Balance & Formulas
This page is the index for MythFall's balance data: the constants extracted directly from the client's formula tables that decide how rarity, weapon class and PvP interact. Enemy time-to-kill design lives on the separate Enemy Scaling & TTK page, posture and stagger numbers live on Posture & Stagger System, and the two character-growth curves live on Mastery Progression and Character Level & XP - this page covers the parts of the formula layer that don't have a dedicated home yet: the gear rarity ladder, weapon class baselines, and PvP's damage caps.
Gear rarity is a hard gate, not just a stat multiplier. Common gear carries an affix_multiplier of 1.0 and exactly 0 weapon abilities; Rare steps to 1.15x with 1 ability; Epic to 1.35x with 2 abilities; Legendary to 1.6x with 3 abilities; and Mythical tops out at 1.85x, also capped at 3 abilities - meaning Legendary and Mythical share the same ability count and differ only in raw affix strength. Equip level requirements scale with the same ladder: Common at level 1, Rare at 5, Epic at 15, Legendary at 30, Mythical at 45.
Enhancement lets you push a piece of gear through 10 upgrade levels using rarity-matched shards, and the risk is backloaded: fail chance is 0% for the first three levels, then climbs 10 / 15 / 20 / 25 / 30 / 40 / 50 percent from level 4 through level 10. Each successful level grants a small flat-and-percent boost per stat (for example, weapon Attack gains +1% and +2 flat per level, armor Defense gains +0.25% and +0.5 flat), capped at 5 boosts total per individual affix.
Weapon class is a three-tier speed/power tradeoff layered on top of rarity. Light weapons deal a 26-damage baseline at 1.3 attack speed with 11 posture damage and 6 range; Medium sits at 30 damage, 1.05 speed, 29 posture and 10 range; Heavy tops out at 37 damage, 0.7 speed, 35 posture and 12 range. Individual weapon types then apply their own multiplier on top of that baseline per move type, relative to Sword (1.0x across the board): Greataxe and Greatsword trade Gap Closer speed for the strongest Heavy Attacks (1.38x and 1.3x) and strong Aerial hits (1.2x and 1.15x), while Dagger, Rapier and Short Sword trade Heavy Attack power (0.78x-0.82x) for the fastest Gap Closers (1.15x).
PvP runs its own damage envelope on top of all of this. A single hit is capped at 12% of the target's max HP (DamageCap_PctMaxHP) with a 7% floor (DamageFloor_PctMaxHP), ultimates get a wider band (15% floor, 30% cap), and OneShotGuard (0.35) exists specifically to stop any single hit from deleting more than 35% of a target's health outright. Combined defensive reduction from all sources is capped at 75% (PvP_CombinedReductionCap), and defense itself is capped at 35% (PvP_DefenseCap) - so no amount of stacked mitigation makes a player immune to PvP damage.
Details
FAQ
Why does gear rarity matter beyond raw stats in MythFall?
Because weapon_ability_count is gated directly by rarity: Common gear has zero weapon abilities, and you only unlock your first at Rare. Legendary and Mythical both cap at 3 abilities, so past Legendary the upgrade is pure affix strength (1.6x to 1.85x), not more abilities.
Is enhancing gear risky in MythFall?
Not early - the first three enhancement levels always succeed. Risk appears from level 4 onward and climbs to a 50% fail chance at the level 10 cap, so pushing a piece all the way is a real gamble.
Which weapon class hits hardest?
Heavy weapons (Greataxe, Greatsword) have the highest base damage and posture damage of any class, plus the strongest per-type Heavy Attack and Aerial multipliers - at the cost of the slowest attack speed and among the weakest Gap Closers.
Can you get one-shot in MythFall PvP?
The formula layer specifically guards against it: OneShotGuard caps any single hit at 35% of a target's max HP, on top of a general 12% cap for normal hits and 30% for ultimates - so even a fully stacked crit build cannot delete a player in one attack by design.
Other systems
Source-checked
Extracted directly from Mythfall client data (formulas.json - gear_formulas and pvp_formulas). Function bodies referenced in the source (marked as internal functions) were not decompiled; only their documented input constants are published here. updated · GuideDex staff. Report a correction.