Combat
Explanation[edit | edit source]
To calculate using listed formulas you should work from first instruction to the last, always working with current total. For example:
Example Physical Hit Ratio Calculation
Assume character with:
Level = 70+10
Dexterity = 120
Xelima, Long Sword talents
Long Sword skill = 100
making Critical Attack with a long sword weapon
Hit Ratio = 1.2 * (120 - 50) = 84
Hit Ratio = Hit Ratio + 15 = 99 Xelima talent bonus
Hit Ratio = Hit Ratio * 1.05 = 103.95 Long Sword talent bonus
Hit Ratio = Hit Ratio + 100 + 10 = 213.95 Long Sword skill bonus
Hit Ratio = Hit Ratio + (100/200 + (70+10)/280) * 130 Critical Attack bonus
= 316.09
= 316
[edit | edit source]
Adjusted Level = Level + Rebirth Level (max 140 in total)
Physical Attack[edit | edit source]
- Physical attack can be a regular one, Dash or a Critical (by spending Critical Point).
- All three types have a chance to deal crushing hit for extra damage.
- Dash Attack has range of 2 tiles and will move you towards target during the animation.
- Critical Attack has range of 3 tiles instead of just 1.
Physical Hit Ratio (?)[edit | edit source]
if Dexterity > 50, add
Dexterity Bonus = 1.2 * (Dexterity - 50)
add Hit Ratio bonus from items and talents
multiply by percentual Hit Ratio bonus/penalty from talents
add Weapon Skill + 10
if making Dash Attack, add
20 for Hand Attack
20 for Short Sword
40 for Long Sword
20 for Fencing
20 for Axe
30 for Hammer
20 for Staff
if making Critical Attack, add
(Weapon Skill/200 + Adjusted Level/280) * 100 for Hand Attack
120 for Short Sword
130 for Long Sword
105 for Fencing
120 for Axe
135 for Hammer
100 for Bow
120 for Staff
Defense Ratio[edit | edit source]
Base Value = 2 * Dexterity add Defense Ratio bonus from items and talents multiply by percentual Defense Ratio bonus/penalty from talents multiply by 0.5, if facing away from the attacker
Chance to Hit[edit | edit source]
Probability [%] = Hit Ratio / Defense Ratio * 62
Physical Absorption (?)[edit | edit source]
Base Value = Physical Absorption of the single armor piece if successfuly blocking with a shield, add the shield's Physical Absorption
Physical Damage (?)[edit | edit source]
Base Value = Weapon Damage + Strength / 30 (round down) for Bows with Archery talent
= 1 + Strength / 20 (round down) for Hand Attack
= Weapon Damage for other weapons
if not using Hand Attack or Bow with Archery talent, multiply by
Strength * 0.002
multiply by percentual Base Weapon Damage bonus/penalty from talents
if under influence of Minor Berserk or Berserk spell and not making a Critical Attack,
multiply by the spell's damage bonus
if making Dash Attack, multiply by
1.5 for Short Sword
1.4 for Long Sword
1.5 for Fencing
1.25 for Axe
1.3 for Hammer
add Physical Damage bonus from items
if making Critical Attack, multiply by (numbers taken from 100% weapon skill)
(Adjusted Level + 100) for Hand Attack
(Adjusted Level + 145) for Short Sword
(Adjusted Level + 115) for Long Sword
(Adjusted Level + 135) for Fencing
(Adjusted Level + 125) for Axe
(Adjusted Level + 120) for Hammer
(Adjusted Level + 100) for Bow
(Adjusted Level + 120) for Staff
if crushing hit, multiply by Physical Crush Damage
add Consecutive Hit Damage bonus (1st hit +0, 2nd hit +1, 3rd hit +2, 4th hit +3, repeat)
add damage equal to Upgrade level of your weapon (? - does it apply here or earlier?)
add Damage bonus from monster speciality levels
multiply with target's Physical Absorbtion
Magic Attack[edit | edit source]
- Magic attack can deal crushing hit for extra damage.
Variables used in following calculations
Mage Level = Adjusted Level / 10 (round result down)
Circle = the circle number of the spell you are casting
Penalty = { 5, 5, 8, 8, 10, 14, 28, 32, 36, 40 }
Magic Hit Ratio[edit | edit source]
Base Value = Magic Skill
if Magic > 50, add
Magic Bonus = 1.15 * (Magic - 50)
if Circle < Mage Level, add
Level Bonus = 5 * (Mage Level - Circle)
if Circle > Mage Level, subtract
Level Penalty = b - (a / c * b) (round result to nearest)
a = Adjusted Level - (10 * Mage Level)
b = (Circle - Mage Level) * Penalty{Circle}
c = (Circle - Mage Level) * 10
add Hit Ratio bonus from items and talents
multiply by percentual Hit Ratio bonus/penalty from talents
Magic Resistance[edit | edit source]
Base Value = Magic Resistance Skill if Magic > 50, add Magic Bonus = Magic - 50 add Magic Resistance bonus from items and talents multiply by percentual Magic Resistance bonus/penalty from talents
Chance to Hit[edit | edit source]
Probability [%] = Hit Ratio / Magic Resistance * 50
Magic Absorption (?)[edit | edit source]
Base Value = Sum of Magic Absorption bonuses from items and talents if hit by elemental magic (fire, ice, earth, lightning), add respective Elemental Absorption if result > 84, round it to 84
Magic Damage (?)[edit | edit source]
Base Value = Base Spell Damage multiply by (1 + 0.003 * Magic) multiply by percentual Magic Damage bonus from talents add Magic Damage bonus from items add Damage bonus from monster speciality levels if crushing hit, multiply by Magic Crush Damage multiply with target's Magic Absorbtion
Getting Hit[edit | edit source]
- Getting hit cancels your prepared spell.
- Getting hit has a high chance of stunning you which plays the hurt animation and delays your action (?).
Physical Attack[edit | edit source]
when hit an armor piece is randomly chosen 50% Chest Armor 25% Leg Armor 15% Hauberk 10% Helm the Physical Absorbtion of the armor piece is used to decrease the incoming damage Endurance of the armor piece is decreased if a shield is equiped and you are facing your attacker, you have 10% - 100% (?) chance to block (scaled with Shield Skill), which adds shield's Physical Absorbtion to hit armor piece and shield takes 80% of the armor piece's Endurance decrease
Health Regeneration[edit | edit source]
Every 15 seconds, you gain from Vitality/2 to Vitality amount of HP
Mana Regeneration[edit | edit source]
Every 20 seconds, you gain from Magic/3 to Magic amount of MP
Stamina Regeneration[edit | edit source]
Every 12 seconds, you gain 3dVitality/20 (round down) amount of SP (whatever that means, its not dice throw, 3d0 gives you 13 every time)