An emblem's attack % multiplies your weapon, not your panel
✍️ Alice・愛麗沙
When an emblem reads “attack power +10%”, do not multiply the total attack on your stat panel by it. In the community-maintained attack bucket, the emblem percentage hangs off exactly one bracket: (weapon base attack + engraving attack + weapon seal) × (1 + emblem%). Necklace, pets, fashion set bonuses and flat enchant attack all sit outside that bracket and receive nothing at all. In practice this collapses to one sentence: an emblem is worth exactly as much as your weapon is strong. The harder you push the weapon, the more absolute attack the same emblem hands you — the two systems amplify each other, which makes them something to advance together rather than a choice between two things.
What the attack bucket actually looks like
Most people picture attack power as the single number on the stat panel. It is that number — but that number is the sum of a dozen sources, and the additions are bracketed:
A = character attack + (weapon base attack + engraving attack + weapon seal) × (1 + emblem%) + weapon stat bonus + necklace attack + necklace seal + pet attack + fashion set + flat enchant attack + runeword flat attack
Look at the bracket. Only three terms in the entire expression are touched by the emblem.
| Bucket | Content | Stacking | Confidence |
|---|---|---|---|
| A 攻擊力 | 武器基礎攻擊、角色攻擊、刻印、寵物、時裝套裝、固定值附魔全部相加成一個總攻擊;徽章的攻擊%只乘武器那一段 | Adds within its bucket | Confident |
| B 攻擊力% | 所有「攻擊力增加%」的來源,包含裝備、技能、附魔、神器,全部在這一格相加 | Adds within its bucket | Confident |
| C 傷害增加 | 技能威力、增傷詞條、共鳴、神器增傷等相加後,再乘上一個「敵方受傷提升」的子乘區(防具破壞在這裡) | Two nested sub-multipliers | Confident |
| D 強化桶 | 連擊、強擊、廣域、連段、絕招五種強化——彼此相加、各自內部相乘;連擊與強擊共用同一池,只看總和 | Adds within its bucket | Confident |
| E 寶石標籤 | 寶石加成的技能標籤傷害,自成一個乘區,跟傷害增加分開 | Its own multiplier | Fairly confident |
| F 暴擊 | 期望值寫法:1+暴擊率×(暴擊倍率−1);沒有外加%時可化簡成 1+暴擊/10000 | Its own roll-based multiplier | Confident |
| G 無防備 | 只在敵人被破防、進入無防備視窗時才生效;破防極限狀態再乘 1.5 倍 | Its own roll-based multiplier | Moderate |
| H 技能係數強化 | 各職業專屬的技能傷害增益,加法或乘法依來源而定——作者明講要各職自行測試 | Depends on the source | Unconfirmed |
| I 防禦減免 | 1÷(1+敵防×(1−減防率)/14828),雙曲線、永不歸零,沒有固定扣減 | Its own multiplier | Confident |
| J 反擊 | 反擊命中時固定 ×1.1,其餘為 1 | Its own roll-based multiplier | Moderate |
| K 追擊 | 期望值寫法;一次追擊打出該擊的 100%,單發模擬時視為 1 | Its own roll-based multiplier | Confident |
| L 最終傷害增加 | 最外層乘區:最終傷害%、飾品超越、魔導抗性差額都掛在這裡 | Its own multiplier | Confident |
The damage formula the KR community maintains — the operator has never published any combat equation. Its skeleton: values in the same bucket add, different buckets multiply, and the judgement types (crit / defenceless / pursuit) multiply against each other. Taiwan Season 0 runs the same structure. Every constant comes from long-running KR measurement, and two independent implementations agree on the numbers.
Run the numbers once and the gap is obvious
Take a character who has been pushed through one round of upgrades but is nowhere near endgame. Assume:
- character attack of its own: 1,195 (the level-65 figure on record, confidence medium-high)
- weapon sub-bucket (base attack + engraving attack + weapon seal) = 2,400
- everything else (necklace, pets, fashion set, flat enchants) = 2,400 combined
- attack bucket total ≈ 5,995
Now equip an emblem reading attack power +10%:
- What you assumed: 5,995 × 1.10 = 6,595, a gain of +600.
- What actually happens: 2,400 × 1.10 = 2,640, a gain of only 240. A = 6,235, or +4.0%.
Six hundred becomes two hundred and forty. Forty percent of what you expected.
Now push the weapon. Suppose engraving upgrades and a weapon seal take the weapon sub-bucket from 2,400 to 3,600, everything else unchanged (the emblem-free A becomes 7,195):
- the same emblem now yields 3,600 × 0.10 = +360.
The emblem did not change. You made it valuable. This is the arithmetic behind the operator’s own line that emblem effect scales with class level and weapon attack.
Why this misconception is so hard to notice
Because the panel does go up. You equip the emblem, the attack number genuinely increases — it just increases by a different amount than the one you worked out in your head, and nobody puts a calculator against the panel to check how many points it jumped.
This is the shared invisible problem of every stat that multiplies a sub-bracket: the tooltip text is indistinguishable from a global percentage, and only the formula knows the difference.
Three percentages that need keeping apart
At least three different things in this game are printed as “attack power +%”, and they land in completely different places:
- Emblem attack % — multiplies the weapon sub-bucket, inside A. Worth more the stronger the weapon.
- Gear / skill / enchant / artifact attack % — all summed together, then multiplied against the fully resolved A. That is a different bucket, it is usually already crowded, and every point you add there is diluted by what is already in it.
- Damage increase % — a third bucket again, unrelated to attack power.
Printed identically as +10%, the first gives 240 in the worked example above; the second, on a character already carrying +80%, delivers roughly +5.6% in practice; the third depends entirely on how crowded your damage-increase bucket already is. A stat’s value is not in its number, it is in which bucket it falls into — twelve buckets in total, and the ones that roll rather than add behave differently again, as the crit mechanics works through.
What to do now
- Weapon first, emblem follows the weapon. They multiply each other; they do not compete. Splitting resources evenly between “weapon and emblem” is mathematically worse than pushing the weapon sub-bucket first, because only then does each emblem percentage point start to be worth anything.
- Never trade away weapon base attack to chase an emblem percentage. The reverse holds too: a weapon with meaningfully higher base attack makes the emblem you already own more valuable the moment you equip it.
- The weapon seal is inside the bracket as well. A seal applied to the weapon slot gets multiplied by the emblem — one of the reasons it outperforms the same seal on an armour slot.
- Do not dismantle emblems over a level cap. The emblem passive stopping at level 45 is documented by the operator, but the effect itself keeps growing with class level and weapon attack.
- Sequence your engraving upgrades before you shop for percentages. Engraving attack sits inside the same bracket, so the order in which you spend on it changes what the emblem is worth — that ordering is worked out in the engraving upgrade order, and which tags your runes actually carry is in the rune tag reference.
What would overturn this
The bracket position — “the emblem percentage multiplies only the weapon sub-bucket” — comes from a long-maintained community damage formula; no combat arithmetic has ever been published officially. That line is marked high confidence.
The check is direct. Write down your panel attack power, unequip the emblem, look again, and divide the difference by the emblem percentage. If what you get back is your weapon sub-bucket rather than your entire attack power, this page is right. If anyone measures a difference equal to a percentage of the whole of A, bring the numbers and we will rewrite it.

