See what your next press should be.
Skill specialties now follow your selected options, not rank alone. Mastery slots open at skill rank 8 / 12 / 20; rank 16 adds an option, not a slot. Follow-up MP and stagger costs apply. Inspect the specialty audit below before trusting a point-allocation result. Root skill damage, healing and listed buff values follow your planned ranks. Named follow-ups retain their client reference coefficients; this does not prove live-server parity. Client skill data · Global slot rules
Recommended play · replay
0.0sBoss actions so far
Specialty choices & effect audit
Defaults are a starting build, not optimized specialties. Change a choice, then Compare play styles. Choices are saved on this browser. Only selected, unlocked options affect a fight. Each option shows how the model treats it; unresolved effects get no invented bonus. Stigma milestones are treated as cumulative from their cards.
Passive effects & remaining gaps
Recognized passive damage, healing and buff values follow your planned ranks; unrecognized stat conversions remain excluded. Your HP and Attack inputs represent the equipped character; Blessing of Life is not added twice. Fracturing Blow's Defense debuff and Exposed, Assault Shock's Defense buff, Accuracy, Block, Perfect, Double and Multi-Hit stat conversions remain unresolved. Boss attacks are fictional named mechanics, with a visible next-skill timer and action history. The long-boss Dodge stress test assumes a player Dodge without counting its input; do not treat that preset as a complete manual-input sequence. Boss susceptibility is switchable, but no full hit / defense / enemy healing or Stamina model exists. Do not remove points on the basis of an unresolved effect.
What to take into the game
Run the comparison to see the tested priority rules.
Same fight. Different decisions.
5 matched encounter seeds| Play style · click to replay | Clean kills | Deaths | Fight time | Your damage | Useful heal* | Overheal* |
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Clean kill = boss defeated with everyone alive. Survival ranks before kill speed. Healing includes your skills, Sprint procs, and the fictional teammate healer. Time ends at a kill, your death, or the selected encounter limit. These are modeled totals.
What your hands do
Compare the fight to see the sequence.
Buttons follow the planner columns: 1 = main attack stack, 2 = conditional stack, E = heal, LMB / RMB = basic attacks and their chains. S1–S4 are the equipped stigma slots; use their assigned in-game keys. Mantra toggles appear as negative-time presses before the pull and count toward your button percentages. This is a modeled example, not a blind repeating macro.
The whole button sequence
Skill coverage audit
Each equipped skill is checked in the current fight, a long moving boss and pressure with movement. Forced trials prioritize it only when its condition is met; removal trials omit it. Counts are across those three examples, not your selected replay. Zero use does not justify removing points. Movement, dodge and control timings are fictional stress tests.
Press-by-press explanation
Inspect the assumptions
Change these, then compare again. Unknown chain steps are explicitly marked in the replay.
Revised evidence and remaining assumptions
Read the skill descriptions and all specialty choices against the Questlog cards and Metaroad's Global client report, checked 5 October 2026. Mastery choices use the 8 / 12 / 20 slot limits. Named chains inherit only selected parent specialties. Bursting Blow and Piercing Strike contribute 2 and 5 stagger damage respectively. No stagger damage is assumed for a follow-up without a stated value. Stun, Knockdown, Airborne and Seal are tracked separately; Seal alone does not offer Wave Blow. Seal, Root and enemy Stamina effects do not currently change this physical boss attack schedule. Obliterate Knockdown uses an assumed 3s duration. Stagger capacity, recovery time, vulnerability, boss attacks, action locks, block opportunities and proc windows remain fictional. Selected reductions trigger once per action by default; the per-hit switch is a sensitivity test. Recuperation extra uses use an assumed shared recharge; the exact game recharge behavior is unverified. Focused Defense is modeled as a 2s block hold. Damage-tolerance and damage-boost multipliers are explicit proxies, not the full game formula. Single-target bonus specialties use their stated maximum. Crit chance is user supplied; Multi-Hit and rating conversions are excluded until measured. HP absorption basis is unresolved. Sprint procs from teammate attacks and party critical schedules are not modeled. Crushing Blow appears as a variant with different specialty text in the client listing; no Impactful follow-up is enabled without a matching selected chain option. HoT uses your planned skill rank when the override is blank, with 0 / 250 / 2500 sensitivity. Cleric conflicts are configurable. Storm affects newly started cooldowns in this model; retroactive cooldown behavior and party cooldown schedules remain unresolved.