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REFERENCEStats, Damage, Economy & Combat Rules

Game Math

The practical stat, damage, mitigation, idle economy, and ability model used by Task Bar Hero.

How Stats Stack

Every stat is built from three modifier layers. This is why the same-looking bonus can behave differently depending on whether it is Flat, Additive, or Multiplicative.

final = (base + sum(Flat)) * (1 + sum(Additive)) * product(1 + each Multiplicative)

Flat

Added straight to the base value before percentage scaling.

Additive

All additive bonuses are summed, then applied once as one percentage layer.

Multiplicative

Each multiplicative bonus applies as its own layer, so these compound.

Modifier sources layer through Base, Item, Attribute, Passive, Account Status, Status Effect, Buff Skill, and Environment.

Damage & Critical Hits

Each hit starts from Attack Damage and then rolls Critical Chance. Crit Damage is a direct multiplier. Over many hits, the expected DPS can be estimated with:

DPS = AttackSpeed * AttackDamage * (1 + CritChance * (CritDamage - 1))

Final damage is also scaled by delivery type. Melee, Projectile, Area, and Summon each have their own Increase Damage stat. Crit Chance and Attack Speed do not have hard caps in the engine; cooldown reduction, resistances, dodge, and block are capped by their matching cap stats.

Taking Damage

Incoming damage passes through a fixed mitigation pipeline. The order matters because earlier stages can zero, halve, or scale the hit before later reductions run.

  1. Dodge or Elemental Dodge can reduce the hit to 0.
  2. Block or Elemental Block halves damage on success.
  3. Elemental resistance reduces matching elemental damage; negative resistance increases it.
  4. Armor mitigates physical damage with diminishing returns and stage-level scaling.
  5. Damage Reduction multiplies the remaining hit.
  6. Damage Absorption subtracts a flat amount.
  7. Every hit floors at a minimum of 1 damage.

Armor

Armor only mitigates physical damage. Fire, Cold, Lightning, and Chaos ignore armor and use resistance instead. The simple mental model is:

reduction ~= Armor / (Armor + 14 * StageLevel + 12), capped at 75%

The more exact curve also lets large hits pierce part of armor by adding a slice of incoming damage to the threshold.

reduction = Armor^2 / (Armor^2 + (14 * StageLevel + 12) * (Armor + 0.4 * Damage))
damageTaken = Damage * (1 - reduction)

Elemental Resistance

Resistance is linear. For an element, the game adds that element resistance and All Elemental Resistance, then reduces the matching elemental hit.

effectiveResistance = ElementResistance + AllElementalResistance
damageTaken = Damage * (1 - effectiveResistance / 100)

One resistance point is one percent. Negative resistance increases elemental damage taken. Resistance is applied before generic Damage Reduction and flat Damage Absorption.

Progression & Idle Economy

  • Offline rewards cap at 8 hours, or 28,800 seconds.
  • A long absence around 30 days or more is treated as a clock-tamper guard and gives 0 offline rewards.
  • Offline Reward Gold and Offline Reward EXP runes add +10% each and stack additively.
  • Stage drop rates use a /1000 scale, so 160 means 16%.
  • Drop Chance runes add a flat bonus, while Drop Chance Percent runes multiply it.
  • Player level uses a fixed 1-100 XP table; level 100 requires 1,997,771,834 XP.

Skills & Cube Gates

  • Aura skills activate immediately when equipped.
  • Base-attack skills scale their firing pace with Attack Speed.
  • Cooldown skills recharge faster with Cast Speed.
  • Immortal synthesis unlocks at Cube Lv10.
  • Celestial synthesis unlocks at Cube Lv50.
  • The Cube operation families are Alchemy, Synthesis, Crafting, Decoration, Engraving, Inscription, Offering, and Extraction.

Hidden Stacking Stats

The code defines stacking buff stats that do not surface in the normal in-game tables. Each has a MaxStack and StackChance style behavior.

CourageFeralFocusToughness

Stat Modifier Model

Mod Types

FLATADDITIVEMULTIPLICATIVE

Mod Sources

BASEITEMATTRIBUTEPASSIVEAccount StatusStatus EffectBuff SkillENVIROUNMENT

Damage Model

Delivery Types

MeleeProjectileAOESummonDOTTrap

Elements

PhysicalFireColdLightningChaosAll Element
All Stats63 stats
Attack DamageAttack SpeedCritical ChanceCritical DamageMax HpArmorMovement SpeedArea Of EffectBase Attack Count ReductionCooldown ReductionSkill Range ExpansionFire ResistanceCold ResistanceLightning ResistanceChaos ResistanceDodge ChanceBlock ChanceMax Dodge ChanceMax Block ChanceMultistrikeHp LeechProjectile CountHp Regen Per SecPhysical Damage PercentFire Damage PercentCold Damage PercentLightning Damage PercentChaos Damage PercentMax Fire ResistanceMax Cold ResistanceMax Lightning ResistanceMax Chaos ResistanceAdd Hp Per HitDamage ReductionPhysical Damage ReductionFire Damage ReductionCold Damage ReductionLightning Damage ReductionChaos Damage ReductionDamage AbsorptionDamage AdditionPhysical Damage AdditionFire Damage AdditionCold Damage AdditionLightning Damage AdditionChaos Damage AdditionIncrease Exp AmountAdditional ExpCast SpeedSkill Heal IncreaseSkill Duration IncreaseAll Elemental ResistanceIncrease Projectile DamageIncrease Melee DamageIncrease Area Of Effect DamageIncrease Summon DamageIncrease Projectile SpeedAdd Hp Per KillAdd All Skill LevelElemental Block ChanceElemental Dodge ChanceMax Elemental Block ChanceMax Elemental Dodge Chance

Status Effects

ChillFreezeIgniteShockBleedStun

Crafting Systems

ALCHEMYSYNTHESISCRAFTINGDECORATIONENGRAVINGINSCRIPTIONOFFERINGEXTRACTION

Gear Types

SWORDBOWSTAFFSCEPTERCROSSBOWAXESHIELDARROWORBTOMEBOLTHATCHETHELMETARMORGLOVESBOOTSAMULETEARINGRINGBRACER

Rarity Ladder

COMMONUNCOMMONRARELEGENDARYIMMORTALARCANABEYONDCELESTIALDIVINECOSMIC
Ability RosterCombat classes

Knight (7)

Aegis FieldBase AtkDash AtkRevenge AtkSacred BladeStrong AtkUnyielding Will

Ranger (8)

Arrow Rain AtkBarrage AtkBase AtkBase ProjectilePiercing ArrowSkewer ShotSpread Shot AtkSwift Surge

Hunter (7)

Base AtkCharge TrapCrossbow TurretExplosive BoltFrost BoltQuick LoaderShock Bolt

Priest (7)

Base AtkBlessing Of MightBlessing Of WardingHealResurrectionSanctuaryWrath Of Heaven

Slayer (7)

Axe SpinBase AtkBloodlustCommander CryCrushing BlowGround SlamSlam Jump

Sorcerer (7)

Base AtkFireballFlame HydraIce OrbLightningMeteor StrikeSnowstorm

Act Boss (13)

Bone FallCurved Projectile Base AttackDash AttackHowlingJump AttackMassive Void CallMonster StabSet Damage Reduction ModeSoul SnatchSpawn UndeadSpawn Void TurretVoid ThunderVoid Wave

Shared / System (15)

AOEHit Line EffectAegis FieldBone Fall AreaDamage Absorb ComponentExplosion ProjectileFrost BoltMassive Void Call AreaMelee TurretMonster ActiveProjectile ArrowRepeating AOESpawnerSnowstorm AreaSoul Snatch EffectTurret Skill DataVoid Melee Turret