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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:

  1. Base Damage Calculation - Weapon tier and level determine base power
  2. Elemental Adjustments - Type advantages modify damage by ±50%
  3. 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)
  4. Total Attack - Sum of elemental damage + all bonuses
  5. Armor Reduction - Base armor (tier × level) subtracted from total
  6. 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 Damage Formula:
TierFormula (6 - Tier)Example (Level 10)
T110 × (6 - 1) = 10 × 550 damage
T210 × (6 - 2) = 10 × 440 damage
T310 × (6 - 3) = 10 × 330 damage
T410 × (6 - 4) = 10 × 220 damage
T510 × (6 - 5) = 10 × 110 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 TypeWeaponArmorStrong AgainstWeak Against
BruteBludgeonMetalHunterMagical
HunterBladeHideMagicalBrute
MagicalMagicClothBruteHunter

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 (%)
LUCKCrit Chance
00%
2525%
5050%
7575%
100100%

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 TypeDamage Multiplier
Prefix 2 Match2× elemental damage
Prefix 1 Match8× elemental damage
Both MatchCumulative (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
STRDamage 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
Alternative with Type Advantage & Critical:
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!
Ultimate Example with Name Match:
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

  1. Prioritize Type Advantages - +50% damage is a significant boost
  2. Stack STR for Consistent Damage - Linear scaling with no cap
  3. LUCK for Burst Potential - Critical hits can turn battles
  4. Match Tier to Level - Higher tier = more base damage
  5. 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