Mechanics

How the engine actually computes a hit — verified against the raw CBT skill tables, boss attack scripts, and Bean stat definitions.

Golden Spirit's combat looks turn-based on the surface but runs on an action-gauge engine with three quirks worth knowing before you build teams. First, boss damage is engine-side: incoming damage is computed from your party's HP, defence, and a per-skill coefficient rather than from the boss's ATK number. The real threat lives in the skill row, not in the stat sheet.

Second, RUSH is a 10-second team buff. Once your party fires three Ultimates from three different fighting types (out of the six official styles — Defense, Assault, Agility, Ranged, Special, Support) in a single battle, every member gets +25% Final DMG and a slight Energy restoration for 10 seconds. Some Arena Season Effects can extend that by 5 more seconds or grant a Crit Rate boost while Rush is active.

Third, Crit Boost is piecewise and capped. The curve is shallow until about 3,000 Boost−Resistance, then accelerates to roughly +2% per 100 points, and hard caps at +90% around a 6,500 differential. Hell-tier bosses ship with ~40,968 Crit Resistance, so without a dedicated crit-suppression debuffer your DPS will plateau hard. With max Crit Boost + typical 60% Crit Damage, a crit lands at ×2.50 the normal hit.

+25% Final DMG mult 3 Ultimates from 3 different types — 10s
+90% Crit Boost cap ≈ 6 500 boost−res diff
10 × 5% Buff stack rule ATK / DMG-taken caps at 50%

Deep-dive pages

Related references

Cross-cutting systems that build on the mechanics covered above:

  • Gear & Jewelry — every weapon, badge, dramatic scene, and medal with the stats they roll
  • Investment guide — character progression layers, dupe baselines, and where to spend resources first
  • Items database — full catalog of consumables, materials, and event rewards
  • Tier list — how mechanics translate into PvE/PvP rankings