The Art of Survival

Combat in Ultimate Dominion is turn-based, tactical, and lethal. Understanding the math behind every swing gives you the edge between victory and death.

Turn Structure

Each combat encounter follows a strict turn order:

  • Combatants alternate turns — the faster group (higher total AGI) acts first.
  • Each turn has a 30-second timer. If you don't act, the other side can force-advance the turn.
  • Battles last a maximum of 15 turns. If no one wins by then, the fight ends in a draw (no rewards, no penalties).
  • On your turn: select a weapon or spell, then confirm your attack. You can also use consumable items.

Hit Chance

Every attack rolls against the target's evasion to determine a hit. The formula:

  • Base hit chance: 90%
  • Physical attacks compare your AGI vs target's AGI
  • Magical attacks compare your INT vs target's INT
  • Minimum hit chance: 5% (you can always hit)
  • Maximum hit chance: 98% (you can always miss)
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Note

Higher AGI makes you harder to hit with physical attacks and makes your physical attacks more accurate. INT does the same for magic. This is why stat investment matters — even a few points of AGI can swing hit rates significantly.

Evasion: AGI differential gives a chance to dodge incoming physical attacks entirely, capped at 25%. This stacks with the base miss chance, making high-AGI characters slippery targets for melee fighters.

Double strike: AGI-based weapons can trigger a double strike based on the attacker's AGI advantage over the target. A double strike deals 150% damage on the triggering hit — rewarding speed-focused builds with burst potential.

Damage Calculation

Physical Damage

Physical damage from weapons follows this pipeline:

  1. Base roll — random value between your weapon's min and max damage.
  2. × 1.2 attack modifier (attacker's advantage).
  3. + Stat bonus — (your STR × 1.2) - (target STR × 1.0).
  4. - Armor — target's armor × 1.0 reduces the damage.
  5. × Crit multiplier — ×2 on critical hits.
  6. × Combat triangle bonus — if your dominant stat beats theirs.
  7. × Class multiplier — your class's physical damage percentage.

Magic Damage

Spell damage uses INT instead of STR and ignores armor:

  1. Base roll — between spell's min and max damage.
  2. × 1.2 attack modifier.
  3. + Stat bonus — (your INT × 1.2) - (target INT × 1.0).
  4. × Crit multiplier — ×2 on crit.
  5. × Combat triangle bonus.
  6. × Class multiplier — your class's spell damage percentage.
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Armor does not block magic — but INT does

Spells bypass armor entirely, but they don't bypass INT defense. Each point of INT grants 2% magic resistance (capped at 40%), reducing incoming spell damage. Against heavily armored targets, magic is often more efficient than physical attacks — but against high-INT targets, spells lose their edge.

Critical Hits

Critical hits deal ×2 damage and always use your weapon's maximum damage as the base roll (instead of a random value). The base crit chance is approximately 5%, modified by your class's crit multiplier.

The Rogue class has a 115% crit multiplier — the highest in the game — making critical hits their defining mechanic.

The Combat Triangle

The combat triangle is the rock-paper-scissors of Ultimate Dominion. Your dominant stat (whichever of STR, AGI, or INT is highest) determines your side:

beats beats beats STR Warrior INT Mage AGI Rogue +4% per stat point
  • STR beats AGI — brute force overwhelms finesse.
  • AGI beats INT — speed disrupts spellcasting.
  • INT beats STR — magic bypasses muscle.

The bonus is +4% damage per stat point of advantage, capped at 40% (on the winning side only — the losing side takes no extra penalty). This means a Warrior with 15 STR fighting a Rogue with 10 AGI gains a +20% damage bonus.

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Check the bestiary

Every monster has a class type. Before engaging, check whether your build has the triangle advantage. Retreating to find a more favorable matchup is often smarter than brute-forcing a bad one.

Armor

Armor reduces incoming physical damage by a flat amount per hit. The formula:

Damage reduction = (armor - penetration) × 1.0

Armor has no effect on magic damage. Against spell-heavy enemies, armor is less valuable than raw HP or INT for resistance.

Status Effects

Some abilities and consumables apply temporary effects that alter combat:

Effect Description
Hit ModifierAlters hit probability — makes you more or less likely to connect
Damage over TimeDeals damage at the start of each turn for a duration
HP ModificationDirectly adds or removes HP (healing potions, drain effects)
Armor ModifierTemporarily increases or decreases armor
Weapon ModifierTemporarily changes weapon damage values
StunCauses the affected combatant to skip their turn

Combat Constants

Constant Value
Base hit chance90%
Min / Max hit chance5% / 98%
Base crit chance~5%
Crit damage multiplier×2
Attack modifier×1.2
Defense modifier×1.0
Combat triangle bonus+4% per stat point (cap 40%)
Max turns15
Turn timer30 seconds
Magic resistance2% per INT point (cap 40%)
Evasion cap25% (AGI differential)
Double strike (AGI weapons)150% damage on proc
Max party size10