Post by AKFrost on Dec 15, 2010 13:49:57 GMT -5
Original Post at domo-jp.e-whs.net/dmg.html
Translated/Compiled to Chinese by scorpiolgy of baha (link expired due to him removing his posts).
Note: attack/defense means the appropriate stat for physical/magical. ATK/DEF means physical attack and physical defense.
Normal Attack Damage = (Attack - defense) * (A)
Skill Damage = [(attack / defense) * (B) + (ATK - DEF) * (D)] * (A) * (C)
(A) = Skill damage multiplier * elemental multiplier * other damage multiplier * level difference multiplier * PVP multiplier
(B) = (Base Damage / Multiplier)
(C) = sub job level penalty * job proficiency multiplier
(D) = Amplification
1. Skill Damage Multiplier
Active/Passive Skills that increase/decrease damage. i.e. Finding Enlightenment, Martial Hex. Add them all together to 100% and you have this multiplier.
2. Elemental Multiplier
Elemental Bonus Multiplier = 1 + Elemental Attack / 100 + Elemental Defense / 200. This is capped at 200%.
Elemental Penalty Multiplier = 1 - Elemental Attack/100 - Elemental Defense/ 200. This is floored at 20%.
NAD and Physical Skills all use your Elemental Attack as part of this calculation.
Note: Magic Skills however have their own Elemental Attack which cannot be modified in any way.
Fencer Elemental Attacks: 50
Shaman Seasonal Magic: 50
Shaman Nature Magic: 0
Wizard Scrollcasting: ~1. It's negligible against mobs but it does exist against people.
Wizard Spellcasting: 0
Different Dances: 50
Witch Doctor skills, Muse swipes, Doctor Heists, fan dances: 0
Enemy Mobs almost all invariably has 1 Elemental Defense.
3. Other Damage Multipliers
Basically, any damage boost/reduction other than the skills. i.e. job onyxes, gold stats, titles, charms and whatnot.
4. Level Difference
5.PVP multiplier
All skills get a 50% reduction in pvp except def-ignoring damage, which is unchanged.
6. Base Damage
All skills have a base damage. They can be viewed in the following links.
Completed Testing:
Fencer
Shaman
Wizard
Currently Working on:
威力(物) means Physical Base
威力(法) means Magical Base
Blademaster
Mercenary
Martial Artist
Hunter
Thief
Witch Doctor
Doctor
Musician
Dancer
Merchant
if you can't figure out which skill is which, use the pictures. (Hint: They're in the same order as in game)
7. Multiplier
For Physical skills, the multiplier is 7.5. For Magic Skills, the Multiplier is 6.25. Note, this is a cap. If atk/def > multiplier, you will simply deal the base damage, not more.
In other words. For a physical skill to hit cap, you need to have 7.5x the attack as the target's defense. On the other hand, for a magic skill to hit cap, you need to have 6.25x the magic attack as the enemy's magic defense.
Also, if you'll note, since magic damage caps easily and has high as hell base damage, this is why before den magic jobs are strong and not so much after.
8. Sub Job Level Penalty
When you sub a high-level skill on a low-level job, a penalty is incurred.
A = level skill is learned - your current level - 10
Damage will be reduced by A * 5%
The exception is witch doctor skills, which A = level skill is learned - your current level.
Proficiency
detailed here
9. Amplification
Now this is the interesting part. Skill damage is in fact divided into two portions. the Base Damage and Amplification. Amplification does not exist for magic skills (which is why it's determined by atk-def, and all magic skills have it at 0%).
Now, the Amplification for most skills is 100%, meaning beyond the original base damage * (atk/def/7.5), you will also deal your attack - enemy def. This normally wouldn't mean jack, but for some skills it's different if you push atk high.
This part has a cap. Though I have not figured out the exact statistics of it (I will eventually). The known caps is 99998 for Maniac Attack, Double-Edged Sword, Arrow Alchemy, Bowstring Shockwave, and Blood Money, the so-called "Uncapped" skills. The other skills appear to be capped at 10000, (or 9998 for consistency). I am not yet done with testing it. It appears than if amplification is over 100%, the cap is 99998, otherwise it would be 9998.
Notice that these skills can easily go over the 100k mark, due to the cap only being on the amplification portion. All multipliers will be applied after this is added to base.
All Physical AoE have it at 0%, except
All Fencer elemental attacks are magical base, but also have 100% Amplification, making them "composite" skills.
Sinister Sword and Pressure Point Strike has 0 amp.
Both health heists have 100% amp
All WD have 300% amp, hence "magic + NAD x3"
Sonic Swipe has 100% amp, SSS has 0.
Notes
This is pretty much why magic dominates the lower levels whereas physical dominates the higher levels. Not only is magic damage easier to cap, but they start at a significantly higher base (to make up for the lack of amplification), as well as matk/mdef being an natural growth as opposed to stat driven.
However, once the 50 mark has passed, magic damage takes a severe dip as physical damage scales proportional to attack whereas magic attack curves out, especially when you have gold stats + soup. Also because magic classes are unable to take advantage of the elemental system (ironically), casters reach their end potential significantly faster and lower than physical classes.
That and you can't make up the MP deficiency.
fin.
Translated/Compiled to Chinese by scorpiolgy of baha (link expired due to him removing his posts).
Note: attack/defense means the appropriate stat for physical/magical. ATK/DEF means physical attack and physical defense.
Normal Attack Damage = (Attack - defense) * (A)
Skill Damage = [(attack / defense) * (B) + (ATK - DEF) * (D)] * (A) * (C)
(A) = Skill damage multiplier * elemental multiplier * other damage multiplier * level difference multiplier * PVP multiplier
(B) = (Base Damage / Multiplier)
(C) = sub job level penalty * job proficiency multiplier
(D) = Amplification
1. Skill Damage Multiplier
Active/Passive Skills that increase/decrease damage. i.e. Finding Enlightenment, Martial Hex. Add them all together to 100% and you have this multiplier.
2. Elemental Multiplier
Elemental Bonus Multiplier = 1 + Elemental Attack / 100 + Elemental Defense / 200. This is capped at 200%.
Elemental Penalty Multiplier = 1 - Elemental Attack/100 - Elemental Defense/ 200. This is floored at 20%.
NAD and Physical Skills all use your Elemental Attack as part of this calculation.
Note: Magic Skills however have their own Elemental Attack which cannot be modified in any way.
Fencer Elemental Attacks: 50
Shaman Seasonal Magic: 50
Shaman Nature Magic: 0
Wizard Scrollcasting: ~1. It's negligible against mobs but it does exist against people.
Wizard Spellcasting: 0
Different Dances: 50
Witch Doctor skills, Muse swipes, Doctor Heists, fan dances: 0
Enemy Mobs almost all invariably has 1 Elemental Defense.
3. Other Damage Multipliers
Basically, any damage boost/reduction other than the skills. i.e. job onyxes, gold stats, titles, charms and whatnot.
4. Level Difference
Enemy Level - Your Level | Multiplier |
<-20 | 160% |
-19 to -15 | 145% |
-14 to -10 | 130% |
-9 to -5 | 115% |
-4 to 4 | 100% |
5 to 9 | 85% |
10 to 14 | 70% |
15 to 19 | 55% |
20+ | 40% |
5.PVP multiplier
All skills get a 50% reduction in pvp except def-ignoring damage, which is unchanged.
6. Base Damage
All skills have a base damage. They can be viewed in the following links.
Completed Testing:
Fencer
Shaman
Wizard
Currently Working on:
威力(物) means Physical Base
威力(法) means Magical Base
Blademaster
Mercenary
Martial Artist
Hunter
Thief
Witch Doctor
Doctor
Musician
Dancer
Merchant
if you can't figure out which skill is which, use the pictures. (Hint: They're in the same order as in game)
7. Multiplier
For Physical skills, the multiplier is 7.5. For Magic Skills, the Multiplier is 6.25. Note, this is a cap. If atk/def > multiplier, you will simply deal the base damage, not more.
In other words. For a physical skill to hit cap, you need to have 7.5x the attack as the target's defense. On the other hand, for a magic skill to hit cap, you need to have 6.25x the magic attack as the enemy's magic defense.
Also, if you'll note, since magic damage caps easily and has high as hell base damage, this is why before den magic jobs are strong and not so much after.
8. Sub Job Level Penalty
When you sub a high-level skill on a low-level job, a penalty is incurred.
A = level skill is learned - your current level - 10
Damage will be reduced by A * 5%
The exception is witch doctor skills, which A = level skill is learned - your current level.
Proficiency
detailed here
9. Amplification
Now this is the interesting part. Skill damage is in fact divided into two portions. the Base Damage and Amplification. Amplification does not exist for magic skills (which is why it's determined by atk-def, and all magic skills have it at 0%).
Now, the Amplification for most skills is 100%, meaning beyond the original base damage * (atk/def/7.5), you will also deal your attack - enemy def. This normally wouldn't mean jack, but for some skills it's different if you push atk high.
This part has a cap. Though I have not figured out the exact statistics of it (I will eventually). The known caps is 99998 for Maniac Attack, Double-Edged Sword, Arrow Alchemy, Bowstring Shockwave, and Blood Money, the so-called "Uncapped" skills. The other skills appear to be capped at 10000, (or 9998 for consistency). I am not yet done with testing it. It appears than if amplification is over 100%, the cap is 99998, otherwise it would be 9998.
Notice that these skills can easily go over the 100k mark, due to the cap only being on the amplification portion. All multipliers will be applied after this is added to base.
Job | Name | Level | Amplification | Combo Damage Rate (Staff MA Only) |
Blademaster | Maniac Attack | 10 | 1600% | |
Hunter | Arrow Alchemy | 10 | 350% | |
Bowstring Shockwave | 10 | 430% | ||
Martial Artist | Coiled Dragon Staff | 13 | 100% | 300% |
Swizzle Stick | 13 | 100% | 450% | |
Cloudshaker Staff | 13 | 450% | 750% | |
Dragon Guard | 8 | 440% | 890% | |
Staff Whip | 13 | 440% | ||
Merchant | Extortion | 13 | 290% * 3 | |
Blood Money | 8 | 1650% |
All Physical AoE have it at 0%, except
Job | Name | Level | Amplification Rate |
Blademaster | Double-Edged Sword | 10 | 1050% |
Martial Artist | Staff Dance | 8 | 390% |
Merchant | Money Rain | 10 | 100% |
All Fencer elemental attacks are magical base, but also have 100% Amplification, making them "composite" skills.
Sinister Sword and Pressure Point Strike has 0 amp.
Both health heists have 100% amp
All WD have 300% amp, hence "magic + NAD x3"
Sonic Swipe has 100% amp, SSS has 0.
Notes
This is pretty much why magic dominates the lower levels whereas physical dominates the higher levels. Not only is magic damage easier to cap, but they start at a significantly higher base (to make up for the lack of amplification), as well as matk/mdef being an natural growth as opposed to stat driven.
However, once the 50 mark has passed, magic damage takes a severe dip as physical damage scales proportional to attack whereas magic attack curves out, especially when you have gold stats + soup. Also because magic classes are unable to take advantage of the elemental system (ironically), casters reach their end potential significantly faster and lower than physical classes.
That and you can't make up the MP deficiency.
fin.