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Formulas

How hit chance, debuffs, crits, defence, Skill Haste, damage and growth stats are worked out. Put in your own numbers.

Hit chance

Hit chance
70%
Miss
30%
Never misses from
Accuracy 1,322

Attacker

Accuracy
Accuracy Rate%

Target

Evasion
Evasion Rate%
0%25%50%75%100%05001,0001,5002,000
Current+6% Accuracy Rate→ Target Evasion

Formula

  • Hit chance = Accuracy ÷ Evasion + Accuracy Rate − Evasion Rate, between 0% and 100%
  • Evasion 0 or lower: every hit lands. Hits that only push never miss.

Evasion only matters against cookies: the Guild Conquest boss has Accuracy 100,000.

Debuff chance

Chance per roll
19.1%
Per cast (3 rolls)
47.1%
Always lands from
Focus 3,294

Skill

Space Doughnut's Royal Excellence

Base chance%
Rolls per cast
Focus
Focus Rate%

Target

Resistance
Resistance Rate%
Duration
Lasts (seconds)s
Duration synergy%

Lasts 2s

0%25%50%75%100%01,0002,0003,0004,000
Per rollPer cast (3 rolls)→ Focus

Formula

  • Chance per roll = base chance × (Focus ÷ Resistance + Focus Rate − Resistance Rate), up to 100%
  • Per cast = 1 − (1 − chance) ^ rolls
  • Bosses and elites: crowd control never lands; debuffs still roll.
  • Duration = base × (1 + Duration synergy). Skill AMP does not change it.

Every cookie starts at 100 Focus and 100 Resistance, +2 per star. Focus is worth most on low base chances.

Critical hits

Average damage
×1.074
0 sure crit stacks, 8% chance of one more
+1% CRIT%
+0.86%
+1% CRIT DMG
+0.07%
CRIT%%
CRIT DMG%
Target CRIT RES%
0%75%150%225%300%0%75%150%225%300%
↑ CRIT DMG · → CRIT%×1×5.5

Formula

  • Crit = CRIT% − target CRIT RES. Every full 100% is a sure crit stack; the rest is the chance of one more.
  • A hit deals × (1 + stacks × CRIT DMG)
  • Average = 1 + CRIT DMG × (CRIT% − CRIT RES)

CRIT RES comes off first: against 150% CRIT RES the first 150% CRIT% does nothing. Past 100% every point still adds.

Defense and damage taken

Damage taken
×0.441
Effective HP ×2.27
DEF factor
×0.383
DMG Reduction
0%
Element
×1.15

Target

DEF
DEF shred%
DMG Reduction%

Element

Elemental DMG%
0%25%50%75%100%01,0002,0003,0004,0005,000
→ DEF
Element chart
Attacker ↓ · Target →FireWaterGrassLightDark
Fire×1×1×1.15×1×1
Water×1.15×1×1×1×1
Grass×1×1.15×1×1×1
Light×1×1×1×1×1.15
Dark×1×1×1×1.15×1

Formula

  • DEF factor = 1 ÷ (1 + ln(1 + DEF ÷ 500))
  • DEF shred = DEF × (1 − shred); a target keeps only the strongest shred
  • DMG Reduction sources: 1 − (1 − a) × (1 − b) × …, never 100%
  • Element edge: × (1.15 + Elemental DMG). Fire > Grass > Water > Fire; Light and Dark beat each other. No penalty the other way.

Each DEF point is worth a little less than the one before. A 20% DMG Reduction source always adds 25% effective HP, however many you already have.

Skill Haste

Cooldown
6.08s
9.87 casts per minute
First cast
0s
Casts in the fight
10
One more cast from
Skill Haste 50
Cooldowns
Skill Haste
Skill Prep%
Reaches a target ats
Fight lengths
051015050100150
→ Skill Haste
8 casts · Skill Haste 59 casts · Skill Haste 2010 casts · Skill Haste 3511 casts · Skill Haste 50

Formula

  • Cooldown = base × 100 ÷ (100 + Skill Haste)
  • First cast = cooldown × (1 − Skill Prep), or when the cookie reaches a target if that is later
  • Casts per second = (100 + Skill Haste) ÷ (100 × base)

Skill Haste has no falling returns: every point adds 1% of the base cast rate. Only the breakpoints in a fixed-length fight are steps.

What each stat multiplies

Target

DEF

Guild Conquest boss: DEF 2,000, Dark; its DMG Reduction grows each phase.

DEF shred%

Cookie

Level
Stars
Skill multiplier%
Skill AMP%
CRIT%%
CRIT DMG%
Boss DMG%
Elemental DMG%
ATK layers
Flat ATK
ATK AMP (Sugar Runes)%
Gnome Laboratory ATK AMP%
Guild Research ATK AMP%
Stellar Link ATK AMP%
Resolve ATK
ATK buffs in battle%
Flat ATK buffs
Skill Haste

Stats from growth

ATK
13,565
DEF
1,981
HP
189,934
CRIT%
15%
CRIT DMG
60%
Accuracy · Evasion · Focus · Resistance
120
Level
Stars
010,00020,000255075100
10★0★→ Level

Formula

  • Stat = base × (1 + level bonus), rounded down, then × (1 + star bonus), rounded down
  • Per star: ATK and HP +5% to +10% by rarity, compounding; DEF +2%; Accuracy, Evasion, Focus and Resistance +2; CRIT% +0.5%; CRIT DMG +1%

Gear, runes, pets and the rest come on top of these numbers.

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