ИНТЕРАКТИВНЫЙ СИМУЛЯТОР

Element Hit Multiplier Simulator

⚔️ Attacker Element:
🛡️ Defender Element 1:
🛡️ Defender Element 2 (Optional):
1.6×
Advantage (1.6×)
Attacker Вода deals 1.6× against Defender Огонь.
БОЕВАЯ МАТРИЦА 9×9

Attacker vs Defender Matrix

▲ 1.6 Strong (+60%)— 1 Neutral▼ 0.625 Weak (-37.5%)
Defender →↓ Attacker
Лёд
Вода
Электричество
Огонь
Трава
Камень
Ветер
Тьма
Свет
Лёд
▼0.625▲1.6▲1.6▼0.625—1▼0.625—1—1—1
Вода
▼0.625▼0.625—1▲1.6▼0.625▲1.6—1—1▼0.625
Электричество
▼0.625▲1.6▼0.625—1—1▼0.625▲1.6—1—1
Огонь
▲1.6▼0.625—1▼0.625▲1.6▼0.625—1—1▼0.625
Трава
—1▲1.6—1▼0.625▼0.625▲1.6—1—1▼0.625
Камень
▲1.6▼0.625—1▲1.6▼0.625▼0.625—1▼0.625—1
Ветер
—1—1▼0.625—1▲1.6—1▼0.625▲1.6—1
Тьма
—1▼0.625▲1.6—1▲1.6—1▼0.625—1▲1.6
Свет
—1—1▼0.625—1—1—1▲1.6▲1.6▼0.625
УРОВНИ МНОЖИТЕЛЕЙ

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.

СПРАВОЧНИК СТИХИЙ

Per-Element Handbook

Лёд

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

⚔️ When Лёд Attacks

Strong against (1.6×):
ВодаЭлектричество
Weak against (0.625×):
ЛёдОгоньКамень

🛡️ When Лёд Defends

Weak to (takes 1.6×):
ОгоньКамень
Resists (takes 0.625×):
ЛёдВодаЭлектричество

Вода

Can be used to put out fire or moisten objects.

⚔️ When Вода Attacks

Strong against (1.6×):
ОгоньКамень
Weak against (0.625×):
ЛёдВодаТраваСвет

🛡️ When Вода Defends

Weak to (takes 1.6×):
ЛёдЭлектричествоТрава
Resists (takes 0.625×):
ВодаОгоньКаменьТьма

Электричество

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

⚔️ When Электричество Attacks

Strong against (1.6×):
ВодаВетер
Weak against (0.625×):
ЛёдЭлектричествоКамень

🛡️ When Электричество Defends

Weak to (takes 1.6×):
ЛёдТьма
Resists (takes 0.625×):
ЭлектричествоВетерСвет

Огонь

Can be used to ignite wooden objects or melt ice.

⚔️ When Огонь Attacks

Strong against (1.6×):
ЛёдТрава
Weak against (0.625×):
ВодаОгоньКаменьСвет

🛡️ When Огонь Defends

Weak to (takes 1.6×):
ВодаКамень
Resists (takes 0.625×):
ЛёдОгоньТрава

Трава

No special effect

⚔️ When Трава Attacks

Strong against (1.6×):
ВодаКамень
Weak against (0.625×):
ОгоньТраваСвет

🛡️ When Трава Defends

Weak to (takes 1.6×):
ОгоньВетерТьма
Resists (takes 0.625×):
ВодаТраваКамень

Камень

No special effect

⚔️ When Камень Attacks

Strong against (1.6×):
ЛёдОгонь
Weak against (0.625×):
ВодаТраваКаменьТьма

🛡️ When Камень Defends

Weak to (takes 1.6×):
ВодаТрава
Resists (takes 0.625×):
ЛёдЭлектричествоОгоньКамень

Ветер

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

⚔️ When Ветер Attacks

Strong against (1.6×):
ТраваТьма
Weak against (0.625×):
ЭлектричествоВетер

🛡️ When Ветер Defends

Weak to (takes 1.6×):
ЭлектричествоСвет
Resists (takes 0.625×):
ВетерТьма

Тьма

No special effect

⚔️ When Тьма Attacks

Strong against (1.6×):
ЭлектричествоТраваСвет
Weak against (0.625×):
ВодаВетер

🛡️ When Тьма Defends

Weak to (takes 1.6×):
ВетерСвет
Resists (takes 0.625×):
Камень

Свет

No special effect

⚔️ When Свет Attacks

Strong against (1.6×):
ВетерТьма
Weak against (0.625×):
ЭлектричествоСвет

🛡️ When Свет Defends

Weak to (takes 1.6×):
Тьма
Resists (takes 0.625×):
ВодаОгоньТраваСвет
ИГРОВЫЕ МЕХАНИКИ

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 Камень, 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.