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Combat Mechanics

Implementation of World of Warcraft combat systems

February 4, 2026
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Combat Mechanics

The simulation engine implements World of Warcraft's combat mechanics with high fidelity to the live game.

Damage Calculation

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Base Formula

Damage calculation follows the standard formula:

Base Damage = Spell Power × Coefficient × Versatility × (1 + Mastery)
Final Damage = Base Damage × (1 + Crit Bonus) × (1 + Target Modifiers)

Coefficient Sources

SourceDescription
Spell DataBase coefficient from game data
TalentsMultiplicative modifiers from talent effects
AurasActive buff/debuff modifications
Set BonusesTier set effect modifiers

Resource Systems

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Mana regenerates based on Spirit and in-combat regeneration rules. Base regeneration is 2% of maximum mana per second out of combat.

Energy regenerates at a fixed rate of 10 per second baseline. Haste affects energy regeneration rate linearly.

Rage is generated through damage dealt and received. Generation rates vary by spec and ability.

Aura System

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1

Aura Application

Check immunity, apply diminishing returns for CC effects.

2

Effect Processing

Execute aura effects: stat modifiers, periodic damage, absorbs.

3

Duration Tracking

Track remaining duration, handle pandemic refresh rules.

4

Expiration

Remove aura, trigger on-expire effects, clean up state.

Proc System

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RPPM Mechanics

Real Procs Per Minute (RPPM) uses a bad luck protection system that increases proc chance based on time since last proc.

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Combat MechanicsDamage CalculationBase FormulaCoefficient SourcesResource SystemsAura SystemProc System