adjustment
Elemental Effect = Base Attack / 2
- Strong (Type advantage):
Base Attack + Elemental Effect
(+50% damage) - Fair (Neutral):
Base Attack
(no change) - Weak (Type disadvantage):
Base Attack - Elemental Effect
(-50% damage)
Step 3: Add Bonuses (All Based on Elemental Adjusted Damage)
Strength Bonus = (Elemental Adjusted Damage × STR) / 10
Critical Bonus = Elemental Adjusted Damage × 1.0 (if triggered)
Special Bonus = Elemental Adjusted Damage × Multiplier (if name match)
Total Attack = Elemental Adjusted Damage + Strength Bonus + Critical Bonus + Special Bonus
Step 4: Apply Armor & Calculate Final Damage
Base Armor = Armor Level × (6 - Tier)
Final Damage = MAX(Minimum Damage, Total Attack - Base Armor)
Minimum Damage:
- Adventurer attacks: 4 damage
- Beast attacks: 2 damage
Combat Type System
The Three Combat Types
Combat Type | Weapon | Armor | Strong Against | Weak Against |
---|---|---|---|---|
Brute | Bludgeon | Metal | Hunter | Magical |
Hunter | Blade | Hide | Magical | Brute |
Magical | Magic | Cloth | Brute | Hunter |
Type Advantage Cycle
Brute → Hunter → Magical → Brute
- Brute (Bludgeon + Metal) beats Hunter (Blade + Hide)
- Hunter (Blade + Hide) beats Magical (Magic + Cloth)
- Magical (Magic + Cloth) beats Brute (Bludgeon + Metal)
Combat Rule: Type advantage grants +50% damage, disadvantage gives -50% damage
Critical Hits
Critical hits provide bonus damage based on your LUCK stat:
Critical Hit Chance
Crit Chance = LUCK / 100 (%)
LUCK | Crit Chance |
---|---|
0 | 0% |
25 | 25% |
50 | 50% |
75 | 75% |
100 | 100% |
Critical Hit Damage
When a critical hit occurs, bonus damage is added:
- Critical bonus: +100% of elemental-adjusted damage
- Total damage: 2× the normal damage when a critical hit is rolled
Name Match Bonuses
High-level beasts (19+) and items (Greatness 19+) have special name prefixes that provide combat bonuses when matched.
Name Structure
Items and beasts can have names like "Whisper Glow Demon" where:
- Prefix 1: "Whisper" (primary name)
- Prefix 2: "Glow" (secondary name)
Bonus Calculation
Match Type | Damage Multiplier |
---|---|
Prefix 2 Match | 2× elemental damage |
Prefix 1 Match | 8× elemental damage |
Both Match | Cumulative (16× total) |
Important Note
- Offense: If your weapon shares a prefix with a beast, you deal bonus damage.
- Defense: If your armor shares a prefix with a beast, the beast deals bonus damage to you.
Pro Tip: Name matches are a double-edged sword—gear that empowers you against some beasts might leave you vulnerable to others!
Strength Bonus
The Strength stat provides a direct damage increase:
Strength Bonus = (Elemental Adjusted Damage × STR) / 10
STR | Damage Increase |
---|---|
0 | +0% |
5 | +50% |
10 | +100% |
15 | +150% |
20 | +200% |
Combat Example
Scenario: Level 10 Adventurer with T3 Blade attacking a Beast with T4 Hide armor
1. Base Attack = 10 (level) × (6 - 3) = 10 × 3 = 30
2. Elemental: Blade vs Hide = Fair (no change) = 30
3. Bonuses (all based on elemental damage of 30):
- Strength Bonus (STR=5): 30 × 0.5 = +15
- Critical Hit: None triggered
- Special Bonus: None
4. Total Attack = 30 + 15 = 45
5. Base Armor = 10 (level) × (6 - 4) = 10 × 2 = 20
6. Final Damage = MAX(4, 45 - 20) = 25 HP
If using T3 Bludgeon vs Hide (Strong) with critical hit:
1. Base Attack = 30
2. Elemental: 30 + (30/2) = 45 (+50% for type advantage)
3. Bonuses (all based on elemental damage of 45):
- Strength (STR=5): 45 × 0.5 = +22
- Critical Hit: 45 × 1.0 = +45
- Special: None
4. Total Attack = 45 + 22 + 45 = 112
5. Base Armor = 20
6. Final Damage = MAX(4, 112 - 20) = 92 HP!
T3 Bludgeon "Glow" vs Beast "Glow" (Prefix 2 match):
1. Base Attack = 30
2. Elemental: 30 (neutral)
3. Bonuses (all based on elemental damage of 30):
- Strength (STR=5): 30 × 0.5 = +15
- Critical: None
- Name Match: 30 × 2 = +60 (Prefix 2 match)
4. Total Attack = 30 + 15 + 60 = 105
5. Base Armor = 20
6. Final Damage = MAX(4, 105 - 20) = 85 HP!
Note: If Prefix 1 matched instead, bonus would be 30 × 8 = +240!
Combat Strategy Tips
Optimization Guidelines
- Prioritize Type Advantages - +50% damage is a significant boost
- Stack STR for Consistent Damage - Linear scaling with no cap
- LUCK for Burst Potential - Critical hits can turn battles
- Match Tier to Level - Higher tier = more base damage
- Name Matching Endgame - Massive multipliers at high levels
Common Pitfalls
- Fighting with type disadvantage (-50% damage reduction)
- Neglecting STR investment (missing easy damage boost)
- Using low-tier weapons at high levels
- Ignoring name match opportunities
See Also
- Battle Guide - Combat interface and tactics
- Stats Guide - Detailed stat explanations
- Loot System - Equipment and tier information