Combat Scenario Simulator
Model a full fight using live weapon stats, armor mitigation, and known enemy profiles. Configure your loadout, set encounter pacing, and check kill time, survival time, and risk level before stepping into battle.
Setup
Choose an enemy, pick your weapon and armor set, then tune fight pacing. All sections are stacked to keep focus on the flow of the encounter.
Encounter
Target, duration, and cadence
Weapon & buffs
Damage source and tempo
Defense
Armor mitigation and health pool
Advanced systems
Enable health regen, mana, and stamina for a more accurate simulation
Based on food buff effects — T1: 1%/2s · T2: 1.5%/2s · T3: 2%/2s
Mana regenerates 1 point every 0.2 s, but only after 6 s without taking damage.
Stamina max is 10. Each swing costs 1.5 points. Regen is +0.3 every 0.1 s when idle.
Simulation output
Everything is stacked for clarity—no side-by-side clutter.
Weapon damage × attack speed × buffs
Enemy HP: 38
Enemy damage profile + interval
Effective HP after mitigation
Actionable notes
Use these cues before engaging.
- Damage mix: Pure physical damage—swap if the target resists that type.
- Mitigation gap: Balanced mitigation; add a shield potion for harder bosses.
- Timing cue: Timing is within your plan—commit to the opener and watch stamina.
How to Use the Combat Simulator
Choose from over 30 enemy profiles. Adjust fight duration and enemy attack interval to match how often that enemy swings in normal play.
The weapon list pulls from actual weapon data. Add a damage bonus if you have food or potion buffs active. Crit chance and multiplier default to common values but can be tuned.
Armor resistance uses multiplicative stacking — the way the game actually applies it. Wearing a full Adamantite set gives roughly 34.5% physical resistance, not the 40% you'd get from simple addition.
Toggle on health regen to simulate a food buff. Enable mana tracking for spellcaster builds. Turn on stamina to see how many swings you can land before your stamina bar empties.
The engine steps through combat in 100 ms ticks, resolving player attacks, enemy hits, regen, and all three stat systems simultaneously. The HP chart and combat log show exactly when things happened.
Frequently Asked Questions
Why does my full armor set show less than 40% resistance?
Armor resistance in Hytale stacks multiplicatively, not additively. Each piece reduces damage as a percentage of whatever remains after the previous piece. A full Adamantite set — Helmet 8%, Chest 14.4%, Legs 11.2%, Gloves 6.4% — works out to roughly 34.5% combined, not 40%. This simulator applies that formula correctly.
What does the health regen system simulate?
It models the food buff effect from cooked meat and similar consumables. Tier 1 regenerates 1% of max HP every 2 seconds for 45 seconds. Tier 2 is 1.5% per 2 s for 150 s. Tier 3 is 2% per 2 s for 360 s. The simulator applies regen continuously throughout the fight.
When does mana regenerate?
Mana recovers at a rate of 1 point every 0.2 seconds, but only kicks in after you have gone 6 seconds without taking a hit. In active fights against hard-hitting enemies, your mana pool may never top off unless you disengage briefly.
How does stamina drain work in combat?
Your stamina pool holds 10 points. A standard sword swing costs 1.5 points, meaning you can throw roughly 6 attacks before the bar empties. Stamina regenerates at 0.3 points per 0.1 seconds when you are not swinging, sprinting, or gliding — so short pauses between combos restore meaningful amounts. If stamina goes negative (overdrawn), there is a brief delay before regen restarts.
How accurate is the fight simulation?
The simulation runs in 100 ms ticks and uses the same formulas for damage, armor reduction, and stat regen derived from the underlying game data. Critical hit rolls use true randomness per swing, so two identical simulations can produce slightly different outcomes. For planning purposes the average across multiple runs is the most reliable indicator.
What does Win confidence mean?
Win confidence is the ratio of your survival window to your estimated time to kill. If you can survive 30 seconds and need 15 seconds to kill the target, confidence is 200% — well above the threshold. If those numbers are close or flipped, confidence drops. It is not a probability calculation; treat it as a margin-of-safety indicator.
