Stats
Flat values, additive percentages, and separate multipliers.
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GradesThis page explains the formula logic used by Probonk tools for Task Bar Hero. It focuses on practical build planning, farming estimates, defensive checks, and unlock notes rather than acting as a full mechanics wiki.
These notes describe the main values used by Probonk calculators. The goal is to make upgrades, farming routes, damage output, and defensive breakpoints easier to compare.
Flat values, additive percentages, and separate multipliers.
Attack Speed, Attack Damage, Crit Chance, and Crit Damage.
Dodge, Block, Armor, Resistance, Damage Reduction, and Absorption.
Most stat totals are built in layers. The base value is adjusted first, shared percentage bonuses are added together, and separate multipliers are applied at the end.
final = (base + flatTotal) * (1 + additiveTotal) * multiplierProductFlat bonuses adjust the starting number before percentage scaling is applied.
Additive bonuses of the same type are grouped into one combined percentage value.
Multiplicative bonuses apply one by one, scaling the current result each time.
Expected damage output can be estimated with Attack Speed, Attack Damage, Crit Chance, and Crit Damage. Extra damage tags such as melee, projectile, area, or summon can be considered separately when a skill or item supports them.
expectedDps = attackSpeed * attackDamage * (1 + critChance * (critDamage - 1))Defensive values do not apply as one single bucket. Some checks happen before the hit is reduced, while others apply after the damage type has already been decided.
Dodge is checked first and can stop the hit before damage is calculated.
If the hit is blocked, the incoming value can be reduced before later defenses apply.
Physical hits continue through armor, while elemental hits use their matching resistance.
Armor or resistance handles the main mitigation depending on the hit type.
Damage Reduction scales the remaining value after the type-specific defense step.
Damage Absorption removes a flat amount near the end of the calculation.
A successful hit cannot be reduced below 1 final damage.
Armor is used for physical hits. A simple estimate is useful when you only need a quick idea of how much mitigation a stage setup provides.
armorReduction ~= armor / (armor + 14 * stageLevel + 12)The fuller calculation lets larger hits push through more armor by adding part of the incoming hit into the threshold. The practical reduction cap is 75%.
armorReduction = armor^2 / (armor^2 + (14 * stageLevel + 12) * (armor + 0.4 * damage))
finalDamage = damage * (1 - armorReduction)Fire, Cold, Lightning, and Chaos hits use resistance instead of armor. The matching resistance value is combined with All Elemental Resistance before the hit is reduced.
effectiveResistance = elementResistance + allElementalResistance
finalDamage = damage * (1 - effectiveResistance / 100)These rules are used by Probonk farming and progression tools when reading drop chance, offline time, rune bonuses, and player level ranges.
Cube features are handled as separate systems so they can be shown clearly across database pages, calculators, and upgrade tools.
Immortal Synthesis unlocks at Cube Lv10. Celestial Synthesis unlocks at Cube Lv50.