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 âattackâ 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 youâve 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 cleaveâs debuff is already applied, with 5 wild stacks.
Oh, and donât forget to check out this thread for other gameplay mechanics!
Since modifiers STILL arenât listed ingame for things like debuffs, itâs 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 âCollision Damageâ Attribute :
-50%
(Deals damage purely based on Attack, no skillFactor%)
Barbarian
- Stomping Kick
+Bootâs Defense
Rodelero
- Shield Charge
-50%
Corsair
- Pistol Shot âRicochetâ Attribute :
+10% [* Attribute Level]
(Deals damage purely based on Secondary Attack, no skillFactor%)
Thaumaturge
- Swell Left Arm âShrink Size Specialtyâ Attribute:
+30% [* Attribute Level] of the Thaumaturgeâs MATK
Warlock
- Ghastly Trail:
+500 [+ ([Skill Level] - 1) * 100]
Skill %
Everyone
- The skillâs %. 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 â0â 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 âhit countâ, but do not technically hit multiple times. Multiple values will show up, but itâs 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 âfakeâ 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 âfakeâ hit, despite the yellow text visually showing up for each hit.
-
Skill Factor : listed factor * âhit countâ (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 itâs still a single hit with the bonus damage accounted for.
Everyone
- Any Melee attack during Gae Bulg debuff
Swordsman
- Thrust (with âContinuous Attackâ 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 âDeep Cutâ attribute)
- Zucken (with âMulticutâ 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 âUmbo Blow Specialityâ and âRim Blow Specialityâ Attribute :
+60% [+ 10% * ( Attribute Level - 1 )] for Umbo Blow and Rim Blow during High Guard
Hoplite
-
Class Attribute âOne-handed Spear Mastery : Medium-size Hunterâ
+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 âContinuous Attackâ 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 âFrozen Stoneâ Attribute :
+20% [* Attribute Level] on Frozen or Petrified status. -
Slithering âAdditional Damageâ Attribute :
+10% [* Attribute Level] for Strike attacks -
High Kick
+30% for Strike attacks
Corsair
-
Class Attribute âDagger Mastery : Sudden Attackâ :
+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 âDeep Cutâ Attribute :
+100% [* Attribute Level] -
Zucken âMulticutâ Attribute :
+100% -
Redel âMulticutâ Attribute :
+180%
Fencer
- Preperation :
+100% on next Pierce attack
Dragoon
-
Class Attribute âTwo-handed Spear Mastery : Big Game Hunterâ
+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 âEnhanced Peltasta Shield Attackâ Attribute :
+15% [* Attribute Level] for Umbo Blow, Rim Blow, Shield Lob, Umbo Thrust while wearing helm -
Cassis Crista âEnhanced Hoplite Shield Attackâ Attribute :
+15% [* Attribute Level] for Synchro Thrusting while wearing helm -
Cassis Crista âEnhanced Rodelero Shield Attackâ Attribute :
+15% [* Attribute Level] for Shield Charge, Targe Smash, Shield Push, Shield Shoving, Shield Bash while wearing helm -
Cassis Crista âRepeated Hits Attack Boostâ Attribute :
+10% [* Attribute Level] for Butterfly, Shooting Star while wearing helm -
Headbutt :
+100% on Stunned status -
Headbutt âAdditional Damageâ 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 ) Ă 1.5 ) + ( ( [Character STR] Ă 0.1 + [Character DEX] Ă 0.2 ) Ă [Skill Level] ) Ă ( 1 + [Concentrate: Enhance Level] Ă 0.01 )
Wizard
- Energy Bolt âAdditional Sleep Damageâ 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 âweirdâ unclean modifier likely created through an unknown hidden formula.
Hoplite
-
Synchro Thrusting âPierceâ 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 Thrustâs skill attack was added to the damage calculation twice instead of once, but clearly not as simple when weâre dealing with percentages now.
Doppelsoeldner
-
Punish âEarthquakeâ Attribute :
-
Seems to have its own skill factor rather than a modifier on the skillâs factor. The damage is based on the actual ingame damage of Punishâs initial hit, as when that crits, even non crit Earthquake hits will still do more damage compared to when Punishâs initial hit didnât 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 itâs 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 donât 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 itâs own special name and just calling group 2 âModifiersâ in general.