Arena

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Arena is a player-versus-player (PVP) mode of the game where you battle other players. Your score changes based on the outcome of the battle, which determines your rank. Rewards are distributed based on the rankings recorded at the designated time. In Arena, damage and potion effects decrease, and the damage taken by the character also decreases proportionally to the character level.

When entering the Arena, an Arena Entry Ticket will be consumed regardless of the outcome of the fight. 5 entry tickets are recharged very day at midnight server time, with a maximum of 20 tickets.

The list of opponents can be refreshed up to 3 times for free, or by using 150 Red Diamonds after expending the free refreshes. A free refresh is restored once every 10 minutes.

Damage formula

The damage applied in Arena and Colosseum is calculated generally as:

Final Damage = (Normal damage calculation) × (Arena/Colosseum constant) ÷ (Scaling factor based on both attacker and defender stats)

Notably:

  • Attack is reduced by Defense after Defense Penetration.
  • Most offensive stats (Damage, status effects and skill level) multiply together.
  • Defense, HP, and damage reduction reduce damage.
  • All stats essentially have diminishing returns, due to the scaling factor.
  • A balancing formula applies, so stacking one stat (such as Attack or Critical Damage) becomes progressively less effective. A balance build is better than maximizing one attribute.

The full damage breakdown is as follows:

√( Attack
    × 5,000 ÷ ( 6,000 + Defense × (100% − Defense Penetration%) )
    × Damage Taken Increase% × (100% − Damage Taken Decrease%)
    × (100% − Damage Taken Decrease% for Dungeon) [A stat used in dungeon/boss implementations. A representative use case is applying a negative value when a boss is neutralized.]
    × Damage% × Damage Amplification%
    × (Basic Attack Damage% or Skill Damage%) × Stat Prop. Damage%
    × Mastery Damage Increase% [A stat used to implement skill mastery.]
    × Damage Increase% for Dungeon [A stat used to implement damage increase upon achieving certain conditions in dungeons.]
    × Critical Damage% when Critical occurs × (Min Damage Multiplier% ~ Max Damage Multiplier%)
    × Status Effect Damage% against targets with status effects × Final Damage%)
    × Skill Coefficient%
    × Damage Decrease% by level from Arena adjustment x 2
    × [Content-exclusive Constant: Arena 7,206,000,000 / Colosseum 4,323,600,000]
    ÷ (
        (
            ( 
                Attack × Defense Penetration% × Damage% × Damage Amplification%
                × ( [Basic Attack Damage + Skill Damage] ÷ 2 )%
                × Stat Prop. Damage% × ( Critical Damage × Critical Rate weighting (up to 100%) )%
                × ( Min Damage Multiplier + Max Damage Multiplier ) ÷ 2
                × Final Damage% + 1,000,000,000
            )^0.23
        × (Max HP * 100,000,000) ^0.12
        × (( Defense + 6,000 ) * 1,000,000,000,000)^0.14
        × ( ( 100% + Damage Taken Decrease% ) x 1,000,000 )^0.5
        )
        ÷ 10,000,000
    )
÷ 1,000,000