
Mind the level gap
Compare equal fights, level disadvantage and bosses.
Three levels can change the fight.
Interactive example
YOUR HERO20
ENEMY23342.48 less before the other combat steps
ENTER STATS / SET UP THE EXAMPLE
Hero level stays at 20. Only the level multiplier changes here; no armor, phase or high-level world tuning.
Go deeper when you need to.
Open a note for the formulas, worked cases and exceptions behind this example.
01Level disadvantage is asymmetric
The helper compares attacker and defender levels only when both are positive. Hero-versus-hero comparisons return zero level difference. A hero does not gain an above-level damage bonus from fighting a lower enemy through this helper, but suffers when below the enemy. The reciprocal applies to enemy damage against the hero.
Default regular-enemy level factor uses 1.15 per level up to a five-level knee, then 1.6 per level beyond it. Boss comparisons use a three-level knee and factor 3 beyond it. Shipped/live high-level world tuning can alter regular-enemy rules, so these defaults must not be extrapolated to every stage without its settings.
Case: level 20 hero versus level 23 regular enemy, with default gap tuning. Hero damage factor = 1 / 1.15³ = 0.6575. Enemy damage factor = 1.15³ = 1.5209. An otherwise identical 1,000-point hero packet becomes 657.516 before the other factors. Damage order.
02Accuracy and avoidance
Dodge and block curves use the opponent’s level through 100 + 12 × level. The Dodge path also uses the attacker's current Accuracy relative to its base Accuracy. Enemy Evasion is a separate basic-attack miss path. Direct skills skip that particular Evasion roll, while Dodge/Blind and invulnerability can still prevent a skill hit. “Skills never miss” is therefore too broad.
03Control states and boss exceptions
Freeze, Root, Pin, Stun and Grab are explicit control states with skill-specific durations. Their effect cannot be derived solely from Chill rating. Positional displacement and reach checks depend on whether the positional combat mode is active. The shipped combat constant defaults to position mode disabled, while particular modes may enable it.
The affliction helper ignores Blind and Chill for bosses, and applies half effectiveness to Weaken. Do not assume boss control behavior is identical to ordinary enemies; check the encounter and the skill’s control disclosure.
04Boss timed fury
For the reviewed stage/act boss condition with a gap above three levels, the timed boss-fury rule starts after 60 seconds and increases in 30-second doubling steps. This is separate from the hero’s incoming-hit Fury charges and from Colossus mechanics. Boss phases, shields and director rules can further change effective damage and sustain.
05Source and assumptions
Reviewed against installed QuestAway 1.0.6, revision 888f97419a53. Examples use shipped defaults and explicit hypothetical combat situations; they are not measurements from a player's account. Unless stated, examples use equal levels, one living target, no special boss phase, no passive/gear proc and no live server override. Source limits.