# Damage Formula (Maybe)

15 posts

 DEF% (Base:100%, Shield:+50%, LB:+200%, Burned:-20%, Frozen:+10%) ParryDef (Base: 50%) CritPOW (Base: 50%) Rage:+25%, LB:+500%, Burned:+10%, Poisoned:-20% Frozen: Fire * 1.5, Shocked: Elec * 1.1 MultiElem = 1 if single element, 0.6, if dual element, 0.4 if 3 or more multTENSION = 1.5 if in TENSION, otherwise 1 CritPOW if Critical Hit, otherwise 1 ParryDef if Parry, otherwise 1 Attack = (ATK x MultiElem + (STR/MAG x 2.5) + ElemATK) x (1 + HIT x 0.003 + LUK x 0.002 x Rand(0,1)) x (aptElemATK / 100), if Dark (STR + MAG) x 1.25 Defense = (DEF + EVA/RES x 2.5) x (1 + LUK x 0.004 x Rand(0,1)) x (aptElemDEF / 100), if Dark (EVA + RES) x 1.25 Damage = (Attack - Defense x DEF%) x (DMG% x multTENSION) x (1 + (Rage/LB/Etc)) x CritPOW x (1 - ParryDef) (+/-5% variance) It seems you peeking the game code :D Its little complicated, but I will try to explain for attack damage per hit : _________________________________ ( per element ) damage = ( weapon atk pow / total element ) + ( 1.00 + skill power x 0.02 ) x ( STR/MAG x 2.5 ) == For dark ( STR x 1.5 + MAG x 1.5 ) ( add Hit ) damage = damage + damage x (HIT x 0.03) -> +hit bonus ( add luck) damage = damage + damage x (LUCK x 0.04 x random) ( multiplied by weapon element affinity ) damage = damage x weapon elemental affinity _________________________________ (Critical ? ) damage multiplied by critical power value ( Tension ? ) damage muliplied by 1.5X ( Rage ?/ Red Potion / Limit Break ? ) damage muliplied by 1.25X / 1.25X / 5.00X (Burn / Poison penalty ) Burn +10% poison -20% For Defense stat : ( raw def ) defense = Shield Defense + ( Hit / Eva x 2.5 ~~ for dark = HIT x 1.5+EVA x1.5 ) + ( LUCK x 0.04 x random ) ( per element affinity ) defense = defense x element affinity ( ex DEF = 100, fire = 150% =>> total fire def = 150 ) ( Shield/YellowPotion/Limitbreak ? ) def + 50% / def +50% / def + 200% ( negative stat penalty ) burn -20%, freeze + 10% _______________________________________ Total final damage : damage = damage - defense (+/-5% variance) damage +- 5% (enemy parrying/guard) damage -50% ( + GuardDEF%) ( ->combo skill hit modifier ) damage = damage X combo hit damage modifier ex: slashZ = 2hits hit1 -> 40% damage hit2 -> 60% damage etc What would be 'MultiElem'/'total element'? Is it the single element you attack with (or 2,3,ect.)? Or the total of the elements? So a weapon with large element values, is that good? Or bad? EDIT: I should clarify. Say 2 weapons have 100 attack, but the first has straight 100% elements, the 2nd 110% fire and the rest 50%. Using a straight fire skill, is the 1st or 2nd better? @bignastydragon Since you are only using fire element, the second weapon is better ( 110% fire affinity ) > *Originally posted by **[ferx_zero](/forums/918931/topics/859274?page=1#11455976)**:* > It seems you peeking the game code :D > Its little complicated, but I will try to explain for attack damage per hit : > _________________________________ > ( per element ) > damage = ( weapon atk pow / total element ) + ( 1.00 + skill power x 0.02 ) x ( STR/MAG x 2.5 ) == For dark ( STR x 1.5 + MAG x 1.5 ) > ( add Hit ) > damage = damage + damage x (HIT x 0.03) -> +hit bonus Hi! Reading this old post. There are two things I dont understand :/ 1. what do you mean by 'total element'? Is it the sum of the elements of a skill (EX. a slash + ice skill with 100% and 50% weapon affinity would make 'total element' 150%??) 2. In the HIT formula, shouldn't the factor be 0.3% so 0.003? Or does it work differently from the description in game? Thanks!! Ad.1 "total element" means how many element does skill have. So for example tornado has 3 elements: slash, strike and ice. Ad.2 It should be 0,003 instead 0,03. This formula is a little out of date, Im going to make some update for community soon in this topic. > *Originally posted by **[Artill](/forums/918931/topics/859274?page=1#12220384)**:* > This formula is a little out of date, Im going to make some update for community soon in this topic. > Great! :) Thanks! Is there basically three types of attacks with physical/magical/dark, or do things like lightning spear, which has slash/lightning damage, scale off both strength and magic? @Brunomasterx, its pretty often that skills uses elements that benefits from both, strength and magic. Lightning spear is one of them. Basically if you plan to make a strong dps, it is usual practice to invest in both attributes. Alright, thanks. I messed up some of my builds in that case. What is the current formula? 1. What gives BREAK (some element)? 2. What gives (some element) DMG+? 3. Is there a PARRYDEF limit? Or 100% PARRYDEF and 100% PARRY gives invulnerability (if boss without PIERCE)? I found information about 2,3: 2. DMG+ give +30% to weapon value "element dmg" 3. PARRYDEF and PARRY don't stack and can't = 100%,100% But what mean BREAK? This is mean like limit break but for target element? "Break xxx" ignore/delete the "Repel xxx" and "Absorb xxx" ability. dmg+ = +25% damage