Example rotation · 6 of 38 hits shownMoveset & model details
Facing the attacker under continuous pressure; the play style decides whether hits are taken, blocked, parried or rolled through. Per-attack cooldowns and animation recovery share one timeline. The comparison averages 16 fixed-seed rotations of eligible attacks; the example shows the first rotation, not a fixed repeating cycle. Range is measured after subtracting the player's radius. Melee, ranged and far profiles stay grounded at full enemy health; Low HP uses 25% enemy health. In the flying profile a flyer hovers at its own minimum flight altitude and attacks from just inside each attack's range, as the game's AI closes in. Flight and health phase remain fixed. Projectiles fly from the game's launch point with its gravity, drag, spread and speed on flat ground, and count the expected share that hits; area attacks hit where the game places them. Attacks without direct damage still take their animation time. Summoned creatures that cannot move, such as The Elder's roots, attack from where they appear until they expire, counted by the chance they land within reach; you stand still and leave them standing. Other summoned creatures are not modelled. Incoming DPS includes status damage within the selected window. Times above the line are impacts from the start of the fight; the figures on the line are the time between impacts. This average is measured before defenses.
Unblockable · Undodgeable Creatures summoned on impact are not modelled.
4.25s recovery
50.0s per-attack cooldown
Attack timings from game 1.0.21 · build 26249040. Cooldown begins at attack start; the creature-wide 0.0s delay follows recovery. Animation timings include speed events and landed melee hit pauses.
Weakest means the earliest shield in progression, then the lowest power that is enough, from 9 shields in the selected gear pool and quality. Fresh stagger bar and enough stamina; hits in quick succession add up. Tower shields cannot parry. Check one shield against every creature
Effective DPS is the damage landed in a real 60-second fight ÷ 60. It includes waits for stamina, combos cut off at the end, and damage-over-time ticks inside the window. Iron Mace: 84.3 effective vs 126.4 cycle.
Calculation settingsSkill 50 · 60 s · Stamina on · Fresh stamina food profileAdjust
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Blunt 76.65 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 2.425 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
0.46 s
×1
76.7
8.4
2
0.84 s
1.10 s
×1
76.7
8.4
3
1.53 s
1.88 s
×2
153.3
8.4
Attack timing: 17 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 425.9 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Blunt 55.65 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 2.425 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
0.46 s
×1
55.7
6.7
2
0.84 s
1.10 s
×1
55.7
6.7
3
1.53 s
1.88 s
×2
111.3
6.7
Attack timing: 19 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 380.8 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Blunt 31.50 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 2.425 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
0.46 s
×1
31.5
5.0
2
0.84 s
1.10 s
×1
31.5
5.0
3
1.53 s
1.88 s
×2
63.0
5.0
Attack timing: 21 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 315.6 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Slash 15.75 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 3.521 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
0.21 s
×1
15.8
5.0
2
0.41 s
0.78 s
×1
15.8
5.0
3
1.09 s
1.42 s, 1.79 s
×1, ×1
31.5
5.0
4
2.10 s
2.46 s, 2.79 s
×2, ×2
63.0
5.0
Attack timing: 15 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 300.6 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Slash 25.55 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 2.425 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
0.46 s
×1
25.6
8.4
2
0.84 s
1.10 s
×1
25.6
8.4
3
1.53 s
1.88 s
×2
51.1
8.4
Attack timing: 17 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 425.9 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Blunt 76.65 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 2.193 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
1.16 s
×1
76.7
16.7
Attack timing: 21 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 350.7 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Slash 26.25 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 2.879 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
0.56 s
×1
26.3
8.4
2
0.95 s
1.49 s
×1
26.3
8.4
3
1.74 s
2.45 s
×2
52.5
8.4
Attack timing: 15 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 375.8 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Slash 18.55 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 2.425 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
0.46 s
×1
18.6
6.7
2
0.84 s
1.10 s
×1
18.6
6.7
3
1.53 s
1.88 s
×2
37.1
6.7
Attack timing: 19 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 380.8 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Slash 19.25 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 2.879 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
0.56 s
×1
19.3
6.7
2
0.95 s
1.49 s
×1
19.3
6.7
3
1.74 s
2.45 s
×2
38.5
6.7
Attack timing: 17 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 340.7 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Slash 30.80 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 3.716 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
1.02 s
×1
30.8
13.4
2
1.57 s
1.89 s
×1
30.8
13.4
3
2.47 s
2.90 s
×2
61.6
13.4
Attack timing: 11 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 440.9 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Slash 12.95 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 1.549 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
0.42 s
×1
13.0
5.0
2
0.86 s
1.31 s
×2
25.9
5.0
Attack timing: 32 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 320.6 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Blunt 39.90 per base hit · Pierce 0.88 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 2.193 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
1.16 s
×1
40.8
10.0
Attack timing: 26 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 260.5 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Slash 12.25 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 2.879 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
0.56 s
×1
12.3
5.0
2
0.95 s
1.49 s
×1
12.3
5.0
3
1.74 s
2.45 s
×2
24.5
5.0
Attack timing: 19 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 285.6 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Slash 5.25 per base hit · Pierce 2.63 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 1.693 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
0.19 s
×1
7.9
5.0
2
0.42 s
0.71 s
×1
7.9
5.0
3
1.00 s
1.28 s
×2
15.8
5.0
Attack timing: 26 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 390.8 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Slash 10.50 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 2.879 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
0.56 s
×1
10.5
5.0
2
0.95 s
1.49 s
×1
10.5
5.0
3
1.74 s
2.45 s
×2
21.0
5.0
Attack timing: 19 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 285.6 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Pierce 14.53 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 2.965 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
0.47 s
×1
14.5
11.7
2
0.82 s
1.37 s
×1
14.5
11.7
3
1.67 s
2.28 s
×2
29.1
11.7
Attack timing: 13 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 455.9 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Pierce 12.78 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 0.661 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
0.34 s
×1
12.8
8.4
Attack timing: 50 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 417.5 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 1 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Blunt 4.20 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 2.425 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
0.46 s
×1
4.2
3.3
2
0.84 s
1.10 s
×1
4.2
3.3
3
1.53 s
1.88 s
×2
8.4
3.3
Attack timing: 24 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 240.5 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Pierce 11.03 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 2.965 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
0.47 s
×1
11.0
10.0
2
0.82 s
1.37 s
×1
11.0
10.0
3
1.67 s
2.28 s
×2
22.1
10.0
Attack timing: 14 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 420.8 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Pierce 9.28 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 0.661 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
0.34 s
×1
9.3
6.7
Attack timing: 55 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 367.4 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Slash 2.80 per base hit · Pierce 1.40 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 1.693 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
0.19 s
×1
4.2
3.3
2
0.42 s
0.71 s
×1
4.2
3.3
3
1.00 s
1.28 s
×2
8.4
3.3
Attack timing: 30 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 300.6 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Pierce 6.65 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 0.661 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
0.34 s
×1
6.7
5.0
Attack timing: 63 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 315.6 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Pierce 8.40 per base hit · Pickaxe 0.00 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 1.384 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
0.85 s
×1
8.4
8.4
Attack timing: 37 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 309.0 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Blunt 4.20 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 2.425 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
0.46 s
×1
4.2
6.7
2
0.84 s
1.10 s
×1
4.2
6.7
3
1.53 s
1.88 s
×2
8.4
6.7
Attack timing: 19 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 380.8 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Pierce 7.00 per base hit · Pickaxe 0.00 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 1.384 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
0.85 s
×1
7.0
6.7
Attack timing: 40 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 267.2 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Slash 1.40 per base hit · Pierce 0.70 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 1.693 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
0.19 s
×1
2.1
3.3
2
0.42 s
0.71 s
×1
2.1
3.3
3
1.00 s
1.28 s
×2
4.2
3.3
Attack timing: 30 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 300.6 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 1 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Pierce 3.15 per base hit · Pickaxe 0.00 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 1.384 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
0.85 s
×1
3.2
5.0
Attack timing: 43 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 215.4 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Slash 1.40 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 2.425 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
0.46 s
×1
1.4
3.3
2
0.84 s
1.10 s
×1
1.4
3.3
3
1.53 s
1.88 s
×2
2.8
3.3
Attack timing: 24 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 240.5 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Slash 1.40 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 2.879 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
0.56 s
×1
1.4
3.3
2
0.95 s
1.49 s
×1
1.4
3.3
3
1.74 s
2.45 s
×2
2.8
3.3
Attack timing: 21 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 210.4 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Blunt 4.20 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 2.193 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
1.16 s
×1
4.2
6.7
Attack timing: 28 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 187.0 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Weapon damage: Quality 4 uses the sourced weapon values, plus eligible ammunition where applicable.
Target adjustment: The skill roll and each damage type’s resistance apply separately. Pierce 0.70 per base hit.
Combo timing: Uses the game's animation hit, chain and speed-change events, including a 0.15-second pause on each landed melee hit. The final swing of a combo deals double damage. Nominal repeat cycle: 0.661 seconds; fixed-update scheduling is not runtime measured.
Combo rotation: Expected direct damage per swing against this target at the initial skill; timed status damage is excluded.
Swing
Starts
Hits at
Multiplier
Expected damage
Stamina
1
0.00 s
0.34 s
×1
0.7
3.3
Attack timing: 76 sequences begin in the 60-second window. Hits and status ticks after its end contribute no damage.
Resource limits: 253.8 stamina spent; insufficient stamina delays the next sequence. The model reserves the whole sequence’s cost before starting.
Level model: Each star adds one game level: health scales by level, attack damage by 1 + 0.5 per star. Damage resistances stay the same. Biome benchmark rosters use base level.
Equipment pool: stage
Source biome: swamp
Benchmark roster: []
Ranked phase:
Phase policy: A multi-phase boss without verified whole-fight mechanics is unranked; use its explicit phase target. Biome rosters declare any phase-one substitution.
Benchmark attacks: []
Quality: preset
Quality limit: 4
Bonus: none
Elixir: none
Unmodeled elixir effects: []
Stamina mead policy:
Consider stamina: 1
Skill: 50
Duration seconds: 60
Stamina: 200
Stamina regen per second: 6
Stamina regen delay seconds: 1
Game build: 26249040
Damage model: Mean skill roll; per-type target resistance; finite attack and timed status events. Combo hit spacing is even unless sourced offsets are supplied. Attack stamina and bow drain use the sourced skill reduction. Stamina recovery pauses during attacks and rises as stamina falls; full-draw bow drain is reserved at draw start.
Defense model: Declared whole attack at normal difficulty; resistance then block and body armor scale all types before status ticks. Shields assume enough stamina to block and no supporting body armor. Individual pieces use empty other slots.
Status damage policy: Fire, poison, and spirit use serialized status lifetimes and nominal intervals, with idealized first tick at application. The selected duration clips timed receipts; impact-only comparison is synthetic. Runtime update timing is not modeled.
Trinket weapon: iron-mace
Trinket view: damage
Trinket recovery: health
Protection timing: cycles
Incoming mode: sourced
Incoming profile: melee
Incoming timing build: 26249040
Incoming interval seconds: 2
Trinket defense: hit
Trinket shield: none
Ammo weapons: {"arrow":"finewood-bow"}
Ammo policy: Each ammunition category shares one supporting launcher. DPS includes launcher and ammunition; ammunition contribution is shown separately. Shared resources, skill and target resistances apply.
Protection policy: Sourced enemy profiles use per-weapon cooldowns, animation recovery and impact events, global attack delay and circling periods. Mean of 16 fixed-seed eligible-attack pressure rotations, with constant range, facing and enemy health phase; continuous-time reselection is not runtime measured AI scheduling. No dodges, player death or stagger interruptions. Unresolved eligible attacks make the profile unavailable. Protection compares the same samples without the trinket. Adrenaline remains an outgoing-hit benchmark; incoming actions do not change its timeline. Blocking assumes sufficient stamina and fresh stagger capacity per hit.
Recovery policy: Potential health restoration is uncapped by missing health; stamina restoration is actual capped restoration from the simulation. Biome totals count each encounter only through the lesser of its time to kill and the selected duration. Regeneration and eitr restoration are not included. No combined resource score.
Combat validation: Results are model calculations; no in-game measurements are recorded to validate this engine.
Sequence stamina policy: The model reserves stamina for the complete multi-hit sequence before starting. Partial low-stamina sequences have not been validated in gameplay.
Trinket model: Adrenaline begins at zero, follows sourced per-hit gains and serialized decay curves, and resets to zero on trinket activation. Biome encounters reset resources and adrenaline independently. Refreshes reset the active timer and repeat upfront restoration. Incoming actions do not alter this outgoing-hit adrenaline benchmark. Healing, eitr and movement are reported separately.
Weapon metric: dps
Verification: Calculated rows depend on the supplied catalog. Source verification is recorded per item.
Biome association is not proof of craftability. Quality ceilings do not simulate station unlocks; upgrades can require later materials or stations. Food profiles use the declared source pool.
Sources · Data catalog-ebcc3459676a · Engine 1.13.0