Boss Battle Simulator

Estimate time-to-kill, survival odds, and phase pressure for a selected boss.

Boss Selection

Pick a boss to simulate and adjust the run settings.

Build Setup

Enter your current stats and core weapon choice.

Loadout Slots

Enter bonuses from equipped items. Leave fields empty if a slot is unused.

Offhand

Head

Chest

Legs

Boots

Ring

Amulet

Powerups

Select up to 10 powerups. Conditional effects are listed but not modeled.

Simulation Summary

Estimated Time to Kill

13.7s

Boss health 4480.00

Survival Chance

10%

Based on damage exchange rate

Estimated Heals Needed

4

To stay above the danger threshold

Boss Snapshot

Scaled Health4480.00
Scaled Melee Damage89.60
Armor / Magic Resist250 / 250
Run Scaling1.12x day, 1.00x party

Phase Pressure

Phase 1 (60% - 100%)

Normal attacks

5.5sHigh
Phase 2 (30% - 60%)

Summons 2 GoblinFighters

4.1sHigh
Phase 3 (0% - 30%)

Enrage (+50% damage)

4.1sHigh

Strategy Suggestions

  • Prioritize survivability: add armor, resist, or sustain to extend time-to-die.
  • Summon phases are present. Plan for add control or splash damage.

How the simulator works

Scaling inputs

Boss health and damage scale with day and party size using in-game curve tables.

Build impact

Weapon scaling, class multipliers, and direct powerup bonuses are applied to calculate damage output.

Survival estimate

Effective health is derived from armor, resistances, and sustain to estimate survivability.

Battle Simulation Examples

Preparing for a Late-Game Boss on Day 22

You're planning to fight the Guardian of the Abyss on day 22 with a party of 3. Your build is Warrior with 45 STR / 28 AGI / 12 INT, wielding a weapon that does 220 base damage with 0.3 STR scaling. Your armor is 38, and you have 1,850 health.

The simulator shows the boss scales to 18,400 health and deals 142 damage per melee hit (after day and party multipliers). Your estimated DPS is 385, giving you a time-to-kill of 47.8 seconds. The boss hits you for 94 damage after armor reduction. With 1,850 health, you can survive roughly 19 hits, which is about 38 seconds if the boss attacks every 2 seconds.

The simulator flags that your fight will be tight. You need to either boost your DPS with powerups to shorten the fight to under 35 seconds, or increase your effective health with healing consumables. Without adjustments, you'll likely die in phase 3.

Action taken: Added a 20% damage powerup and a heal-on-crit effect. New time-to-kill: 39.8 seconds. Fight becomes manageable.

Solo vs. Group Scaling Decision

You want to farm the Frost Tyrant boss for a specific drop. Solo on day 15, the boss has 6,200 health and deals 98 damage per hit. Your solo DPS is 340, giving you an 18.2-second time-to-kill. You can tank 12 hits before dying, which equals roughly 24 seconds of survival.

With a party of 4, the boss health jumps to 11,800, and damage scales to 135 per hit. Your group's combined DPS is 920, giving a time-to-kill of 12.8 seconds. Even though the boss hits harder, the fight ends so quickly that total damage taken is lower. Solo, you take around 9 hits (882 damage). In a group, you only take 6 hits (810 damage).

The simulator shows group runs are safer and faster despite the scaling penalty. If you're farming efficiently, grouping saves time and reduces consumable usage.

Conclusion: Group scaling makes the boss tankier, but coordinated DPS shortens the fight enough to reduce overall risk.

Identifying Phase Pressure Points

The Abyssal Warden has a three-phase encounter. Phase 1 lasts until 70% health, phase 2 until 35% health, and phase 3 until defeat. Each phase increases the boss's attack frequency. Your build deals 410 DPS, and the boss has 14,500 health on day 18 with a party of 2.

Phase 1 (14,500 to 10,150 health): 10.6 seconds. Phase 2 (10,150 to 5,075 health): 12.4 seconds (boss attacks 25% faster). Phase 3 (5,075 to 0 health): 12.4 seconds (boss attacks 50% faster). Total fight time: 35.4 seconds.

The simulator shows phase 3 has the highest damage-per-second incoming because of the attack speed increase. Your effective health can handle phases 1 and 2 comfortably, but phase 3 requires active healing or a defensive cooldown. Knowing this, you save your healing potion for the 8-second mark of phase 3 instead of using it early.

Strategic timing: Reserve defensive resources for phase 3 when incoming damage spikes hardest.