Gloria Victis Combat Math — Damage, Armor, Stats & Formulas
The numbers behind the game — pulled from the wiki, with the undocumented bits flagged honestly.
Attributes — what each point buys
| Attribute | Per-point effects (confirmed, official wiki) |
|---|---|
| Strength (STR) | +0.6 stamina, +0.02/s stamina regen, +0.25 slashing damage reduction; scales damage of axes/maces/hammers/spears/halberds/bardiches/glaives (minor on swords, ~none on bows/daggers); +carry weight |
| Constitution (CON) | +1 HP, +0.02/s HP regen, +1.2 stamina, +0.04/s stamina regen, +0.25 bludgeoning damage reduction; +carry weight |
| Dexterity (DEX) | +0.05/s stamina regen (highest), +0.25 piercing damage reduction; scales bows + daggers strongly, swords moderately; +crit chance & armor penetration |
There are three attributes (Wisdom is vestigial), 5 points per level, base 80 in each, level cap 100. The cost ramps, which is why builds park secondary stats at exactly 150 or 200:
| Attribute value | Cost per +1 point |
|---|---|
| 80 → 150 | 1 point each |
| 151 → 200 | 2 points each |
| 201+ | 3 points each |
Damage reduction from attributes
Mitigation is flat (points subtracted), not a percentage — each attribute point gives 0.25 reduction to its damage type (STR→slashing, CON→bludgeoning, DEX→piercing):
| Attribute value | Flat damage reduction (= 0.25 × value) |
|---|---|
| 80 | 20.0 |
| 150 | 37.5 |
| 200 | 50.0 |
| 265 | 66.25 |
| 300 | 75.0 |
Armor class vs damage type (the rock-paper-scissors)
Blunt beats heavy · pierce beats medium · slash beats light. The exact % per pairing is not published anywhere — only the direction below is confirmed.
| Armor class | Profile | Strong vs (resists) | Weak vs (takes bonus dmg) |
|---|---|---|---|
| Light | lowest stamina drain · highest damage multiplier (~130%) · least protection | Bludgeoning | Slashing |
| Medium | balanced drain & protection · moderate multiplier | Slashing | Piercing |
| Heavy | best protection · very high stamina drain · lowest multiplier (≤100%) | Piercing | Bludgeoning |
+10% to all damage reductions for wearing 4 pieces of one armor type (no bonus for 5–6). Man of Steel adds +15% more (heavy only). Shields cut your damage dealt: light −2%, heavy −10%.
Weapon directional damage modifiers
| Weapon | Overhead | Left | Right | Stab | Pen | Best vs |
|---|---|---|---|---|---|---|
| 1H Axe | 1.2 Slash | 1.0 | 1.0 | 0.8 Blunt | 5% OH | shields, light |
| 1H Sword | 1.0 Slash | 1.0 | 1.0 | 0.8 Pierce (bleed) | — | light, medium |
| 1H Mace / Pick | 1.1 Blunt | 1.0 | 1.0 | 0.7 Blunt | — | HEAVY armor |
| 1H Spear | 0.5 Pierce | 0.5 | 0.5 | 1.0 Pierce | 10% stab | medium |
| Dagger | 1.0 Pierce | 0.8 Slash | 0.8 Slash | 1.0 Pierce | — | light, medium (bleed) |
| 2H Sword | 1.0 Slash | 1.0 | 1.0 | 0.9 Pierce | — | light, medium · Cleave |
| 2H Axe | 1.2 Slash | 1.0 | 1.0 | 0.8 Blunt | 5% OH | shields, light · Cleave |
| 2H Hammer | 1.1 Blunt | 1.0 | 1.0 | 0.7 Blunt | — | HEAVY · Cleave |
| Halberd | 1.0 Slash | 1.0 | 1.0 | 0.7 Pierce | 5% OH | light · longest cleaver |
| Bardiche | 1.2 Slash | 1.0 | 1.0 | 0.7 Pierce | 5% OH | shields, light · Cleave |
| Glaive | 1.2 Slash | 1.0 | 1.0 | 0.7 Blunt | 5% OH | light · Cleave |
| Guisarme | 1.0 Pierce | 0.9 Pierce | 0.9 Pierce | 1.0 Pierce | 5% stab | medium · all-pierce |
| 2H Spear | 0.5 Pierce | 0.5 | 0.5 | 1.0 Pierce | 5% stab | medium · longest reach |
| Lance | 0.5 Slash | 0.5 | 0.5 | 1.0 Pierce | 5% stab | mounted charge / anti-cav |
| Bow | Quiver | Armor pen | Note |
|---|---|---|---|
| Simple Bow | 11–45 arrows | 15% pen | balanced |
| Reflex Bow | 12–50 arrows | 10% pen | fastest fire / biggest quiver |
| Longbow | 8–35 arrows | 22% pen | slow / highest armor-pen |
Damage per attribute point, by weapon
The armor weight you wear scales it — measured damage multipliers: Naked, no shield: 126.4% STR · 117.4% DEX · Full medium, no shield: 120% STR · 95% DEX · Full heavy, no shield: 110% STR · 60% DEX.
| Weapon | Naked (STR / DEX) | Full medium | Full heavy |
|---|---|---|---|
| Reflex Bow | 0.02 / 0.13 | 0.01 / 0.09 | 0.01 / 0.04 |
| Dagger | 0.04 / 0.13 | 0.03 / 0.09 | 0.01 / 0.04 |
| 1H Sword | 0.22 / 0.15 | 0.21 / 0.14 | 0.18 / 0.11 |
| 2H Sword | 0.22 / 0.15 | 0.21 / 0.13 | 0.18 / 0.10 |
| 1H Axe | 0.25 / — | 0.26 / — | 0.23 / — |
| 2H Axe | 0.28 / — | 0.26 / — | 0.23 / — |
| Bardiche | 0.28 / — | 0.26 / — | 0.23 / — |
| 1H Mace | 0.15 / — | 0.15 / — | 0.14 / — |
| 2H Hammer | 0.15 / — | 0.15 / — | 0.14 / — |
| 1H Spear | 0.28 / — | 0.26 / — | 0.23 / — |
| 2H Spear | 0.28 / — | 0.26 / — | 0.23 / — |
| Halberd | 0.28 / — | 0.26 / — | 0.23 / — |
| No weapon | 0.26 | 0.25 | 0.23 |
Takeaways: axes/spears/halberds/bardiches gain ~0.23–0.28 per STR and nothing from DEX; swords gain on both (~0.22 STR + 0.15 DEX naked); bows/daggers are almost pure DEX; and heavy armor guts DEX weapons (a bow's DEX scaling falls from 0.13 naked to 0.04 in full heavy).
Other confirmed constants
- HP = +1 per CON · HP regen = 0.02/s per CON.
- Stamina = +0.6/STR + 1.2/CON · regen 0.02 / 0.04 / 0.05 per STR / CON / DEX.
- Damage multiplier 50%–~130% (light armor high, heavy ≤100%) — an armor-driven scalar on your output.
- Kick = 10 damage, breaks a block (Q). Feint = 5 stamina. Perfect block window = 300 ms.
- Cleave (Reaper): 2H weapons hit 2 targets, 3rd + 7% at level 5.
- Abilities: 1 point/level, 7 tiers, 5 points to unlock the next tier, only ONE Tier-7 capstone.
- Total XP to 100 = 33,330,000 · free attribute/ability resets until any character hits level 90.
- +20 permanent attribute points from cards (Kargald Champion drop / Market).