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Combat

Combat on Lyonspyre runs on flat, readable math with no stat inflation. There is no armor-ignore, no damage-increase property, no insurance. Stamina throttles your swing speed, your weapon's speed rating sets the pace, and its damage range rolls flat before Tactics, Anatomy, and Strength scale it up. What you see is what hits.

On top of that base sit a few bonuses. Tempest affinity grants swing-speed-increase, talents add hit chance and damage, and item properties (when an item carries them) feed the same total. Everything is capped, +60% SSI included, so the numbers stay predictable and you can always do the mental math.

Quick reference

Topic Short version
Swing speed 15000 / ((Stam+100) * WeaponSpeed) then SSI multiplier, capped at +60% / 1.25s floor
Hit chance (attackerSkill + 50) / ((defenderSkill + 50) * 2) then talent / affinity bonuses
Damage calculation Random Min..Max → Tactics scale → Anatomy scale → Strength scale → Talents/Affinity
Parry Shield: 50% at GM Parry. Two-hander: 35% at GM Parry
Stats - HP / Mana / Stamina HP = STR (1:1), Mana = INT, Stamina = DEX

What sets Lyonspyre apart

Swing-speed-increase works. Item SSI, Tempest affinity, and the Discordance malus all feed swing speed, capped at +60% with a 1.25s floor.

HP scaling is 1:1: HP = STR, flat. Your Strength is your health, straight across.

PvP is fought on the classic base

Lyonspyre's progression systems - talents, specialties, affinity, food buffs, regalia gems - are PvM power. None of them apply against another player. When both sides of a fight are players, combat runs on skills, stats, and gear alone: the base math above, nothing else.

The rules:

  • Damage, hit chance, crits, defensive reductions from any progression system never apply against a player, and never against a player's pet or summon.
  • Attacker-state bonuses that have no target - swing speed, cast speed, mana refunds, mana/stamina regen buffs - suspend while you are in PvP combat. The moment you flag against another player, you swing, cast, and regenerate at baseline; a couple of minutes after your last player engagement, your bonuses return. Item SSI on gear stays, since gear is core combat.
  • Structured PvP events count for their full duration. Joining a live Town Control match places you in PvP state from the opening bell through the final score, even before anyone lands the first hit.
  • Food buffs count as progression power. A dish's swing speed and stamina regen suspend with the rest while you are in PvP combat, and its Magic Resist bonus is ignored when the spell hitting you came from a player or a player's pet. Your trained Magic Resist skill is untouched.
  • Healing bonuses suspend on both ends. Spell-heal multipliers from the Healer path turn off when either the healer or the patient is in PvP combat - an unflagged healer pumping heals into a flagged fighter heals for base amounts, same as if they were flagged themselves. Base heal values never change.
  • Parry: your Parry skill works as always; talent parry bonuses suspend during PvP combat.
  • Pets fight players for real, but on a leash. A pet's supplemental damage and mitigation bonuses do not apply for or against players, and its active abilities (fire breath, ice lance, and kin) are damage-capped against players so a cooldown ability cannot delete half a health bar.
  • Ultimates and on-hit procs never trigger on players at all.
  • Spell crits never happen against players (or their pets). The critical-hit roll is PvM-only.
  • Spell damage against players runs on its own flat table. Every direct-damage spell has a dedicated PvP roll - tight, readable ranges completely separate from the PvM math (a grandmaster's Energy Bolt lands 28-36 before resist, Flame Strike 32-48). Rolls scale with your Magery and Eval Int, so an undertrained caster hits for a fraction. Mob spellcasters are unaffected.
  • Magic Resist protects without deleting. Trained resist reduces player-cast spell damage linearly, up to 20% at grandmaster - every point matters, no all-or-nothing resist rolls, and a landed spell always deals at least 1. Harm is a melee-range spell: full roll adjacent, stepping down with distance but never to zero. Mind Blast rolls flat against players - the stat-spread math is PvM-only.

Complete min-max tables for every direct-damage spell, at every resist tier, live on Spell damage in PvP.

If you see a progression bonus doing anything in a player fight, tell us on Discord.