BLISTER
ONLINE WIKI

Community documentation for Blister Online, build 1327.

Combat mechanic

Combat cadence

Combat mechanic · documented from build 1327 data

Every creature in Blister Online attacks on a fixed interval rather than an animation-driven one. Ordinary creatures swing once every 1.1 seconds; creatures carrying the boss trait swing once every 0.7 seconds. Nothing else varies — there is no attack-speed stat per creature.

That makes effective damage per second a division rather than a lookup: dps = max hit ÷ interval. A 60-damage monster deals about 55 per second sustained; the same 60 damage on a boss deals about 86. The 0.7-second cadence is worth roughly a 57% damage increase on identical numbers, which is why boss max-hit figures read deceptively low next to their difficulty.

MONSTER INTERVAL
1.1s
BOSS INTERVAL
0.7s
BOSSES IN BUILD
106
DPS MULTIPLIER
×1.57

Two consequences follow. First, armour and flat damage reduction are worth more against bosses than the max-hit number suggests, because reduction applies per swing and bosses take more swings. Second, disengage windows are shorter: a boss gets roughly three swings in the time a monster gets two.

Every creature article on this wiki lists both the interval and the derived DPS in its combat table — see Cinder Colossus for a worked example.

None of this changes for an Elite Variant — an elite keeps its base creature's own interval and cadence; only its stats and one specific rule change.

What level a creature spawns at in the first place is a separate question — see Combat Level and Spawn Scaling.