1. Build your ATK
Total ATK already includes displayed gear, artifact and gallery stats. Add base-derived Pantheon ATK, then apply combat ATK bonuses and Dominance. Inspiration grants extra ATK before resistance is subtracted.
WATCHER OF REALMS · PLAYER DATABASE

Players invest time, money and trust in this game. We believe they deserve clear, accessible information. This database is our effort to put the real numbers in the hands of the playerbase.
THE MATHS, WITHOUT THE MYSTERY
Build your attack, subtract the enemy's resistance, then multiply what remains. This is a player-tested estimate, not an official universal formula.
Total ATK already includes displayed gear, artifact and gallery stats. Add base-derived Pantheon ATK, then apply combat ATK bonuses and Dominance. Inspiration grants extra ATK before resistance is subtracted.
Physical and piercing attacks use DEF; magic uses M.RES. Resistance reduction and penetration reduce the amount subtracted. Penetration sources are summed under our working model.
Apply the attack's skill multiplier, armour interaction and, on critical hits, Crit DMG. Damage bonuses and vulnerability then increase the result. Their exact stacking across every source is not verified.
Percentages in the equation are decimals: 15% = 0.15. Dominance is 1.30 when active, otherwise 1.00. Each hit is calculated separately.
Basic versus Advanced attributes tells you which stats a bonus affects, not one universal calculation order. HP, Block and Cost do not enter an ordinary ATK-based hit; Crit Rate controls critical-hit probability and ATK Speed affects attack frequency.
BEYOND THE BASE STATS
Why can stronger builds still produce similar scores? We are investigating the extra combat rules. A plateau is an observation, not proof that the game has locked your account to a score.
Unnatural Mutation describes magic damage fixed at 10 in Ancient Bloodline and physical damage fixed at 10 in Nightmare's Revenge. Dragon's Bulwark adds a shield check: breaking it opens a Weakened State; failing it wipes the field. Transcendence increases boss ATK and penetration each phase.
A build can improve on paper but still lose its damage windows, use the restricted damage type, or fail the same shield check. Base DEF/M.RES cannot capture those effects.
Alistair's Lawkeepers have a stackable effect that reduces damage taken by all monsters. Erisdelle's Blaze Shade applies Burning that reduces affected heroes' ATK by 50%; shade-channel outcomes can also apply further ATK suppression.
A damage-reduction effect is not the same as DEF/M.RES. Your pre-fight Total ATK may also stop describing the ATK you actually have during the encounter.
In our level-1 Idril test, two different displayed ATK values produced the same 253 damage per arrow in Drake's Chasm. A floor or special rule is a candidate explanation, but that test alone does not identify the rule or prove a universal minimum-damage formula.
The calculator warns when resistance overwhelms ATK. It does not invent the game's minimum hit or promise that every extra point of ATK will change a floored result.
We have not established a combat calculation linking account power, spending, account age or a waiting period to an Abyss/Codex score ceiling. Similar scores across teams can also arise from timing, survival and encounter mechanics. That does not explain every reported plateau.
No confirmed 30K or 50K account gate. No claim that such a rule is impossible. The connection remains unproven.
EXPERIMENTAL BUILD TOOL
Choose a hero and target, then build your estimate step by step. Compare baseline and fully stacked damage per hit, not guaranteed scores or clears.
EXPERIMENTAL TEAM TOOL
Build your team, or both Fallen Covenant phase teams, for one encounter. Compare ordinary attacks with supported effects active. Not a prediction of your actual run.