EDIT: Just came back from a hiatus. This info is bloody old, and I'm probably not gonna bother with updates. Use the iRO wiki's ATK article as a resource instead.
This mini-guide is just something I felt like doing for quite a while, after seeing that only bits and pieces are around regarding Renewal's damage calculations. Luckily, most of the hard work has already been handled by someone else and their findings are already recorded in the iRO wiki pages. All I've done is compile everything into this thread, as well as add extra bits and revisions. Make sure you thank the person who's responsible for the wiki page creations.
There's still some gaps that need to be filled of course. And sometimes, the results I get from these formulas are a bit off from the values I get in-game. Though the deviations shouldn't be too noticeable and should not impact your ability to make informed decisions based on the results you get. I'm trying to figure out whether I'm rounding off at the wrong steps, missing an extra modifier, or doing something completely wrong altogether.
Stuff I'm still trying to figure out/need to add in. Help regarding these areas would be greatly appreciated:
- Corrections in the formulas and examples (most important, I had to re-type everything from quick paper notes... please keep an eye out).
- Dual wielding mechanics.
- Bloody formula for getting softDEF values.
- What gets affected by ATK% bonuses from buffs (ie. Power Thrust)?
Right then... let's get started.
TABLE OF CONTENTS
I-OVR. OVERVIEW
----- i-a. Guide Reminders
----- i-b. General Damage Formula
II-ATK. TOTAL ATK
----- ii-a. Status ATK
----- ii-b. Weapon ATK
----- ii-c. Equipment ATK
----- ii-d. Ammunition ATK
----- ii-e. Buff ATK
----- ii-f. Mastery ATK
III-DEF. DEFENSE CALCULATIONS
----- iii-a. Normal Attacks
----- iii-b. Occult Impaction Effect
IV-STF. RANDOM STUFF
----- iv-a. Skills Unaffected by ATK Modifiers
----- iv-b. More Coming Soon!
IV-EXM. EXAMPLES
I-OVR. OVERVIEW
i-a. Guide Reminders
- When dealing with percentage values for modifiers, make sure that you use their decimal form for calculations. A 25% bonus is equivalent to 1.25 while a 25% reduction is equal to 0.75.
- If dealing with nested brackets, always calculate the values inside the inner parenthesis '()' first.
- floor simply means round down the value inside the square brackets. So a value of 3,928.725 would simply become 3,928.
- Get familiar with the concept of Elemental Multipliers, as we'll be using them a lot in this thread.
- Remember, exceptions will always exist. A number of skills have their own damage formulas which completely ignore either some or all the general rules written in this thread.
i-b. General Damage Formula
If doing a normal physical attack, a general overview of the damage formula would be:
Final Damage = floor[((Total ATK x Ranged % Bonus x Ranged % Reduction) x Hard DEF Multiplier - Soft DEF) x 1.4 x Crit % Bonus]
However, if doing a skill-based physical attack, another modifier gets introduced in the formula before the ranged modifiers.
Final Damage = floor[((Total ATK x Skill Damage Modifier x Skill % Bonus x Ranged % Bonus x Ranged % Reduction) x Hard DEF Multiplier - Soft DEF) x 1.4 x Crit % Bonus]
- Jump over to Section II-ATK to learn more about Total ATK calculation.
- Ranged % Bonus refers to the total amount of ranged bonus damage modifiers gained from the player's equipment (ex. Expert Archer enchants), while Ranged % Reduction refers to the total amount of ranged damage reduction modifiers of the target (ex. Horn Card). Of course, these two variables only get applied if the attack was a ranged attack.
- Skill Damage Modifier is exactly what the name implies (ex. Bowling Bash has an ATK modifier of 500%, or x5), while Skill % Bonus refers to the total amount of skill damage bonus modifiers gained from equipment (ex. Arrow Storm bonus from White Wing set).
- Jump over to Section III-DEF to learn about Hard DEF Multiplier and Soft DEF calculation.
- The last two variables in the formula only gets applied if the resulting attack was a critical hit. The damage gets increased by 40% (1.4) and is then affected by Crit % Bonus, which is the total amount of critical damage modifiers gained from equipment (ex. Fatal enchants).
- You might've noticed that we haven't taken out these two critical damage modifiers in the formula for skill-based physical attacks. This is because some skills are still capable of unleashing critical attacks (ex. Focused Arrow Strike).
II-ATK. TOTAL ATK
The start of the entire damage calculation. Total ATK is basically the total ATK value that a player gets from their stats, equipments, and cards. Total ATK is made up of multiple parts, as shown below:
Total ATK = (Status ATK x 2) + Weapon ATK + Equipment ATK + Ammunition ATK + Buff ATK + Mastery ATK
The names for the variables should be pretty straightforward, so no explanations should be needed here. Let's start going through them one by one shall we?
ii-a. Status ATK
First, we need to figure out what the value of Status ATK is. If using a melee weapon, we can get this via:
Status ATK (melee) = floor[((Base Level ÷ 4) + STR + (DEX ÷ 5) + (LUK ÷ 3)) x Elemental Multiplier]
However, if you're using ranged weapons we need to flip the positions of STR and DEX.
Status ATK (ranged) = floor[((Base Level ÷ 4) + DEX + (STR ÷ 5) + (LUK ÷ 3)) x Elemental Multiplier]
This is the easy part of the calculation. Best part is, you can skip this step entirely as the game already does it for you and shows the result in the Character Status window (it does not take the Elemental Multiplier into account however). It's the left-hand value in the ATK section.
Here's a couple of pointers though:
- Status ATK is considered as neutral element by default, except when the player is under the influence of Mild Wind. This means that unless you're on Mild Wind, your Status ATK gets reduced when facing Ghost-property targets.
- Status ATK does not take into account a player's damage modifiers (bonuses or reductions) of any kind (size, race, element, flat ATK bonuses or ATK% bonuses). Hence why the mentioned variables aren't found in the formula.
ii-b. Weapon ATK
Next up is Weapon ATK, which is where a lot of the work will happen. To get the value of Weapon ATK, we'll need to use this formula:
Weapon ATK = floor[((((Base ATK + Variance + STR/DEX Bonus + Refine Bonus) x Size Penalty Multiplier) x ATK % Bonus x Size % Bonus x Race % Bonus x Element % Bonus***) x Size % Reduction x Race % Reduction x Element % Reduction***) x EDP Mod]
Despite the hellishly long formula here, the Elemental Multiplier is nowhere to be seen. That's because it's applied separately to three different variables: Base ATK, STR Bonus and Refine Bonus.
Base ATK = Right-Hand Weapon ATK x Elemental Multiplier
Variance = ± 0.05 x Weapon Level x Base ATK
STR Bonus (melee) = (Base ATK x STR ÷ 200) x Elemental Multiplier*
DEX Bonus (ranged) = (Base ATK x DEX ÷ 200) x Elemental Multiplier*
Refine Bonus = Refine ATK** x Elemental Multiplier
First off, yes I know. This particular step is pretty long and I really wish I could write it in a much more shorter format but this is just how it goes.
- * It's important to note that STR/DEX Bonus is forced neutral. This means that despite being able to benefit from elemental multipliers via Base ATK, the final value of STR/DEX Bonus will always be reduced when facing against Ghost-property targets or targets with neutral resistance gears.
- ** To get the value of Refine ATK, simply refer to this page. For a quick example on how to apply what's written in there, a level 4 +9 weapon would give an extra 63 ATK and 1~70 damage which would boil down to 64~133 bonus damage (63+1~63+70).
- *** Remember that Element % Bonus and Element % Reduction is not equal to Elemental Multiplier! You get the value of Elemental Multiplier by comparing the attacker's weapon element and target's element, while the value of Element % Bonus and Element % Reduction are obtained from player equipment and cards.
- Size Penalty Multiplier refers to the modifier value used according to the player's weapon type and target's size. Feel free to use this page as a reference.
- ATK % Bonus refers to the sum of ATK% modifiers gained from the player's equipment (ex. ATK+2% from Evil Marching Hat). It's important to note that Abysmal Knight Cards (+25% damage against Boss targets) belong to this category as well. [Size % Bonus, Race % Bonus and Element % Bonus all refer to the sum of size/racial/elemental bonus modifiers gained from the player's equipment (ex. Skel Worker Card, Hydra Card, Kaho Card).
- Following the same logic... Size % Reduction, Race % Reduction and Element % Reduction all refer to the sum of size/racial/elemental reduction modifers gained from the player's equipment (ex. Ogretooth Card, Thara Frog Card, Draco Card).
- EDP Modifier is only applied if the player is under the effects of Enchant Deadly Poison. For Weapon ATK, its value would be 5.
ii-c. Equipment ATK
After Weapon ATK comes Equipment ATK. Luckily, it's a lot more simpler to obtain compared to Weapon ATK. Simply do the steps below to get the answer.
Equipment ATK = floor[((((Base Equip ATK x Elemental Multiplier) x ATK % Bonus x Size % Bonus x Race % Bonus x Element % Bonus) x Size % Reduction x Race % Reduction x Element % Reduction) x EDP Modifier]
- Base Equip ATK refers to the sum of all flat ATK modifiers from equipment (not including weapons) and cards socketed to any equipment piece (ex. ATK+5 from Pirate Dagger, Andre Card). This also includes ATK from equipped arrows or bullets. However, cannonballs are separate from Equipment ATK. See Section ii-d. Ammunition ATK for more info.
- Go back to Section ii-b. Weapon ATK if you need a review on the various modifiers involved with ATK.
- EDP Modifier is only applied if the player is under the effects of Enchant Deadly Poison. For Equipment ATK, its value would be 4.
ii-d. Ammunition ATK
Ammunition ATK refers to the ATK value from specific projectiles currently equipped. Currently, it is only applied when doing long-ranged attacks that require cannonballs (ex. Iron, Holy, Soul). Ammunition ATK does not take into account a player's damage modifiers (bonuses or reductions) of any kind (size, race, element, flat ATK bonuses or ATK% bonuses).
ii-e. Buff ATK
Buff ATK refers to any flat ATK bonuses you get from buffs (ex. Geneticist Cart Boost). Buff ATK does not take into account a player's damage modifiers (bonuses or reductions) of any kind (size, race, element, flat ATK bonuses or ATK% bonuses).
I'm currently not sure where ATK% bonuses gained from buffs come into play within the formula for Total ATK.
ii-f. Mastery ATK
And finally, Mastery ATK refers to the ATK bonuses gained from various mastery and bane skills (ex. Two-Handed Sword Mastery). Mastery ATK does not take into account a player's damage modifiers (bonuses or reductions) of any kind (size, race, element, flat ATK bonuses or ATK% bonuses).
III-DEF. DEFENSE CALCULATIONS
Defense calculations involve the application of the target's Hard DEF and Soft DEF to the character's current damage value. Hard DEF refers to DEF points gained from equipment and refine bonuses (ex. armors, shields, footgears) while Soft DEF refers to DEF points gained via VIT.
iii-a. Normal Attacks
If doing a normal attack, apply Hard DEF Multiplier and Soft DEF to the current damage value (refer to section i-b. General Damage Formula for a review if required). The value of Hard DEF Multiplier can be obtained via:
Hard DEF Multiplier = (4000 + (Hard DEF x Defense Pierce %)) ÷ (4000 + (Hard DEF x Defense Pierce % x 10))
- Defense Pierce % refers to the sum of defense ignoring modifiers gained through skills and equipment (ex. Expiatio, various Glorious weapons against demi-humans). It might be a good idea to avoid rounding down the final answer.
- Unfortunately, I have no bloody idea how to calculate Soft DEF. On the bright side, you can see your current Soft DEF amount in the Character Stats (same with Hard DEF). The left hand value is Soft DEF, while the right hand value is Hard DEF.
iii-b. Occult Impaction Effect
However, if the player is performing Occult Impaction or currently has an Ice Pick/Memory of Thanatos Card equipped, the target's Hard DEF and Soft DEF will get ignored during the damage calculation. The player will also incur a bonus to Equipment ATK depending on the amount of Hard DEF the target has. This bonus is calculated via:
Bonus Equipment ATK = Target Hard DEF ÷ 2
*Credits to Ashuckel for this formula
This bonus is then added to the player's current Equipment ATK before being affected by the various ATK modifiers available.
IV-STF. RANDOM STUFF
This is where I put some interesting tidbits of info that don't really belong to the other sections of the topic.
iv-a. Skills Unaffected by ATK Modifiers
To do a quick review, ATK modifiers are only applied to Weapon ATK and Equipment ATK. Using this piece of info, we can then say that ATK modifiers (ATK+%, size, race, element) only affect skills that use ATK in their damage formula somehow (there are exceptions to this rule, Dragon Breath for example). This list has been created to help determine what skills are affected, though I still need to go through some more sources to make it complete and accurate.
Skills that are not affected by reduction modifiers (currently incomplete, please message me for corrections):
Crusader/Paladin
Shield Reflect (reflect damage is unaffected by modifiers)
Gloria Domini
Rune Knight
Death Bound (reflect damage is unaffected by modifiers)
Royal Guard
Reflect Damage (reflect damage is unaffected by modifiers)
Sura
Fallen Empire (bonus damage is unaffected by modifiers)
Tiger Cannon (bonus damage is unaffected by modifiers)
Gates of Hell (bonus damage is unaffected by modifiers)
Crescent Elbow (bonus damage is unaffected by modifiers)
Mechanic
Suicidial Destruction
Geneticist
Hell Plant
iv-b. More Coming Soon!
V-EXM. EXAMPLES
Geneticist Example
You're a 175 Geneticist with 102 STR, 142 DEX and 45 LUK for stats. What would your Cart Cannon damage be against a medium Boss target with no hard DEF and only 5 soft DEF with the following gears?
First order of business is to determine the various modifier bonuses you have with the gears. Here they are (not including MATK and stat bonuses, since the game already calculates statusATK for us):
+9 Evil Marching Hat [Dark Pinguicula] = ATK+10, ATK+7%, ranged+5%
Black Devil Mask [Dark Pinguicula] = ATK+10
Jinn Marin Balloon = ATK+5
Orleans' Gown [Porcellio] = ATK+25
+9 Red Twin Edge [x3 Abysmal Knight] = ATK+75% (remember, Abysmal Knight is an ATK% modifier)
+9 FAW [Menblatt, EA9] = ATK+4 (typo in FAW description, it should be a flat ATK bonus), ranged+36%
+9 Temporal Dex Boots [EA4/RM] = ranged+13%
RWC Rings [G. Scaraba, 1x FS6 & 1x FS4] = ATK+82, ATK+2%
+7 Shadow Weapon = ATK+7
So our total boils down to:
sumEquipATK = 143
ATK% = 84%
ranged% = 54%
Time to get the value of totalATK:
totalATK = statusATK x 2 + weaponATK + equipATK + ammoATK* + buffATK + masteryATK
statusATK = 189 -> already written down in Stats window
baseWATK
= floor[(baseATK + variance + STRBonus + refineBonus) x sizePenalty]
baseATK = 160 x 1 = 160
variance = ± 0.05 x 4 x 160 = 32
STRBonus = (160 x 102 ÷ 200) x 1 = 81.6
refineBonus = 64~133 x 1 = 64~133 -> level 4, +9 weapon = 63 ATK and 1~70 extra damage
= (160 ± 32 + 81.6 + 64~133) x 1
baseWATK = 273~406
moddedWATK/weaponATK
= floor(baseWATK x sizeBonus x raceBonus x elementBonus x ATKBonus)
= floor(273~406 x 1 x 1 x 1 x 1.84)
weaponATK = 502~747
moddedEATK/equipATK
= floor[(sumATK x elementalMod) x sizeBonus x raceBonus x elementBonus x ATKBonus]
= floor[(143 x 1) 1 x 1 x 1 x 1.84]
equipATK = 263
totalATK
= statusATK x 2 + weaponATK + equipATK + ammoATK + buffATK + masteryATK
= 189 x 2 + 502~747 + 263 + 250 + 0 + 0
totalATK = 1393~1638
Just to be safe, let's check our current melee damage.
totalDamage
= floor(totalATK x hardDEFRed - softDEFRed)
= floor(1143~1388 x 1 - 5) -> 1143~1388 would be your totalATK without ammoATK
Your physical attacks would do 1138~1383 damage.
If the hit was a critical proc...
= floor[(totalATK x hardDEFRed - softDEFRed) x critMod x critBonus]
= floor[(1143~1388 x 1 - 5) x 1.4] x 1] -> there's now variance in crit damage because the weapon has been refined over safety limit
Your critical hits would do 1593~1936.
We seem to be on the right track. Now then, to get our Cart Cannon damage. Since we want to know our skill damage, we need to use this formula:
totalDamage = floor{ {[(skillDamage x rangedBonus x skillBonus) x rangedRed] x hardDEFRed - softDEFRed)} x critMod x critBonus }
To get skillDamage, simpy use the skill's damage formula and apply totalATK. The damage formula for Cart Cannon would be:
= floor[{( Cart Remodeling Skill Level * 50 ) * ( INT / 40 )} + ( Cart Cannon Skill Level * 60 )] % x ATK
= floor[856.25 + 300] % x ATK
= 1156% x ATK
= 11.56 x 1393~1638
skillDamage = 16103~18935
The only thing left to do now is to apply the ranged bonus modifiers.
totalDamage
= floor[(16103~18935 x 1.54) x 1 - 5] -> getting rid of unnecessary modifiers
Your Cart Cannon damage should be 24793~29154.
Edited by DarkGazer, 16 January 2018 - 11:44 PM.