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 â 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)
Note
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 â rewarding speed-focused builds with burst potential.
Damage Calculation
Physical Damage
Physical damage from weapons follows this pipeline:
- Base roll â random value between your weapon's min and max damage.
- × 1.2 attack modifier (attacker's advantage).
- + Stat bonus â
(your STR × 1.2) - (target STR × 1.0). - - Armor â target's armor × 1.0 reduces the damage.
- × Crit multiplier â ×2 on critical hits.
- × Combat triangle bonus â if your dominant stat beats theirs.
- × Class multiplier â your class's physical damage percentage.
Magic Damage
Spell damage uses INT instead of STR and ignores armor:
- Base roll â between spell's min and max damage.
- × 1.2 attack modifier.
- + Stat bonus â
(your INT × 1.2) - (target INT × 1.0). - × Crit multiplier â ×2 on crit.
- × Combat triangle bonus.
- × Class multiplier â your class's spell damage percentage.
Armor does not block magic â but INT does
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 â the highest in the game â 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:
- STR beats AGI â brute force overwhelms finesse.
- AGI beats INT â speed disrupts spellcasting.
- INT beats STR â magic bypasses muscle.
The bonus is +4% damage per stat point of advantage, capped at 40% (on the winning side only â 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.
Check the bestiary
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 Modifier | Alters hit probability â makes you more or less likely to connect |
| Damage over Time | Deals damage at the start of each turn for a duration |
| HP Modification | Directly adds or removes HP (healing potions, drain effects) |
| Armor Modifier | Temporarily increases or decreases armor |
| Weapon Modifier | Temporarily changes weapon damage values |
| Stun | Causes the affected combatant to skip their turn |
Combat Constants
| Constant | Value |
|---|---|
| Base hit chance | 90% |
| Min / Max hit chance | 5% / 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 turns | 15 |
| Turn timer | 30 seconds |
| Magic resistance | 2% per INT point (cap 40%) |
| Evasion cap | 25% (AGI differential) |
| Double strike (AGI weapons) | 150% damage on proc |
| Max party size | 10 |