Runs Final_Attack → Final_PvE_Damage → Final_PvE_CriticalDamage exactly as the client does, then applies its attack cadence: a basic attack takes 2.0 ÷ (Final_AttackSpeed ÷ 100) seconds and reaches up to 3 enemies.
Attacker
Bonuses from gear & passives
These are the raw stat names the engine reads. The stat sheet exposes all 168 of them.
Hit chance is Final_HitRate / (Final_HitRate / 5 + target Evasion) × 100, so it can read above 100% — the game caps the applied value. Time-to-kill ignores travel,
spawn and animation time, so treat very short values as a floor. See all formulas.