Damage calculation formula physical and magical

  • hi everyone,


    I'm trying to figure some issues (to understand) in the damage calculation formula for both physical and magical damage.


    for my example i'll always use these numbers :

    physical attack : 370 000

    strengh : 70 000

    magical attack : 370 000

    intelligence : 70 000

    i'll never speak about critical damage

    these numbers are based on the best stat in the servers (when you press numpad 9 (default)) i have no clue if there are full buff or unbuff. if anyone can shed light on this i would appreciate !


    for physical :

    the damage formula apparently is

    DmgDone = (CritMod) * (ADF) * [ 2.75 * (DPS) + 2 * (DPS) * (SkillPercent) ]


    this one is farly clear for me (as i used to played melee physical).

    With no information about physical defense on the end game instance i guess adf tends to be around 1.78 - 1.83, does that means stating (pure) physical attack is kind of useless ? i mean instead of using a str/phy stat, is it better to use a str/dex stat ?


    my issue is understanding the skill who have + 0.y*str (or dex)

    eg : charged chop skill (warden) does 879.2% + 0.3 str

    does it "modify" the formula like this :

    DmgDone = (CritMod) * (ADF) * [ 2.75 * (DPS) + 2 * (DPS) * (SkillPercent+0.3*str) ]

    or like this :

    DmgDone = (CritMod) * (ADF) * [ 2.75 * (DPS) + 2 * (DPS) * (SkillPercent) + 0.3*str ]

    or in another way... ;(



    for magical :

    the damage formula :

    DmgDone = (MPw)x(CritMod)x(ADF) x [(NCT) x (1 + 2.6x(Spell lvl)/100) x(MDam) + (SBD)]


    so my first thought is, damn the magic damage on the spell count for nothing (around 5%) only the level on this spell is important !


    what about skill that are instant cast, what is the value on NCT ? is it the same as 1 sec cast time ?

    what about skill that have +0.y*int, how does it "modify" the formula ?




    my last question in this post that have nothing to do with the topic, is how w/m is a good magical damage dealer. I have trouble understanding how, because i never played one but my first though is that is based uniquely on elite skill ?

  • adf includes your attack rate versus targets defense value while calculating

    With no information about physical defense on the end game instance i guess adf tends to be around 1.78 - 1.83

    adf(attack/defense factor I believe) includes your attack rate versus targets defense value while calculating so you can't say anything about it xD unfortunately game wiki doesn't have those calculation for publicity, so only way to know such thing is experimenting in my opinion.


    PS: adf is a limit that approaches to 0 and 1, to make it close to 1, you must have ( target' defense value x 10 ) attack value, and its being around 0.95 when you have 5x of defense as your current attack, so is increasing exponential

    the world chico, and everything in it.

    Edited 2 times, last by espar91 ().

  • hum, it seems that there is 2 different school on physical/magical attack.


    in this post and the following others, they explain that the ADF looks more like a logarithm than an exponential.

    And on wiki for the others server they say the same. So, don't know what is true or false about the ADF...

  • well logarithm arguments are increases/decreases exponential too if im not really bad at maths XD and you can simply make your arbitrary calculations, give 1 patk to you and 100 def to target and calculate, you will see increment is decreasing on every further step

    edit: it seems im bad at maths since exponential is only stands for "increasing increments/decrements", so i mean it has "decreasing increment" so yea logarithmic xD

    the world chico, and everything in it.

    Edited 2 times, last by espar91 ().

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