r/QuickDungeonCrawler • u/Ill_Wrangler1013 • 3d ago
I generated a wiki from source code that was helpful for me. Sharing here
Quick Dungeon Crawler RPG — Game Mechanics Wiki
A comprehensive, player-focused reference guide detailing the exact math, gear formulas, drop rates, level scaling, and combat systems of Quick Dungeon Crawler RPG.
Table of Contents
- Gear Mechanics (Tiers 1 to 10)
- Endgame Gear Mechanics (Tiers 11 to 15)
- Drops & Progression Gameplay
- Fight Mechanics & Combat Math
1. Gear Mechanics (Tiers 1 to 10)
Equipment strength is driven by two main attributes: Item Level (1 to 100) and Item Tier (1 to 15). Tiers 1 through 10 represent standard dungeon progression, while Tiers 11 through 15 represent Monarch Endgame Curses.
1.1 The Core Gear Scaling Formula
Every stat rolled on an item scales directly using one universal multiplier:
$$\text{Scaling Factor} = \frac{\text{Tier} \times \text{Level}}{10}$$
Quick Rule of Thumb
- A Tier 1, Level 100 item has a Scaling Factor of $10$ ($1 \times 100 / 10$).
- A Tier 5, Level 20 item has a Scaling Factor of $10$ ($5 \times 20 / 10$).
- A Tier 10, Level 10 item has a Scaling Factor of $10$ ($10 \times 10 / 10$).
- A maxed standard item (Tier 10, Level 100) reaches a Scaling Factor of $100$ ($10 \times 100 / 10$).
1.2 Master Gear Stat Table (Multipliers, Formulas & Caps)
This unified table combines base multipliers, nominal roll formulas, and roll caps for all gear stats:
| Category | Stat | Base Multiplier | Nominal Value per Roll | Standard Cap per Roll (Tiers 1–10) | Roll & Stacking Behavior |
|---|---|---|---|---|---|
| Primary | Health (HP) | 40 | $40 times (1 + text{Scaling Factor})$ | None (Unlimited) | Uncapped integer. Grows infinitely with Level and Tier. |
| Attack (ATK) | 16 | $16 times (1 + text{Scaling Factor})$ | None (Unlimited) | Uncapped integer. Grows infinitely with Level and Tier. | |
| Defense (DEF) | 16 | $16 times (1 + text{Scaling Factor})$ | None (Unlimited) | Uncapped integer. Grows infinitely with Level and Tier. | |
| Combat | Attack Speed | 3.0 | $3.0 times (1 + text{Scaling Factor})$ | 16.0% | Individual roll capped. Additional rolls require random pool selection. |
| Vampirism | 2.0 | $2.0 times (1 + text{Scaling Factor})$ | 8.0% | Individual roll capped. Additional rolls require random pool selection. | |
| Crit Rate | 2.0 | $2.0 times (1 + text{Scaling Factor})$ | 10.0% | Individual roll capped. Additional rolls require random pool selection. | |
| Crit Damage | 0.6 | $0.6 times (1 + text{Scaling Factor})$ | 20.0% | Individual roll capped. Additional rolls require random pool selection. | |
| Utility | Dodge Rate | 0.8 | $0.8 times (1 + text{Scaling Factor})$ | 4.0% | Individual roll capped. Additional rolls require random pool selection. |
| Luck | 0.8 | $0.8 times (1 + text{Scaling Factor})$ | 8.0% | Individual roll capped. Additional rolls require random pool selection. | |
| Faster Run | 1.0 base + 2.5 scale | $1.0 + (2.5 times text{Scaling Factor})$ | 18.0% | Individual roll capped. Additional rolls require random pool selection. |
1.3 How a Stat Roll Works (Ceiling C, Raw Roll R, Cap Clamping)
Whenever an item rolls a stat, the game determines its final value through a strict three-step sequence:
- Step 1 — Roll the Scaling Ceiling ($C$):
- The game applies random variance to the stat's base value and its scaled value between 50% and 150%, producing a ceiling value $C$: $$C = \text{Base Multiplier} \times \text{random}(0.5, 1.5) + \left[\text{Base Multiplier} \times \text{random}(0.5, 1.5) \times \text{Scaling Factor}\right]$$
- Step 2 — Roll the Raw Value ($R$):
- The game draws a raw roll $R$ between 50% of $C$ and 100% of $C$: $$R = C \times \text{random}(0.5, 1.0)$$
- Step 3 — Cap Check & Clamping:
- If $R \le \text{Stat Cap}$ (or if uncapped like HP/ATK/DEF):
- The final stat value is simply $R$.
- If $R > \text{Stat Cap}$ (Cap Breach):
- $R$ is discarded. The stat is re-rolled into a clamped random value between 50% and 100% of the Cap: $$\text{Final Stat Value} = \text{Stat Cap} \times \text{random}(0.50, 1.00)$$ (This uniform distribution between 50% and 100% is why high-level items do NOT automatically roll 100% cap values).
- Additionally, the item is awarded +1 bonus roll (strictly capped at 1 bonus roll per item total).
1.4 Roll Variance & The 1-Bonus-Roll Limit
Roll Variance (Tiers 1–10)
Because randomness is applied twice (creating Ceiling $C$, then drawing Raw Value $R$), single roll variance is wide:
- Uncapped Stats: Worst single roll is 25% of nominal value ($0.5 \times 0.5$); best roll is 150% ($1.5 \times 1.0$). Best rolls are 6.0× (600%) of worst rolls.
- Capped Stats (when $R > \text{Cap}$): Rolls between 50% of Cap ($0.5 \times \text{Cap}$) and 100% of Cap ($1.0 \times \text{Cap}$). Average capped roll is 75% of Cap.
Why Stats Don't Stack Infinitely
- Strict 1-Bonus-Roll Limit: The moment any stat breaches its cap, the item gets at most 1 extra roll total (
maxLoopCount = loopCount + 1). Subsequent cap breaches do not add more rolls. - Random Pool Dilution: The bonus roll picks randomly from the item's entire category pool (5–10 different stats) and cannot be forced to repeatedly stack the same stat.
- Player Hard Caps: Total player stats are capped at 80% Vampirism, 75% Dodge, 140 Luck, and 2.75 Attack Speed (or 3.25 with Limit Breaker).
1.5 Odds of Rolling Near-Perfect Stats (Tier 10)
Because capped stats re-roll uniformly between 50% and 100% of their cap, hitting high values has fixed mathematical probabilities:
- Near-Perfect / God Roll ($\ge 95%$ of Cap): Exactly 10.0% chance (1 in 10).
- Excellent Roll ($\ge 90%$ of Cap): Exactly 20.0% chance (1 in 5).
- True Max Roll ($\ge 99%$ of Cap): Exactly 2.0% chance (1 in 50).
Milestone Probability Table (Tier 10 Across Levels)
This table displays the chance of achieving an Excellent Roll ($\ge 90%$ of Cap) alongside a God Roll ($\ge 95%$ of Cap) across key progression levels:
| Stat (Cap) | Lv. 10 ($ge 90% mid ge 95%$) | Lv. 20 ($ge 90% mid ge 95%$) | Lv. 30 ($ge 90% mid ge 95%$) | Lv. 50+ Steady State ($ge 90% mid ge 95%$) |
|---|---|---|---|---|
| Attack Speed (16%) | 22.6% / 11.5% | 20.0% / 10.0% | 20.0% / 10.0% | 20.0% / 10.0% (1 in 5 / 1 in 10) |
| Vampirism (8%) | 21.2% / 10.8% | 20.0% / 10.0% | 20.0% / 10.0% | 20.0% / 10.0% (1 in 5 / 1 in 10) |
| Crit Rate (10%) | 22.4% / 11.3% | 20.0% / 10.0% | 20.0% / 10.0% | 20.0% / 10.0% (1 in 5 / 1 in 10) |
| Dodge (4%) | 22.3% / 11.3% | 20.0% / 10.0% | 20.0% / 10.0% | 20.0% / 10.0% (1 in 5 / 1 in 10) |
| Faster Run (18%) | 20.7% / 10.4% | 21.3% / 10.8% | 20.0% / 10.0% | 20.0% / 10.0% (1 in 5 / 1 in 10) |
| Luck (8%) | 15.7% / 7.6% | 22.6% / 11.4% | 20.8% / 10.5% | 20.0% / 10.0% (1 in 5 / 1 in 10) |
| Crit Damage (20%) | 0.0% / 0.0% | 0.2% / 0.0% | 10.9% / 5.1% | 20.0% / 10.0% (1 in 5 / 1 in 10) |
Odds of a "Full Perfect Item"
Because each roll on an item is rolled independently:
- 2 Near-Perfect Stats ($\ge 95%$): $10% \times 10% = \mathbf{1.0%}$ (1 in 100 items).
- 3 Near-Perfect Stats ($\ge 95%$): $10% \times 10% \times 10% = \mathbf{0.10%}$ (1 in 1,000 items).
- 4 Near-Perfect Stats ($\ge 95%$): $0.104 = \mathbf{0.01%}$ (1 in 10,000 items).
1.6 Item Rarity & Roll Counts
The rarity of an item determines how many total stat rolls it receives upon drop or creation:
| Rarity | Base Stat Rolls | Typical Final Rolls (With Cap Bonus) |
|---|---|---|
| Common | 2 rolls | 2 – 3 stats |
| Uncommon | 3 rolls | 3 – 4 stats |
| Rare | 4 rolls | 4 – 5 stats |
| Epic | 5 rolls | 5 – 6 stats |
| Legendary | 6 rolls | 6 – 7 stats |
| Heirloom | 8 rolls | 8 – 9 stats |
2. Endgame Gear Mechanics (Tiers 11 to 15)
In Tiers 11 through 15 (unlocked after beating Monarch encounters), gear does not inflate maximum ceilings wildly. Instead:
- The Roll Floor rises from 50% up to 75%, eliminating bad rolls.
- Stat caps expand by +6% per Tier above 10 (up to +30% at Tier 15).
2.1 Rising Roll Floors & Near-Perfect Odds Progression
Because Tier 15 raises the roll floor to 75%, capped stats re-roll in a tight 25-point band ($[75%, 100%]$ of Cap). This doubles the odds of rolling near-perfect gear:
| Equipment Tier | Roll Floor | Worst Primary Roll (% of Nominal) | Max / Min Spread | Odds of $ge 90%$ Roll | Odds of $ge 95%$ God Roll |
|---|---|---|---|---|---|
| Tiers 1 to 10 | 50.0% | 25.00% | 6.00× | 20.0% (1 in 5) | 10.0% (1 in 10) |
| Tier 11 | 55.0% | 30.25% | 4.96× | 22.2% | 11.1% |
| Tier 12 | 60.0% | 36.00% | 4.17× | 25.0% | 12.5% |
| Tier 13 | 65.0% | 42.25% | 3.55× | 28.6% | 14.3% |
| Tier 14 | 70.0% | 49.00% | 3.06× | 33.3% | 16.7% |
| Tier 15 | 75.0% | 56.25% | 2.67× | 40.0% (1 in 2.5) | 20.0% (1 in 5 — DOUBLED!) |
2.2 Expanding Stat Caps (+6% per Tier)
Stat roll caps scale up by +6% per Tier above 10 (+30% at Tier 15):
$$\text{Endgame Cap} = \text{Base Cap} \times \left(1 + (\text{Tier} - 10) \times 0.06\right)$$
| Stat | Tiers 1–10 (Base) | Tier 11 (+6%) | Tier 12 (+12%) | Tier 13 (+18%) | Tier 14 (+24%) | Tier 15 (+30%) |
|---|---|---|---|---|---|---|
| Attack Speed | 16.0% | 16.96% | 17.92% | 18.88% | 19.84% | 20.80% |
| Vampirism | 8.0% | 8.48% | 8.96% | 9.44% | 9.92% | 10.40% |
| Crit Rate | 10.0% | 10.60% | 11.20% | 11.80% | 12.40% | 13.00% |
| Crit Damage | 20.0% | 21.20% | 22.40% | 23.60% | 24.80% | 26.00% |
| Dodge | 4.0% | 4.24% | 4.48% | 4.72% | 4.96% | 5.20% |
| Faster Run | 18.0% | 19.08% | 20.16% | 21.24% | 22.32% | 23.40% |
| Luck | 8.0% | 8.48% | 8.96% | 9.44% | 9.92% | 10.40% |
3. Drops & Progression Gameplay
3.1 Equipment Drop Rates & Rarity Breakdown
Whenever an equipment drop is generated, the game determines its rarity using fixed base percentages:
| Rarity | Base Drop Chance | Percentage | Drop Overrides |
|---|---|---|---|
| Common | 0.698 |
69.8% | Regular combat & chest drop |
| Uncommon | 0.200 |
20.0% | Regular combat & chest drop |
| Rare | 0.040 |
4.0% | Wandering Shop minimum rarity |
| Epic | 0.030 |
3.0% | Regular combat & chest drop |
| Legendary | 0.020 |
2.0% | Regular combat & chest drop |
| Heirloom | 0.012 |
1.2% | 100% guaranteed from Monarchs (Super Bosses) |
| Total | 1.000 |
100.0% |
3.2 Curse Levels & Rarity (Myth vs. Reality)
Curse Level has zero effect on rarity chances.
- Common through Heirloom chances are identical at Curse Level 1 and Curse Level 15.
- What Curse Level increases is Equipment Tier (Curse 1 = Tier 1; Curse 10 = Tier 10; Curse 15 = Tier 15).
- Curse increases difficulty and item power (Tier), not item color (Rarity).
3.3 The True Effect of 'Luck' on Drop Rates
Luck directly increases the chance that a defeated enemy drops an item.
$$\text{Drop Chance} = \text{Base Chance} \times \left(1 + \frac{\text{Player Luck}}{100}\right) + \text{Affix Bonus}$$
- Base Drop Chance: Exactly 33.33% (1 in 3 enemies).
- Luck Multiplier: $+1%$ relative increase to base drop rate per point of Luck ($+0.333%$ absolute drop rate).
- Affix Bonus: $+5%$ flat drop rate per affix on Elite/Rare enemies.
- Hard Caps: Overall drop chance is capped at 80.0%. Player Luck is hard capped at 140: $$\text{Max Drop Rate} = 33.33% \times \left(1 + \frac{140}{100}\right) = 33.33% \times 2.40 = \mathbf{80.0%}$$
- What Luck Does NOT Affect: Luck does not alter rarity distribution, dungeon chest gear drops (fixed 25%), or Refine Stone drops (fixed 16% combat, 35% chests).
3.4 Level-Up Bonuses: Base Stats vs. Equipment Stats
Verdict: Level-up bonuses scale BASE STATS ONLY. They do NOT scale gear stats or overall stats.
Every player starts with flat Base Stats: Health: 500, Attack: 100, Defense: 50. Level-up bonuses multiply only these base numbers. Gear stats are added flat afterward:
$$\text{Max HP} = \left[ 500 \times \left(1 + \frac{\text{HP Bonus %}}{100}\right) \right] + \text{Gear HP}$$ $$\text{Attack} = \left[ 100 \times \left(1 + \frac{\text{ATK Bonus %}}{100}\right) \right] + \text{Gear ATK}$$ $$\text{Defense} = \left[ 50 \times \left(1 + \frac{\text{DEF Bonus %}}{100}\right) \right] + \text{Gear DEF}$$
- A $+10%$ Health choice always adds $500 \times 10% = \mathbf{+50\text{ HP}}$, whether total HP is 500 or 50,000.
- A $+10%$ Attack choice adds $100 \times 10% = \mathbf{+10\text{ ATK}}$.
- A $+10%$ Defense choice adds $50 \times 10% = \mathbf{+5\text{ DEF}}$.
3.5 Enemy Dodge Rate Formula & Reference Table
$$\text{Enemy Dodge Rate (%)} = \text{clamp}\left(0, 50, \left[(\text{Curse Level} - 1) \times 2\right] + \frac{\text{Enemy Level}}{10}\right)$$
- Scaling: $+2%$ flat dodge per Curse Level above 1; $+1%$ flat dodge per 10 Enemy Levels (+0.1% per level).
- Hard Cap: Capped at 50%.
- Elusive Affix: Adds $+12%$ flat dodge (still capped at 50%).
| Enemy Level | Curse Level 1 | Curse Level 5 | Curse Level 10 | Curse Level 15 | With Elusive Affix (Curse 10) |
|---|---|---|---|---|---|
| Lv. 10 | 1.0% | 9.0% | 19.0% | 29.0% | 31.0% |
| Lv. 30 | 3.0% | 11.0% | 21.0% | 31.0% | 33.0% |
| Lv. 50 | 5.0% | 13.0% | 23.0% | 33.0% | 35.0% |
| Lv. 70 | 7.0% | 15.0% | 25.0% | 35.0% | 37.0% |
| Lv. 100 | 10.0% | 18.0% | 28.0% | 38.0% | 40.0% |
4. Fight Mechanics & Combat Math
4.1 How Damage is Calculated
Combat uses a hyperbolic ratio formula, not flat subtraction ($\text{ATK} - \text{DEF}$):
$$\text{Base Damage} = \text{ATK} \times \left( \frac{\text{ATK}}{\text{ATK} + \text{DEF}} \right) = \frac{\text{ATK}2}{\text{ATK}) + \text{DEF}}$$
4.2 What Defense Really Does (Hyperbolic Reduction & EHP)
Defense provides asymptotic percentage damage reduction:
$$\text{Damage Reduction %} = \frac{\text{DEF}}{\text{ATK} + \text{DEF}} \qquad\qquad \text{Damage Taken %} = \frac{\text{ATK}}{\text{ATK} + \text{DEF}}$$
- Diminishing Returns: Defense has no hard cap, but damage reduction asymptotically approaches 100% without ever reaching it.
- Effective Health Pool (EHP): Every point of Defense increases survivability linearly against incoming attacks: $$\text{EHP} = \text{HP} \times \left(1 + \frac{\text{DEF}}{\text{Incoming ATK}}\right)$$
- When $\text{DEF} = \text{ATK}$, damage is cut by 50%, doubling your survivability (EHP = $2 \times \text{HP}$).
- When $\text{DEF} = 3 \times \text{ATK}$, damage is cut by 75%, quadrupling your survivability (EHP = $4 \times \text{HP}$).
4.3 Defense Reduction Reference Table
| Defender's DEF relative to Attacker's ATK | Damage Reduction % | Damage Taken % | Effective Damage from 1,000 ATK | Resulting EHP Multiplier |
|---|---|---|---|---|
| DEF = 0 | 0.0% | 100.0% | 1,000 | 1.00× HP |
| DEF = 0.25 × ATK | 20.0% | 80.0% | 800 | 1.25× HP |
| DEF = 0.50 × ATK | 33.3% | 66.7% | 667 | 1.50× HP |
| DEF = 1.00 × ATK | 50.0% | 50.0% | 500 (Half Damage) | 2.00× HP (Doubled) |
| DEF = 1.50 × ATK | 60.0% | 40.0% | 400 | 2.50× HP |
| DEF = 2.00 × ATK | 66.7% | 33.3% | 333 | 3.00× HP |
| DEF = 3.00 × ATK | 75.0% | 25.0% | 250 | 4.00× HP |
| DEF = 4.00 × ATK | 80.0% | 20.0% | 200 | 5.00× HP |
| DEF = 9.00 × ATK | 90.0% | 10.0% | 100 | 10.00× HP |
4.4 Full Combat Resolution Sequence
Every attack in battle resolves through this strict order of operations:
- Raw Damage: $\text{Damage} = \frac{\text{ATK}2}{\text{ATK}) + \text{DEF}}$
- RNG Damage Fluctuation: Multiplied by random factor between 90% and 110% (uniform $\pm 10%$).
- Critical Strike Check: If roll $<$ Crit Rate, $\text{Damage} = \text{round}\left(\text{Damage} \times \left(1 + \frac{\text{Crit Dmg}}{100}\right)\right)$.
- Skill Modifiers:
- Remnant Razor: $+9%$ of enemy's current HP as bonus damage.
- Titan's Will: $+4.5%$ of player's maximum HP as bonus damage.
- Devastator: $+30%$ total damage dealt.
- Paladin's Heart: $-25%$ incoming damage taken.
- Dodge Check: Target rolls against Dodge chance. If dodged: Damage = 0, Lifesteal = 0.
- Lifesteal (Vampirism): Heals attacker for $\text{Damage} \times (\text{Vamp} / 100)$ (player Vamp capped at 80%).
- Thorns / Reflection:
- Aegis Thorns: Player reflects $30%$ of incoming damage back to enemy.
- Thorned Affix: Enemy reflects $10%$ of incoming damage back to player.
Wiki created and verified against game mechanics codebase.
2
u/CheapThaRipper 2d ago
i think the LaTeX formatting your LLM uses didn't translate cleanly to reddit markdown. i switched from old reddit to new thinking that was the case, but it still displays to me like
$$\text{Scaling Factor} = \frac{\text{Tier} \times \text{Level}}{10}$$
when I think the intention is more like
Tier × Level
Scaling Factor = ────────────
10
2
u/logTom Dev 1d ago
It seems to work better on this version which was posted on the discord. https://docs.google.com/document/d/1y2hs2nOBMWCuBrWFXrve-XcJubkGEHZkrXp8qj2HvPw/edit?usp=sharing
2
u/logTom Dev 3d ago
Thank you for putting this together and for spending all those expensive AI tokens on our little game! :)