Loot Dive wiki

Battle System Guide

Calculation rules that underpin gear choice and build crafting. Numbers reflect default settings (subject to balance changes).

Base Damage Formula

Normal-attack damage is derived from ATK and DEF with the following formula. Ailment and follow-up damage is computed based on this "base damage".

DEF reduction = DEF / (DEF + 500)

Total reduction = DEF reduction + damage-reduction MOD

Base damage = max(1, floor(ATK × (1 − total reduction)))

Critical

Crit% rolls on each normal attack. On success, damage is multiplied by a high factor. With a base multiplier of ×3.0, crit-focused builds scale exceptionally well.

Crit multiplier = 3.0 + crit damage% / 100

Crit damage = base damage × crit multiplier

Warriors start with crit +10%, making crit builds easy to enter. Hitting 100% crit rate stabilizes DPS and makes expected-value math simpler.

Attack Speed / Gauge Battle (ATB)

Players and enemies each fill a gauge; reaching 100 triggers one action. Attack speed (AS) directly drives gauge-fill rate — higher AS means more actions.

AS 1.0 = 200 gauge per second

Action interval = 100 / (AS × 200) = 0.5 / AS seconds

Two kinds of Attack Speed MODs

For players familiar with PoE: attack-speed MODs come as increased and more, each computed differently.

increased (additive): All sum, then apply once. +30% & +20% → sum +50% → ×1.50

more (multiplicative): Each multiplies. +30% more & +20% more → ×1.30 × ×1.20 = ×1.56

Order: Final AS = base AS × (1 + sum of increased / 100) × more multipliers ×...

Follow-up Attacks

Extra hits that trigger alongside the main attack. Stack them to land multiple hits per swing.

Follow-up effects are almost always fixed mods on specific unique gear — you acquire them through equipment rather than random mods or the tree.

Follow-up on crit (Twin Blades / Uber Twin Blades): On crit only, an ATK×0.5 follow-up. HP-on-hit re-triggers, so both DPS and sustain rise together.

UberUber Twin Blades' per-attack follow-up: Every attack triggers an ATK × X% follow-up. Crit-independent, so it fires even on low-crit builds.

King's Slam (UberUber Goblin Stomp): Every 5 attacks, ATK×3 super follow-up. Fires with the main attack, effectively ATK×4 damage.

Uber Crit Follow-up (Uber-tree keystone): Adds +1 hit to crit follow-up (ATK×1.0). A huge boost for crit-focused builds.

Ailments

Poison

On normal attack, poison applies by "Poison chance%". Stackable — multiple instances can run (default cap 1, expandable via passives/MODs).

Damage: base damage × 1.2 every second × 5 times (total ×6.0)

Amplifiers: Poison damage+% (additive) / Poison damage more% (multiplicative) MODs

Stacks: At cap, new applications fail (wait out or consume)

Poisoning an enemy triggers "Damage taken from poisoned enemies -% MOD", also softening incoming damage.

Ignite

Rolled via "Ignite chance%". On success, applies to the target. Overwriting — it doesn't stack; reapplication refreshes duration and damage.

Damage: base damage × 0.5 every 0.3s × 10 times (total ×5.0, 3-second duration)

Duration: extended by Ignite duration+% MOD

Tick speed: Ignite tick speed+% MOD shortens intervals (denser damage, higher total)

Ignite damage: Ignite damage+% MOD raises per-tick power

Total damage is lower than poison (×6.0), but the overwrite model keeps stats fresh and higher attack speed still yields many applications.

Chill

Rolled via "Chill chance%". On success, reduces the enemy's attack speed. Overwriting.

Effect: Enemy AS multiplier = max(0.5, 0.8 − chill effect% × 0.2)

  ・ Chill effect 0% → ×0.8 (AS -20%)

  ・ Chill effect 50% → ×0.7 (-30%)

  ・ Chill effect 100% or more → ×0.5 (-50%, hard cap)

Duration: 3 seconds (extended by Chill duration+% MOD)

A "reduce actions" ailment rather than damage. Especially effective against high-AS bosses (e.g. UberUber Bandit Leader). As of v2.0.0 some bosses (UberUber Kraken's Frost Aura) chill the player instead — counter it with chill resist MODs.

Freeze

Rolled via "Freeze chance%". On success, fully halts the enemy. Action-counter skills (King's Slam etc.) also have their counters reset.

Effect: Fully halts the enemy's gauge/action

Duration: 1.5 seconds (extended by Freeze duration+% MOD)

Chance cap: 10% hard cap (MODs never push it above 10%)

Re-apply: Cannot re-freeze while frozen

After expiry: Auto-transitions to chill from the same MOD (near-seamless slowdown)

One of the few ways to fully stun enemies by chance. The 10% cap holds, but high attack speed means more rolls and more openings. As of v2.0.0 some bosses freeze the player — freeze resist MODs cut down how often it lands.

Defense

Categories that "reduce/negate" incoming damage and that "restore" it. v2.0.0 added new defensive layers — <strong class="text-[var(--color-text)]">evasion, block, and shield</strong> — greatly widening your options. Higher-difficulty bosses usually demand a mix.

Damage Reduction %

Cuts incoming damage by a percentage. Added to DEF reduction, so combines well with high-DEF gear.

Calculation: Total reduction = DEF reduction + damage reduction%

Example: DEF 500 (50% reduction) + damage reduction 5% → 55% total

Very strong mitigation, but hard to obtain. Currently only available through armor random mods (-5%) or select uniques. If endgame damage is an issue, start by hunting armor mods.

Damage Defer %

Delays part of incoming damage, spreading it over 4 seconds instead of instantly. Pairs well with HP-per-second sustain and helps avoid one-shots.

Effect: X% of incoming damage is received evenly over 4 seconds instead of instantly

Cap: 50% (more MODs won't push it past 50%)

Example: Hit for 1000 / 50% defer → 500 instant + (125/s × 4s)

If you out-heal the spread with HP/s regen, effective damage drops dramatically. Strong against single burst hits like King's Slam.

Evasion & Accuracy <span class="text-[var(--color-accent)]">(v2.0.0)</span>

A dodge layer added in v2.0.0. Stacking EVA (Evasion) lets you fully dodge enemy hits at a chance. Enemies have accuracy, and the ratio of the two sets the hit chance. Your own attacks always hit.

Hit chance: round(enemy accuracy / (enemy accuracy + EVA) × 100) % (min 5% / max 95%)

Dodge chance: 100 − hit chance

Example: accuracy 450 & EVA 0 → 95% cap. EVA 450 → 50% hit. EVA 1350 → 25% hit

Scaling: EVA MODs are boosted by increased% (additive) / more% (multiplicative)

Rangers and Frost Mages start with EVA. Each dungeon gains an "evasion" gear base, and dodge is best against fast, multi-hit enemies. Since it's pure luck, pair it with guaranteed layers like damage reduction or shield for stability.

Block <span class="text-[var(--color-accent)]">(v2.0.0)</span>

Block chance% fully negates a hit. On a successful block the hit deals 0 damage.

Block chance: sum of block chance% MODs/nodes (50% hard cap)

On success: that hit deals 0 (neither shield nor HP is reduced)

Unlike evasion this "negates" rather than "reduces". The 50% cap means it's not reliable alone, but layering it with evasion and shield makes you far more stable.

Shield <span class="text-[var(--color-accent)]">(v2.0.0)</span>

Added in v2.0.0. A barrier that absorbs incoming damage before HP. While shield remains, HP doesn't drop.

Max shield: (shield base + flat MODs) × (1 + increased%) × (1 + more%)

HP→Shield conversion: converts max HP into shield, but compresses combat max HP to 30%. Note that healing (HP/s regen, HP on hit, leech) is disabled while active

Recharge: starts delay ms after a hit, then recovers X% of max shield per second

Recover per 10 attacks: some MODs restore X% of max shield every 10 attacks

DoT: shield normally ignores DoT like poison, but with "shield blocks DoT" poison also drains the shield

Against the "luck" of evasion/block, shield is "guaranteed extra HP". Combined with the shield-on-evade-streak MOD it sustains evasion builds. HP→shield builds lose healing, so they must lean on shield recharge to survive.

Repeat-hit & Low-HP Reduction <span class="text-[var(--color-accent)]">(v2.0.0)</span>

Conditional damage reduction added in v2.0.0 to counter fast, multi-hit bosses. Both apply multiplicatively, separate from damage reduction%.

Repeat-hit reduction: taking another hit within 1 second of the last reduces damage by X% (80% cap)

Low-HP reduction: while HP is at or below 30% of max, incoming damage is reduced by X% (80% cap)

Effective against UberUber Kraken's Tentacle Flurry and burst combos like King's Slam, and improves survival at low HP.

Status Resistance <span class="text-[var(--color-accent)]">(v2.0.0)</span>

In v2.0.0 bosses can now inflict ailments on the player (e.g. UberUber Kraken's Frost Aura). Resist MODs/nodes were added to counter this.

Chill / Freeze resist: a chance to negate chill/freeze applied to the player (same mechanism as the Kraken's deep-sea armor)

Poison damage reduction (poison resist): reduces poison DoT taken by the player by X%

Auto-cleanse: some effects clear the player's own ailments at a fixed interval

Being chilled or frozen directly cuts your actions. Especially useful against the UberUber Kraken and its Frost Aura.

HP on Hit

You heal a flat amount every time you damage an enemy. Does not trigger on 0 damage.

Effect: Heal amount per hit (flat, not %)

With HP on crit MOD, crits give additional healing

Trigger: damage > 0 (normal and follow-up attacks; ailment damage is separate)

Re-trigger: Follow-up attacks also apply HP on Hit

Combines powerfully with attack-speed and follow-up MODs — more hits, more healing. A foundational defensive layer.

HP Regen per Second

Automatically heals HP each second. Comes in flat and max-HP % flavors.

Effect: Heal flat + max HP × (HP%/s) each second

Interval: Every 1 second from battle start

Cap: Cannot heal past max HP

Combined with damage defer, a "heal-while-deferring" loop forms, turning burst damage into sustainable encounters.

Poison Lifesteal %

Converts a % of the poison damage you're dealing back into HP regen.

Effect: Heal (per-second poison damage across all stacks) × absorb%

Target: Applies to poison you deal — not to poison on yourself

The sustain backbone of poison builds. Synergizes with poison-stack expansion passives/MODs.

Ignite Lifesteal %

Converts a % of ignite damage dealt back into HP regen.

Effect: Heal (ignite damage) × absorb%

Characteristic: Ignite ticks every 0.3s, so healing arrives in frequent small increments — stable in drawn-out fights

Sustain backbone for ignite builds. Ignite tick-speed+% MODs shorten intervals and speed up healing.

Counter

A passive-tree effect: "Counter for a % of DEF when hit". Instantly reflects DEF × % damage back at the attacker.

Effect: Per hit taken, reflect DEF × counter% damage

Example: DEF 500, counter 20% → 100 damage to enemy per hit taken

More reflects trigger against high-AS enemies — pairs well with high-enemy-AS / low-player-AS builds. Triggers on being hit rather than attacking, so no-hit builds won't benefit.

Time-Based Buffs

Effects that favor longer fights. One stack every 5 seconds, unlimited stacking. All appear as fixed MODs on Uber unique gear, so they require the relevant item to function.

ATK +X% per 5s (Uber Goblin Blade / Uber End Blade): Every 5 seconds, +X to ATK increased%. +2X at 10s, +6X at 30s…

DEF +X% per 5s (Uber Goblin Armor / Uber End Armor): Same, for DEF increased%

HP regen +N per 5s (UberUber Goblin Stomp): Adds +N flat to HP per second regen

Designed to reward long boss fights. If you can absorb early damage (damage defer, HP/s regen, high HP), stacks build up and DPS explodes.

Awakening / Keystones

Special effects unlocked deep in the trees. Most are build-defining.

Passive Tree

Normal Damage Negation: Normal-attack damage becomes 0, but you fully specialize into ailment / follow-up damage. Keystone for poison/ignite builds.

Slow-burning Flame: Every 5 ignite applications, ignite damage +10% (cap +200%). Boosts ignite long-fight damage.

Ignite Contagion: When an ignited enemy dies, ignite transfers to the next enemy. Dramatically speeds up clearing.

Uber Tree (unlocked after Uber bosses)

Heavy Strike: AS -20% / 100% of damage as HP lifesteal / per attack, apply a "wound" stack (cap 5, each stack makes the enemy take ×1.2 damage, up to ×2.488).

Defensive Conversion: Adds DEF + maxHP/2 to ATK. Tank-builds-that-hit-hard fantasy.

Uber Crit Follow-up: Adds +1 hit to crit follow-up at ATK×1.0 (equal to a normal attack). Best-in-slot node for crit builds.

Venom Awakening: Effective poison stack multiplier +50% (×1.5). Pure DPS boost for poison builds.

Blazing Tempo: Ignite duration halved, tick interval halved (×2 damage density). Maximizes ignite burst for short fights.

Damage vs Chilled/Frozen: Damage dealt to chilled or frozen enemies multiplied. The finisher for cold builds.

Because these nodes define your build axis, tuning gear and random mods around your keystone maximizes the payoff.