Skip to content

Combat

Combat on Lyonspyre runs on classic math - flat, readable damage with no stat inflation. There's no Armor-Ignore, no Damage-Increase property, no insurance. Stamina throttles your swing speed, your weapon's Speed stat is the divisor, and your Min/MaxDamage rolls flat before Tactics, Anatomy, and Strength scale it up. What you see is what hits.

On top of that honest base we layer a few modern bonuses. Resonance Air grants swing-speed-increase, talents add hit chance and damage, and item properties (when an item carries them) feed the same accumulator. Everything is capped - +60% SSI and the standard ceilings - so the underlying numbers stay predictable and you can always do the mental math.

Quick reference

Topic TL;DR
Swing speed 15000 / ((Stam+100) * WeaponSpeed) then SSI multiplier, capped at +60% / 1.25s floor
Hit chance (attackerSkill + 50) / ((defenderSkill + 50) * 2) then talent / resonance bonuses
Damage calculation Random Min..Max → Tactics scale → Anatomy scale → Strength scale → Talents/Resonance
Parry Shield: (Parry / 4)%. Two-hander: reduced rate (Bushido not available at launch)
Stats - HP / Mana / Stamina HP = STR (1:1), Mana = INT, Stamina = DEX

Where Lyonspyre diverges

Swing-speed-increase actually works here. The classic swing-delay formula ignored every SSI bonus - fine back when items never carried it, useless once a whole Resonance school leans on it. On Lyonspyre, item SSI, Resonance Air, and the Discordance malus all feed swing speed, capped at +60% with a 1.25s floor.

HP scaling is 1:1 too - HP = STR, flat. None of the Str/2 + 50 fudge that other systems fall back on. Your Strength is your health, straight across.