SIMULATOR INTERAKTIF

Element Hit Multiplier Simulator

⚔️ Attacker Element:
🛡️ Defender Element 1:
🛡️ Defender Element 2 (Optional):
1.6×
Advantage (1.6×)
Attacker Air deals 1.6× against Defender Api.
MATRIKS PERTEMPURAN 9×9

Attacker vs Defender Matrix

▲ 1.6 Strong (+60%)— 1 Neutral▼ 0.625 Weak (-37.5%)
Defender →↓ Attacker
Es
Air
Listrik
Api
Rumput
Batu
Angin
Kegelapan
Suci
Es
▼0.625▲1.6▲1.6▼0.625—1▼0.625—1—1—1
Air
▼0.625▼0.625—1▲1.6▼0.625▲1.6—1—1▼0.625
Listrik
▼0.625▲1.6▼0.625—1—1▼0.625▲1.6—1—1
Api
▲1.6▼0.625—1▼0.625▲1.6▼0.625—1—1▼0.625
Rumput
—1▲1.6—1▼0.625▼0.625▲1.6—1—1▼0.625
Batu
▲1.6▼0.625—1▲1.6▼0.625▼0.625—1▼0.625—1
Angin
—1—1▼0.625—1▲1.6—1▼0.625▲1.6—1
Kegelapan
—1▼0.625▲1.6—1▲1.6—1▼0.625—1▲1.6
Suci
—1—1▼0.625—1—1—1▲1.6▲1.6▼0.625
TINGKAT PENGGANDA

The 5 Damage Multiplier Tiers

2.56×

Double Advantage (2.56×)

Formula: 1.6 × 1.6

Attacker element counters both defender elements simultaneously. Target counts as countered, triggering element restraint bonuses.

1.6×

Advantage (1.6×)

Formula: 1.6 × 1.0

Attacker element counters one defender element and is neutral to the other. Target counts as countered with standard restraint bonus.

1×

Neutral (1×)

Formula: 1.0 × 1.0 or 1.6 × 0.625

Normal damage multiplier. Neutral against both elements, or counter advantage cancels out resistance exactly (1.6 × 0.625 = 1.0).

0.625×

Resisted (0.625×)

Formula: 0.625 × 1.0

Defender resists the incoming element. Target counts as resisted, applying the defender element resist reduction ratio.

0.39×

Double Resisted (0.39×)

Formula: 0.625 × 0.625 = 0.390625

Both defender elements resist the incoming element. Extreme damage reduction with full element resist division.

BUKU PANDUAN ELEMEN

Per-Element Handbook

Es

Can be used to put out fires or freeze wet objects and water.

⚔️ When Es Attacks

Strong against (1.6×):
AirListrik
Weak against (0.625×):
EsApiBatu

🛡️ When Es Defends

Weak to (takes 1.6×):
ApiBatu
Resists (takes 0.625×):
EsAirListrik

Air

Can be used to put out fire or moisten objects.

⚔️ When Air Attacks

Strong against (1.6×):
ApiBatu
Weak against (0.625×):
EsAirRumputSuci

🛡️ When Air Defends

Weak to (takes 1.6×):
EsListrikRumput
Resists (takes 0.625×):
AirApiBatuKegelapan

Listrik

Can be transmitted via metal objects or used to power various mechanisms.

⚔️ When Listrik Attacks

Strong against (1.6×):
AirAngin
Weak against (0.625×):
EsListrikBatu

🛡️ When Listrik Defends

Weak to (takes 1.6×):
EsKegelapan
Resists (takes 0.625×):
ListrikAnginSuci

Api

Can be used to ignite wooden objects or melt ice.

⚔️ When Api Attacks

Strong against (1.6×):
EsRumput
Weak against (0.625×):
AirApiBatuSuci

🛡️ When Api Defends

Weak to (takes 1.6×):
AirBatu
Resists (takes 0.625×):
EsApiRumput

Rumput

No special effect

⚔️ When Rumput Attacks

Strong against (1.6×):
AirBatu
Weak against (0.625×):
ApiRumputSuci

🛡️ When Rumput Defends

Weak to (takes 1.6×):
ApiAnginKegelapan
Resists (takes 0.625×):
AirRumputBatu

Batu

No special effect

⚔️ When Batu Attacks

Strong against (1.6×):
EsApi
Weak against (0.625×):
AirRumputBatuKegelapan

🛡️ When Batu Defends

Weak to (takes 1.6×):
AirRumput
Resists (takes 0.625×):
EsListrikApiBatu

Angin

Can be used to blow other objects, slowly put out fires or melt ice.

⚔️ When Angin Attacks

Strong against (1.6×):
RumputKegelapan
Weak against (0.625×):
ListrikAngin

🛡️ When Angin Defends

Weak to (takes 1.6×):
ListrikSuci
Resists (takes 0.625×):
AnginKegelapan

Kegelapan

No special effect

⚔️ When Kegelapan Attacks

Strong against (1.6×):
ListrikRumputSuci
Weak against (0.625×):
AirAngin

🛡️ When Kegelapan Defends

Weak to (takes 1.6×):
AnginSuci
Resists (takes 0.625×):
Batu

Suci

No special effect

⚔️ When Suci Attacks

Strong against (1.6×):
AnginKegelapan
Weak against (0.625×):
ListrikSuci

🛡️ When Suci Defends

Weak to (takes 1.6×):
Kegelapan
Resists (takes 0.625×):
AirApiRumputSuci
MEKANISME SUMBER GAME

Combat Rules & Range Interaction

Element Calculation Formula

  • Dual-Element Multiplication: Damage element factor is calculated as the product ofmatrix[attacker][d] across every element d of the defender. If the defender has two elements, both cells multiply.
  • Restraint & Resist Ratios: Each cell comparison also casts a vote: 2 for factor > 1, 0.5 for factor < 1, or 1 for neutral. If the product of votes is > 1, the target is counted as countered and the attacker's element_restraint_add_ratio multiplies damage by (1 + ratio). If < 1, the defender's element_resist_add_ratio divides the damage by (1 + ratio). If exactly 1, neither ratio applies.
  • Terminology Note: Element labels on this site follow the official wiki's terminology (code 8 is labeled Batu, corresponding to Earth in internal game string tables).

Tactical Range & State Rules

RangedHELP_RANGED

Ranged attacks cannot target [Tunneling] targets but are more effective against [Flying] targets.

FlyHELP_FLY

While flying, you can avoid ground attacks, but ranged attacks and large-area attacks can still hit you. While flying, damage taken is increased.

TunnelHELP_BURROW

[Tunneling] Aniimo can only be hit by skills with the [Pound] effect. Being hit by such skills will significantly increase their damage taken.

PoundHELP_EARTHQUAKE

Skills with the [Pound] tag can hit [Tunneling] targets and deal greatly increased damage.