Tree of Savior Forum

The Grand Modifier Thread | Skill damage boosts and 'additional attack' sources explained

Because what did you expect, all the modifiers to nicely multiply eachother in skillFactor%? Hah. Good one.

Long story short, the modifiers are still split into categories that act additively with eachother within that category, while each category multiplies the others. The final result of all of this is the skillFactor% used in the main damage formula.

Damage = (skillFactor%) * (Attack * (100% + (0 or 50% if crit)) + (0 or Critical Attack)) * min {1, log10 ((Attack / (Defense + 1))^0.9 + 1)} + Additional Damage

skillFactor% = Skill % * (100% + Group 1) * (100% + Group 2) * ~ * (100% + Type Bonus)

Attack Modifiers exist still too. You know, shield charge, stomping kick, those things. They effectively change your F2 attack power without visually updating the value in that window during the skill, so they are applied in both ‘attack’ instances in the formula. Attack bonuses for race and size on equipment also falls under this.

Attack = (F2 Attack+ Attack Modifier(Raw)) * (100% + Attack Modifier(%))

If you’ve read my old damage formula thread you should be familiar with much of this thread : Not much has actually changed. Enhance is now part of the base skill factor though, you can even see it in your tooltip ingame!

Skill % = (Base skill % * (100% + (Enhance Level * 0.5%)))

For example, with Barbarian;
Cleave% * (100% + 30%) * (100% + 50% + 150%) when using Cleave on a stunned target while cleave’s debuff is already applied, with 5 wild stacks.

Oh, and don’t forget to check out this thread for other gameplay mechanics!

Since modifiers STILL aren’t listed ingame for things like debuffs, it’s still good to have a thread like this. Without further ado, time to list 'em all!


Attack Modifier

Everyone

  • Attack against [Size or Race]
    +Listed Value

Swordsman

  • Pommel Beat
    +200 on Stunned status

  • Double Slash
    +200 on Bleed status

Highlander

  • Cartar Stroke “Collision Damage” Attribute :
    -50%
    (Deals damage purely based on Attack, no skillFactor%)

Barbarian

  • Stomping Kick
    +Boot’s Defense

Rodelero

  • Shield Charge
    -50%

Corsair

  • Pistol Shot “Ricochet” Attribute :
    +10% [* Attribute Level]
    (Deals damage purely based on Secondary Attack, no skillFactor%)

Thaumaturge

  • Swell Left Arm “Shrink Size Specialty” Attribute:
    +30% [* Attribute Level] of the Thaumaturge’s MATK

Warlock

  • Ghastly Trail:
    +500 [+ ([Skill Level] - 1) * 100]

Skill %

Everyone

  • The skill’s %. Enhance attribute is accounted for on the tooltip.

Shinobi

  • Mokuton No Jutsu:
    683.7% [+ ?.?% * Skill Level]
    Counter damage, no value on tooltip.

Cryomancer

  • Ice Wall :
    80% (Says “0” ingame. Only hits once upon contact with enemy, not per wall segment)
  • Ice Wall (Projectiles) :
    100%
    Fires 3 per segment upon a melee hit (or Gust)

Warlock

  • Spirits (On contact or with Evil Sacrifice)
    Dark Theurge or Invocation Skill % (Based on origin of spirit)

###Fake multihits
(Subset of Skill %)

Skills that have a “hit count”, but do not technically hit multiple times. Multiple values will show up, but it’s only one hit in reality

  • If the actual hit crits, all the fake multihits that make up that hit will show up as critical, and cannot crit seperately.

  • If the hit would kill an enemy, all fake multihits will still appear even if a single ‘fake’ hit would have sufficed.

  • The hit is split into its fake hits after damage calculations, therefore, they only take additional damage such as Concentrate or Blessing into account once, not for each ‘fake’ hit, despite the yellow text visually showing up for each hit.

  • Skill Factor : listed factor * “hit count” (ie Zwerchau = 476% * 3 = 1428%)

  • If the normal skill is a single hit, but a modifier makes it a fake multihit, simply ignore the multiple hits and calculate damage as if it’s still a single hit with the bonus damage accounted for.

Everyone

  • Any Melee attack during Gae Bulg debuff

Swordsman

  • Thrust (with “Continuous Attack” attribute)

Peltasta

  • Umbo Blow (on Staggered status)

Hoplite

  • Pierce (on Medium, Large, Boss enemies)

Barbarian

  • Seism

Cataphract

  • Earth Wave
  • Doom Spike

Doppelsoeldner

  • Zwerchhau
  • Sturtzhau (2 actual hits of 3 fake hits each)
  • Zornhau (with “Deep Cut” attribute)
  • Zucken (with “Multicut” attribute, 4 actual hits of 2 fake hits each)
  • Redel (with "Multicut attribute, 5 actual hits of 2 fake hits each)

Wizard

  • Energy Bolt
  • Earthquake (on Lethargic status)

Cryomancer

  • Ice Bolt

Elementalist

  • Freezing Sphere

Alchemist

  • Alchemic Missile

Archer

  • Twin Arrows

Ranger

  • Spiral Arrow

Hunter

  • Rush Dog

Fletcher

  • Barbed Arrow (on Leather, Cloth armour)

Rogue

  • Backstab

Falconer

  • Sonic Strike

Musketeer

  • Buttstroke
  • Volleyfire
  • Birdfall (on Flying enemies)

Hackapell

  • Skarphuggnig (2 actual hits of 2 fake hits each)
  • Skarphuggnig (on Stormbolt status, 2 actual hits of 3 fake hits each)
  • Stormbolt

Group 1

Barbarian

  • Wild Nature :
    +6% [* Wild Stacks] for Cleave, Helm Chopper, Embowel, Stomping Kick, Pouncing, Seism
    +12% [* Wild Stacks] for Giant Swing

Group 2

Highlander

  • Cartar Stroke
    +100% on Knocked Down status

  • Cross Guard
    +135% for Pierce attacks

  • Moulinet
    +100% on Crown status

  • Skyliner
    +70% on Bleed status

  • Vertical Slash
    +30% [* Debuff Count] on any Debuff status

Peltasta

  • Umbo Blow
    +150% on Staggered status

  • Rim Blow
    +100% on Frozen or Petrified status

  • High Guard “Umbo Blow Speciality” and “Rim Blow Speciality” Attribute :
    +60% [+ 10% * ( Attribute Level - 1 )] for Umbo Blow and Rim Blow during High Guard

Hoplite

  • Class Attribute “One-handed Spear Mastery : Medium-size Hunter”
    +4% [* Attribute Level] on Medium-size enemies when using One-handed Spears (Skills only)

  • Pierce
    +100% on Medium-size enemies
    +200% on Large-size enemies

  • Pierce “Continuous Attack” Attribute
    +300% on Extra Large-size (Boss) enemies

  • Synchro Thrusting :
    +100% on Counterattack

  • Spear Lunge
    +50% for Pierce attacks

Barbarian

  • Stomping Kick
    -100% to 0% (Based on height)

  • Cleave :
    +150% on Stunned status
    +50% for Slash attacks

  • Pouncing :
    +200% at a 6% [+ (6% * Wild Stacks)] chance on Stunned status

Rodelero

  • Targe Smash “Frozen Stone” Attribute :
    +20% [* Attribute Level] on Frozen or Petrified status.

  • Slithering “Additional Damage” Attribute :
    +10% [* Attribute Level] for Strike attacks

  • High Kick
    +30% for Strike attacks

Corsair

  • Class Attribute “Dagger Mastery : Sudden Attack” :
    +2.5% [* Attribute Level] for Dagger attacks Š from behind

  • Jolly Roger
    +15% [+ (Skill Level - 1) * 3] for Missile attacks during Fever

Doppelsoeldner

  • Deeds of Valor :
    +5% [+ (Skill Level - 1) * 2]

  • Zucken :
    +25% on Shock status

  • Zwerchhau :
    +80% for Slash attacks, except on Plate armour

  • Sturtzhau :
    +50%

  • Zornhau “Deep Cut” Attribute :
    +100% [* Attribute Level]

  • Zucken “Multicut” Attribute :
    +100%

  • Redel “Multicut” Attribute :
    +180%

Fencer

  • Preperation :
    +100% on next Pierce attack

Dragoon

  • Class Attribute “Two-handed Spear Mastery : Big Game Hunter”
    +4% [* Attribute Level] on Large-size enemies when using two-handed spears
    +2% [* Attribute Level] on Extra Large-size (Boss) enemies when using two-handed spears

  • Gae Bulg :
    +15% for Melee attacks

Murmillo

  • Cassis Crista :
    +100% for Headbutt while wearing helm

  • Cassis Crista “Enhanced Peltasta Shield Attack” Attribute :
    +15% [* Attribute Level] for Umbo Blow, Rim Blow, Shield Lob, Umbo Thrust while wearing helm

  • Cassis Crista “Enhanced Hoplite Shield Attack” Attribute :
    +15% [* Attribute Level] for Synchro Thrusting while wearing helm

  • Cassis Crista “Enhanced Rodelero Shield Attack” Attribute :
    +15% [* Attribute Level] for Shield Charge, Targe Smash, Shield Push, Shield Shoving, Shield Bash while wearing helm

  • Cassis Crista “Repeated Hits Attack Boost” Attribute :
    +10% [* Attribute Level] for Butterfly, Shooting Star while wearing helm

  • Headbutt :
    +100% on Stunned status

  • Headbutt “Additional Damage” Attribute :
    +6% [* Attribute Level] for Strike attacks

Lancer

  • Quintain :
    +150% on Crush status

Wizard

  • Earthquake :
    +100% on Lethargic status

Warlock

  • Drain :
    +5% [* Skill Level] for Basic attacks (Z)

Type Bonus

These seem to be level based. Even a same level mob does not quite get +x% damage, and something much lower doesnt gain much of a bonus at all.

Melee

  • Slash/Strike/Pierce :
    +0% to 25% on Cloth/Plate/Leather armour
    -0% to 50% on Ghost armour

Missile

  • Arrow and Gun :
    +0% to 12.5% on Cloth and Leather armour

  • Cannon :
    +0% to 25% on Plate armour

Magic

  • All
    +0% to 50% on Ghost armour

  • Fire
    +0% to 50% on Earth
    -0% to 25% on Fire

  • Ice
    +0% to 50% on Fire
    -0% to 25% on Ice

  • Lightning
    +0% to 50% on Ice
    -0% to 25% on Lightning

  • Earth
    +0% to 50% on Lightning
    -0% to 25% on Earth

  • Poison
    +0% to 12.5% on Fire, Ice, Lightning and Earth
    -0% to 25% on Poison

  • Dark
    +0% to 50% on Holy
    -0% to 25% on Dark

  • Holy
    +0% to 50% on Dark
    -0% to 25% on Holy

  • Psychokinesis
    +0% to 25% on Dark and Holy
    +0% to 50% on Psychokinesis

Additional Damage

Damage added at the end of everything, affected by nothing else.

Everyone

  • Add. [Element] Property Damage
    +Value

Swordsman

  • Concentrate :
    +( 5 + ( [Skill Level] - 1 ) × 1.5 ) + ( ( [Character STR] × 0.1 + [Character DEX] × 0.2 ) × [Skill Level] ) × ( 1 + [Concentrate: Enhance Level] × 0.01 )

Wizard

  • Energy Bolt “Additional Sleep Damage” Attribute :
    +( ( 0.4 x [Attribute Level] ) x Magic Attack )

Priest

  • Blessing:
    +( 55 + (([Skill Level] - 1) x 25) + (([Skill Level] / 5) x ([Character SPR] ^ 0.9)) x (1 + [Blessing: Enhance Level] x 0.01) )

Unknown Calculations

Skills or attributes that really just make no sense, are inconsistent, or simply inaccurate and/or have a “weird” unclean modifier likely created through an unknown hidden formula.

Hoplite

  • Synchro Thrusting “Pierce” Attribute :

  • Seems to increase by 150% as mentioned, but then further increases it anywhere from +5% to +40%. Likely based on a remnant of the old code where Synchro Thrust’s skill attack was added to the damage calculation twice instead of once, but clearly not as simple when we’re dealing with percentages now.

Doppelsoeldner

  • Punish “Earthquake” Attribute :

  • Seems to have its own skill factor rather than a modifier on the skill’s factor. The damage is based on the actual ingame damage of Punish’s initial hit, as when that crits, even non crit Earthquake hits will still do more damage compared to when Punish’s initial hit didn’t crit. And then those hits can still crit on their own on top of that.

  • Skill Factor :
    Seems to be Initial Punish Damage x (20.2% (+ [Skill Level - 1] x 0.7%)). The damage values for earthquake differ once again for the 3rd (and later) hits with more than 1 mob, increasing by about +0.2% on the aforementioned modifier.

  • Hit Count : 2 + (2 x (Mob Count - 1))
    ie. 4 mobs : Earthquake deals 2 + 6 hits.

Murmillo

  • Frenzied Slash :

  • About +34.35% (Group 2)
    Okay so that may seem very accurate, but it’s completely out of place and really hovers more between 33% and 36%. Something else is still influencing how much extra damage this skill does.


If you wish to test things yourself, you don’t have to go through the entire damage formula ; Simply hit something with your Z attack, which is 100%, and voila, you have your base damage to use to determine any modifiers. Easy.

Disclaimer : So far almost everything seems to be in Group 2. The ONLY class-related effect that multiplies so far is Wild Nature from Barbarian. Regardless, I will keep them split into said groups rather than giving the group for wild nature it’s own special name and just calling group 2 “Modifiers” in general.

13 Likes

Are you sure type bonuses work? Last night, I tried out different attack types on a friend, and they don’t seem to be factored in the final number. The damage type bonus shows up (the “Strike +25%” floats up), but the actual damage number that floats up doesn’t seem any different than an equivalent ATK base hit from a different damage type.

I tried strike and pierce on a friend about 45 levels above me wearing plate. If I recall, my ATK was about 850 and his defense was around 1600. I was hitting for about 380 with the hammer, and it said “+25% Strike”. Then I hit with a knife, about 800 ATK, and it was going around 360.

I’ll try again later in more detail, but I was wondering if anyone else noticed the armor/damage type bonuses.

I do mention part of it. There’s probably more going on but as far as my testing went the bonus depended entirely on the level of the mob. Even just one less or one more level changed it. I havent been able to check on two mobs of the same level though. It’s definitely messed up and not 25%.

Come to think of it, how DO you calculate the armor type for players? What if they have multiple armor types - a mishmash of plate/leather/cloth for torso/legs/boots/gloves?

It should be whatever the Top piece is that determines the armor type. It was that way pre-renewal.


Updated Rodelero, Peltasta, Barbarian, Fencer.

Changes from pre-renewal:

  • High Guard lowered to 60% [+ 10% * Attribute Level] from 150% [+ 20% * Attribute Level]
  • High Kick lowered to 30% from 100%
  • Slithering Additional Damage lowered to 10% [* Attribute Level] from 20% [* Attribute Level]
  • Stomping Kick lowered to -100% ~ 0% from -25% ~ 0%. Using it too soon or late completely kills the damage.

What do you know, Shield Charge still has that -50% Attack modifier!
And it affects both the instances of Attack in the formula
It cuts its own damage into almost a 4th of what it should be doing

:clap: Good job IMC.

1 Like

good job, may angels bless you. any doppel modifier? Zwerchau

Soon™

Well, if they have any at least. Changing to Doppel tomorrow. Doing Highlander and Swordie3 stuff now.


Also despite us, quote unquote, “knowing” the damage formula I’m still going to try and figure it out properly. Exactly how the 0.X is calculated I mean.

What I know so far :

  • A level 120 mob with 350 defense takes the same damage as a level 150 mob with 350 defense.
  • Level does NOT influence the exponent.
  • Defense DOES influence the exponent.
  • Changing my attack power makes my damage vastly different from what it should be should the exponent not have changed.
  • Attack DOES influence the exponent.
1 Like

Update

  • Swordsman

  • Thrust : Continuous Attack does not increase damage : not including in thread.

  • Uncertainty due to limited knowledge of formula : Pommel Beat and Double Slash

  • Highlander

  • Cartar Stroke

  • Skyliner

  • Moulinet

  • Cross Guard

  • Vertical Slash


Update

  • Doppelsoeldner
  • Deeds of Valor
  • Zucken

Unfortunately I cannot check C3 stuff. I am too low level to do R8 things.

And just in case people didn’t know : Mordschlag innately always crits on Leather. The attribute is simply to allow this for Cloth as well. Probably common sense among you doppels but you know. Also did Punish change? There’s even a combo button for it now on any KD’d enemy lol. Felt like I was in BnS for a second, with their CC popups.


Update

  • Hoplite
  • Spear Lunge
  • Pierce
  • Pierce : Continuous Attack

Anyone want to help figure out Synchro Thrusting?

If you remember the old thread, Synchro Thrusting was a base modifier before defense was subtracted, and was really weird at that anyway.

((Attack + Skill Attack) * Pierce Attribute + Skill Attack) - Defense.

So now comes the question, how the hell did this transfer over into the new formula? There’s still something going on because my damage does not match if it was simply 330% x 150% like other modifiers (nor 330% + 150%, just in case).

IMC please. Why do you even do this? All those things that were added together before revamp (Elemental Damage, Attack vs Size, Attack vs Mob Type) aren’t even all in +additional bonus in the new formula. Sure, elemental damage is but:

“Damage versus Medium-size Monsters +47”

It adds straight to attack. Which makes those values way better than just a flat +47 at the end lul.

Okay now I can continue with the rest of Hoplite/Dragoon. That had me stumped for a while because NOTHING was adding up due to that.

Synchro Thrusting’s Pierce attribute is still a mystery though. It isn’t even right on a Tree Crystal. (excellent testing materials for everything else though, since the damage range for base damage IS my attack)

On a tree crystal synchro thrust’s damage with the attribute is 2 damage lower than it should be. Meanwhile, on actual mobs, it’s well over 1.25x higher than just the damage x1.5. And it’s absolutely not consistent (Read again, Tree Crystals took LESS damage than they should, so x1.5 and then x0.999999 something.) (No, it’s not armor type playing a role here, this was on a plate mob. I did it on cloth too, still made 0 sense)

I have no ■■■■■■■ idea. I’ll just skip it. Just do x1.75 instead of x1.5 if calculating with the attribute and you’ll be close enough, besides for monsters with less defense than your log10 = 1 range. , _ ’


Update :

  • Everyone
  • Attack vs Size or Race
  • Swordsman
  • Re-affirmed Pommel Beat and Double Slash due to better understanding of formula
  • Hoplite
  • One-handed Spear Mastery : Medium-sized Hunter
  • Synchro Thrusting (Counterattack)
  • Dragoon
  • Gae Bulg
1 Like

Update :

  • Highlander
    • Cartar Stroke : Collision Damage
  • Corsair
  • Dagger Mastery : Sudden Attack
  • Jolly Roger
  • Pistol Shot : Ricochet
  • Everyone
  • Missile bonus
  • Magic bonus

Update :

R8 get!

  • Lancer
  • Quintain

Does Unhorsing do more on mounted targets? Can’t test on mobs so if anyone on fedimian would be so kind to help me out ;x;

Update :

  • Murmillo
  • Cassis Crista
  • Enhanced Peltasta Shield Attack
  • Enhanced Rodelero Shield Attack
  • Enhanced Hoplite Shield Attack
  • Repeated Hits Attack Boost
  • Headbutt
  • Headbutt : Additional Damage

Update :

Doppel3 tiem @ExionKruez

  • Doppelsoeldner
  • Zwerchhau
  • Punish : Earthquake (As well as Synchro Thrusting : Pierce and relocated Frenzied Slash)
  • Zornhau : Deep Cut (Fake multihit)
  • Zucken : Multicut (Partial fake)
  • Redel : Multicut (Partial fake)
  • Sturtzhau (Partial fake)
  • General
  • Added section covering “fake multihits” under skill %.

Okay so Sturtzhau is what happens when IMC wants to have every skill mechanic out there fit into a single skill:

  • It has an innate 150% damage bonus.
  • It’s only 2 hits, not 6.
  • Those two hits are a fake multihit of 3 “hits” each.
  • It ignores part of an enemy’s defense.

And then the c3 attributes for Redel and Zucken make them partial fake multihits like Sturtzhau : Redel becomes 5 hits with each hit split into 2 for “10 hits”, and zucken becomes 4 hits with each hit split into 2 for “8 hits”. The simply gain the listed bonus per hit.

So yea. They had fun making Doppel 3 I think…

1 Like

Now that the reset event is pretty much over and the forum won’t be as filled with build a vs build b threads;

To do list

  • Wizard

  • Remaining :
    Everything

  • Soon :
    Wizard C1
    Cryo C1, 2

  • Archer

  • Remaining :
    Everything

  • Soon :
    Archer C1
    Ranger C1, 2

  • Cleric

  • Remaining:
    Everything

  • Soon :
    N/A

  • Swordsman

  • Remaining:
    Fencer3 + Lunge
    Dragoon2
    Templar’s Mortal Slash

  • Soon :
    Shinobi

Feel free to chime in and help out; especially dragoon2 is super easy; take everything off, hit a monster with Z, equip spear, Serpentine with Attribute, take spear off, hit monster again with Z. I’ve heard various numbers ranging from 30% to 70% floating around.

Update

  • Added “Additional Damage” section

  • Everyone

  • Add. [Element] Property Damage

  • Swordsman

  • Concentrate

  • Wizard :

  • Energy Bolt

  • Energy Bolt : Additional Sleep Damage

  • Earthquake

  • Cryomancer

  • Ice Bolt

  • Ice Wall

Wondering if you are interested in you are interested in some formulas for elementalist and warlock I tried finding. I was the only person testing it so it is still best if you double check.

Sure thing, just post em here and I’ll take a look. If you have all the relevant data (attack/magic amp/mob/other damage related stats like element damage) I should be able to figure it out.

All calculations are tested with 0mamp and 0 elemental attack. Also, if what you wanted was the actual damage on enemies, tell me again and I will prepare an excel sheet, since my records are a little messy.


Elementalist

Freezing sphere uses 2 fake multihit, with the sum of 2 hits matching description

electrocute damage:
let n is the nth enemy hit(1 for 1st enemy hit)
m = int(matk/2*0.8^(n-1))
electrocute dmg = 5*spell%*m*log10((m/(mdef+1))^0.9+1)
max number of enemies hit (level 1 to 15): 3,4,5,5,5,6,7,7,7,8,9,9,9,10,11

Missing prominence dot calculation


Warlock

Mastema dot dmg
take m=int(matk/2)
dot dmg = spell dmgmlog10((m/(mdef+1))^0.9+1)

invocation
last 30s base on level 8
high spirit no difference in: dmg, duration, log down, no. of hits
3 lines per orb
level 1 = 550%
level 2 = 580%
level 3 = 610%
level 4 = 640%
level 5 = 670%
level 6 = 701%
level 7 = 731%
level 8 = 761%
level 9 = 791%
level 10 = 821%

Ghastly trail
matk modifier +400+100*level

Evil sacrifice
Damage uses source damage(invocation or dark theurge)

Drain
auto attack increases 5% per level

Can’t exactly work out pole of agony’s dot, but I suspect it adds in mamp and also scales linearly with matk over time. I have 6 samples done on rhodedoe if you are interested.

Same as before then, adding.

I assume it’s a true multihit, hitting 5 times for roughly the same damage on each enemy? So first enemy takes 5 hits where m uses n = 1, second enemy takes 5 hits where m uses n = 2 and so on?

This one would definitely need some ingame mob damage values to know for sure. It all looks pretty good so far.

Didn’t even know Prominence had a DoT. Thought it just hit enemies once every time it appeared.

This is for the Phantom Pain attribute right? Like with elec it looks good but values on mobs are nice to double check, especially on various different mobs just in case the math only checks out for the one mob you did it on :wink:

So then what to high level spirits even do? LOL
Values look fine, you took the “Deliver” attribute into account right? If that even does anything if you have 0 dark attack

This looks accurate given the value itself is on the tooltip, was just a matter of where it was added.

Ok

So damage doesn’t change based on the amount of souls you absorb? Nor depending on high level spirit or not?

Everything tested during daily rank reset event, so there is a likelihood of stealth patch.

If I remember correctly, prominence applies a burning effect on mobs, but I totally forgot until now

For invocation, I did not take the deliver attribute. I have no idea at all what high spirits do. Forgot to mention they also do not kill spawn more spirits either.

Drain damage not dependent on amount of souls absorbed. Unable to absorb high spirits. High spirits also does not affect buff duration and dark theurge CD, so I guess it totally ignores them?

electrocute hits 4 times on the last enemy (lowest dmg), 5 on 2nd last, 6 on 3rd last and so on. Since I tested with no mamp, all those lines on the same mob has the exact same number
electrocute will really need testing since what I claim goes against both the tooltip and what most people think.

Edited for further clarification