Damage Calculation
Contents
Overview
Damage calculation processes offensive and defensive stats in a sequence of distinct calculation steps. This page documents the damage formula model used by our Damage Calculator. The model is validated against in-game test cases and follows the current calculator implementation. Some Episode 40 stats remain outside the formula until their behavior is confirmed.
Combat mechanics contain many subtle intricacies and edge cases. This documentation reflects current understanding and remains subject to change as further mechanics and episode updates are analyzed.
1. Stat Resolution
Every attack resolves offensive stats based on skill category. Sword skills scale with Attack and Sword Skill Amp, while magic skills scale with Magic Attack and Magic Skill Amp.
Stats also split by context. In PvE, base stats combine with PvE-specific variants (such as PvE Attack, PvE Skill Amp, and PvE Penetration). In PvP, base stats combine with PvP-specific variants.
Stat additions apply before skill amplification or defense mitigation calculations.
2. Skill Inputs
Skill tooltips can contribute Skill Amp, Skill Add. Attack, cast time, and target or hit scaling. Skill Penetration and Skill Critical DMG are uncommon and only apply when the selected skill provides them:
- Skill Amp: added to the amp total. The normal-hit 25% bonus applies to gear amp only, not Skill Amp from the tooltip.
- Skill Add. Attack: reduced by target Defense, then added after the normal or critical branch is formed. It is separate from character Add. Damage.
- Target or Hit Multiplier: converted to
MultiTargetFactor = (SkillTargetMultiplier - 1) * 100and applied with the final multipliers in Section 12. A 1.20 skill multiplier therefore adds 20%. - Cast Time: used for DPS only. Combo Cast Time takes priority over normal Cast Time; see Section 15.
Rare skill inputs: Skill Penetration is added before target Ignore Penetration in Section 5. Skill Critical DMG is added before target Resist Critical Damage in Section 8. Both default to 0 when the skill does not provide them.
3. Target Defense Reduction
Target Defense converts into a percentage reduction ratio through a level-dependent defense constant. The defense constant formula establishes monster defensive scaling:
For a standard Level 200 target, the defense constant equals 1000. Unmitigated base defense reduction follows this ratio:
Higher target defense experiences diminishing returns. For example, 1000 Defense against a Level 200 mob reduces damage by 50%, while 2000 Defense reduces damage by 66.67%.
4. Minimum Reduction Floor
Every target monster retains a mandatory minimum Defense reduction floor, even if the monster has extremely low defense or the character possesses high Penetration:
For a Level 200 target, Floor(200 * 0.15) = 30, producing a permanent baseline defense reduction of 0.30% (0.0030). For a Level 250 boss, the minimum floor increases to 0.37% (37/10000). Defense reduction can never drop below Rmin.
5. Penetration Scaling
Penetration directly reduces effective target defense inside the reduction ratio. Target Ignore Penetration counteracts player penetration, but player Cancel Ignore Penetration reduces that defense effect.
Unlike stat floors in other mechanics, Effective Penetration can drop below zero. If the target's net Ignore Penetration exceeds your total Penetration, Pen_eff becomes negative.
When Pen_eff is negative, the term (1 - Pen_eff / Defense) becomes greater than 1. This effectively amplifies the target's defense reduction above its base ratio Rbase, causing your hits to suffer additional mitigation. Conversely, when Pen_eff ≥ Defense, the penetration multiplier reaches 0, capping effective defense reduction at the target's minimum reduction floor Rmin.
After penetration scaling, the reduction factor is truncated to 4 decimal places before applying minimum and maximum caps:
Two boundary conditions limit final defense reduction:
- Minimum Reduction Floor (Rmin): Defense reduction cannot drop below
Floor(0.15 * Level_target) / 10000. - Maximum Mitigation Cap: Defense reduction caps at a maximum of 95% (0.95).
6. Skill Amplification
Skill amplification multiplies Attack or Magic Attack into base amplified damage. Tooltip skill amp combines with gear skill amp, adjusted for target Resist Skill Amp:
A key mechanic is the Normal Hit Gear Amp Bonus. Normal hits gain an additional 25% bonus of character gear skill amp:
Critical hits do not receive this 25% gear bonus. Both branches clamp total amp at 0, then truncate the amplified packet before defense reduction:
7. Critical Rate Rules
Critical hit chance determines the probability of landing a critical hit instead of a normal hit. Character base Critical Rate starts at 5% and is capped by character Maximum Critical Rate (default 50%, raised by equipment, passives, and merits).
Target Resist Critical Rate reduces character crit chance (after player Ignore Resist Critical Rate deduction). Character base CriticalRate is capped by MaxCritRate before target resistance is subtracted:
ResistCritRateeff uses the Effective Resist rule from Section 6. Because MaxCritRate applies to player base Critical Rate prior to target resistance, excess Critical Rate above your cap does not buffer against target Resist Critical Rate. Final effective critical chance is bounded between 0% and 100%.
8. Effective Critical Damage
When a critical hit triggers, damage scales with Effective Critical Damage. Character Crit Damage combines with active Skill Crit Damage, reduced by target Resist Critical Damage (after player Ignore Resist Critical Damage deduction):
ResistCritDmgeff uses the Effective Resist rule from Section 6. Base critical damage has a mandatory minimum floor of 20%.
9. Damage Branching
After defense reduction Rdef mitigates amplified base damage, damage splits into normal hit and critical hit branches. The branch values below show the truncation points used by the calculator.
Normal hits apply target Normal DMG Reduction and character Normal Damage Up %:
Critical hits scale with Effective Critical Damage %:
Skill Skill Add. Attack is adjusted by Defense before it is added to either branch: SkillAddAtkdef = SkillAddAtk * (1 - Rdef).
10. Level Penalty
The calculator uses level 200 as the player-level baseline. Damage drops by 1% per target level above 200, up to a maximum of 25 levels (25% maximum level penalty).
The level penalty truncates as a flat reduction from branch damage:
In the calculator, Levelplayer = 200. If target level is 200 or lower, LevelPenalty equals 0.
11. Damage Reduction Mitigations
Flat Damage Reduction mitigates damage after the level penalty is evaluated. Player Ignore Damage Reduction counters target flat damage reduction:
Unlike stat floors in other mechanics, Effective Damage Reduction has no minimum floor. If player Ignore Damage Reduction exceeds target Damage Reduction, DReff becomes negative.
Because DReff is subtracted from damage in the pipeline (D − DReff), a negative DReff effectively adds flat damage to your hit before final percentage multipliers apply. Therefore, stacking high Ignore Damage Reduction continues to increase damage even against targets with low or zero Damage Reduction.
12. Final Multipliers
Final Damage Increased %, target Final Damage Decreased %, and Multi-Target Factors apply as percentage multipliers. Skill target or hit scaling is selected from the skill's target-count or hit-count data, using the current combat mode.
In PvP combat, damage receives an additional global PvP multiplier (defaulting to 45% / 0.45 factor) applied to final hit values.
13. Damage Variance
Normal sword hits experience damage variance based on character Min Damage % and the class base Sword Min Floor:
The lower packet is multiplied before Skill Add. Attack and the later level, flat reduction, and final modifier stages. Character Min Damage % increases this floor up to 100%, narrowing and eventually eliminating normal damage variance.
Class Base Min Floors
- Warrior (WA): 80% base min floor (80%–100% initial variance range).
- Force Shielder (FS) & Force Blader (FB): 85% base min floor (85%–100% initial variance range).
- Blader (BL) & Gladiator (GL): 90% base min floor (90%–100% initial variance range).
Magic Classes: Magic skill attacks (used by Wizard, Force Archer, Force Gunner, and Dark Mage) have no damage variance. Their min damage floor is fixed at 100%, meaning normal magic hits always deal 100% of calculated damage. Character Min Damage % does not affect magic damage.
14. Character Add Damage
Character flat Add Damage (from gear, runes, and merit) scales with final damage multipliers and adds to damage hits after floor checks:
Final hit damage outputs are bounded to a minimum floor of 1:
Dboosted,min is the final multiplier output from the minimum packet path in Section 13. Dboosted is the corresponding maximum path.
15. DPS and Cast Time
DPS uses the weighted average of normal and critical hit values, then divides by the skill's effective cast time:
The calculator uses Combo Cast Time when available, otherwise Cast Time, with a 1-second fallback. Sword normal hits average the min/max variance range; magic normal hits and critical hits have no variance. The PvP display multiplier is applied after the weighted damage-per-hit value.
16. Critical Damage Formula
For a Critical Hit, use the critical branch from Section 9, then apply level penalty, flat reduction, final multipliers, and the late Character Add. Damage stage:
In PvP, multiply the completed hit by PvPmult after this formula. Critical branch truncation and the 20% critical damage floor are defined in Sections 8 and 9.
17. Normal Damage Formula
Normal hits have separate maximum and minimum packet paths. Both pass through the same later stages before the final output floor and Character Add. Damage:
Dnormal,min,branch is the early minimum packet path from Section 13. Magic skills use the same normal formula with a fixed 100% variance floor, so their minimum and maximum normal values are equal.
18. Episode 40 Notes
Episode 40 added Elite Monster DMG Up, Boss Monster DMG Up, Elite Monster Additional DMG Up, and Boss Monster Additional DMG Up. Their runtime behavior is not yet part of the current damage formula, so the calculator and equations above do not apply them. Keep these values separate from the verified generic Final Damage modifiers until their in-game order and scope are confirmed.
19. Calculator Verification
You can test these formulas against your character stats and target monsters in our Damage Calculator.
For defensive trade-offs between Defense and Ignore Penetration, visit the Penetration Effectiveness Table and Ignore Penetration vs Defense Reference.