((((Skill Attack + Attack) + (random(0% ... 100%) * Magic Amplification) * (100% + T0)) - (((Defense - Defense Debuff) * (100% + Level Penalty)) + Elemental Resistance)) * (100% + (0 or 50% if crit)) + (0 or Critical Attack) + (Extra Elemental Attack) + (Enemy Specific Damage)) * (100% + T1) * (100% + T2) * (100% + T3) * (100% + Enhance) + Bonus Damage
All modifiers are converted from total figures to additive figures for the formula. For example, Meteor is 400%, so the additive value is +300%. All modifiers within a same tier are additive to one another and are added to the default value of "100%". The tiers are as follows:
Attack Modifiers
They're not listed directly in the formula because they alter the base attack stat in some way. They can both be flat values or percentual modifiers. Examples are Pommel Beat on stunned targets, Cloaking's attribute, or Shield Charge.
Magic Amplification
This is a very simple stat. It acts like a "Maximum attack" range for magic attacks and that's pretty much it (on top of, of course, existing "Maximum Attack" increases. It's still a different stat). It randomly adds between 0% and 100% of your Magic Amplification to your attack.
T0 : Base Damage Modifiers
These modify the total damage a skill would do before defense is subtracted. They are quite potent, as they can cause your damage to vastly exceed an enemy's defense and create a much larger number for the rest of the formula to calculate with.
Modifiers like this include Split Arrow's "Bounced Arrow Attack" and Sky Liner's damage on Bleeding targets.
Defense Debuffs
Simple -Defense debuffs like Shield Push, these lower the base defense of a monster by the written number. Nothing difficult here!
Level Penalty
When you're more than 5 levels below an enemy, a penalty will start increasing the defense of the enemy you hit by 10% per level. Because a monster wont know if you're lower level until you actually hit it, any defense debuffs it is suffering from are subtracted from its base defense and not the increased defense from the penalty. At 5 levels below a monster, the penalty is 10%. It goes up by 10% by every level after that, so at 6 levels it's 20%, at 7 levels it's 30%, and so on.
Elemental Resistance
If a monster has any (usually this is only through Resist Elements), it will be added here when you cast an attack with the respective element. For example, if you have 100 Lightning Resist, only Lightning-based skills (Electrocute and Zaibas) will add said Lightning Resist to your defense when they are used on you. Simple non-elemental attacks but where the attacker has "Lightning Attack" stats are not added here, but along with the Lightning Attack value itself further into the formula. See "Extra Elemental Attack" below.
Critical Hit
When you land a critical hit, you simply add 50% to the formula above and then add your Critical Damage. As magic can't crit, this will just always be +0% + 0 for those skills. Sorry mages!
Extra Elemental Attack
This is where all your Elemental Attack stats are added, after crits, before everything else. These all add on to each other if you have multiple types of elements and are always applied, no matter what the attack is (even on DoT effects like Bleeding!).
This Elemental Attack is already multiplied by Elemental Bonuses on its own, so yes, having Fire Elemental Attack and then casting a Fire skill on a Ice enemy will make it multiply by 150% once for itself, then again for the whole skill.
Elemental Resistances and Resistance buffs/debuffs are accounted for again here too, just like the bonus being applied twice. The full formula for Elements is :
((Elemental Attack - (Elemental Resistance + Debuff/Buff)) * Elemental Modifier) (+ ...)
Where (+ ...) is a repeat of the first part for every element you have Elemental Attack for.
Enemy Specific Damage
You know the ones. Additional damage to Beast-Type enemies and the like. Very simply added straight on here, after crits, before everything else, just like Elemental Attack.
T1 : Skill Damage Modifiers
These are the modifiers that are directly listed on the skill tooltips right in front of the skill's raw attack value.
Modifiers of this tier include Meteor, Stone Shot, and Claymore.
T2 : Common Modifiers
The main bulk of the modifiers. A lot of things in here will end up being added together in the game as they are rather common.
Modifiers of this tier include Elemental Properties, the Missile penalty, hidden modifiers like Ice Bolt and Cartar Stroke, certain attributes like Quick Cast : Magic, and so on.
T3 : Target Modifiers
The modifiers here are all dependant on what you hit, what type of attack you hit it with, and so on. This includes all of the Armor-type modifiers, but also some Size-related modifiers and certain attributes There's no real distinction between these modifiers and T2 modifiers, but these all have something to do with what state the enemy is in or what it's properties are.
Enhance
The main damage attribute every damage skill has.
Add +1% to +100% to the formula above depending on attribute level.
Bonus Damage
Additional bonus damage. They are just extra damage values that even appear as a separate yellow number to tell you they're there, complete with skill name of what caused it. They never get multiplied and are added way at the end of everything
These include buffs like Blessing and Concentration (are there even any others?)
Additional Attacks
"But these aren't even in the formula!" Well, no, they aren't, because these pesky little guys have their own very slightly different formula.
(Additional Attack + Extra Elemental Attack) * (100% + T1) *(100% + T2) * (100% + T3) * (100% + Enhance) + T4
Very similar isn't it? You just drop defense, magic amplification, critical hits and all that out of the equation, replacing Skill/Base Attack with the "Additional Attack" from the tooltip.
These hits are caused by buffs such as Enchant Fire and Sacrament.
If you find anything that does not adhere to the formula I created and others perfected, then be sure to say so! I'll see what's up as soon as I can.
Many thanks to people who made rough formulas for a lot of separate things, as well as those who helped simplify it! Sometimes it was just piecing things together.
Attack Modifiers
Scout
- Cloaking "Physical Damage" Attribute :
+50%
Cryomancer
- Subzero Shield "Counter Attack" Attribute :
+50% to +200% of Shield's Defense value
Swordsman
Barbarian
- Stomping Kick :
+Boot's Evasion
Rodelero
Sadhu
- Attack Soul "Ground Cell Buff" (Out of Body) :
+ Soul Attack
Note: Soul Attack is your base attack before any equipment, but including additional "Magic Attack" values found on maces and for example the Wizard's Blade.
Tier 0 : Base Damage Modifiers
Scout
- Split Arrow :
+100% on bounced arrow
Highlander
- Sky Liner :
+100% on Bleeding status
Hoplite
- Synchro Thrusting "Pierce" Attribute :
+10% to +50% on Spear attack
-10% to -50% on Shield attack
Tier 1 : Skill Damage Modifiers
Quarrel Shooter
Sapper
Elementalist
Sadhu
- Astral Body Explosion :
+150%
Tier 2 : Common Modifiers
Archer
Full Draw :
+50% on Leather armor
Heavy Shot :
+50% on Plate armor
Twin Arrows :
+50% on Cloth armor
[Missile] Attacks (applies to subclasses too) :
-25% to -10% on Medium
-??% to -10% on Large and Extra Large
Note: Penalty goes down by ?% per Bow Upgrade Level (+) for the Large penalty, and 2% for the Medium Penalty.
Ranger
- Time Bomb Arrow (explosion) :
+50% on Plate armor
Quarrel Shooter
- Stone Shot :
+50% on Plate armor
Wizard
Energy Bolt :
+50%
Energy Bolt "Additional Sleep Damage" Attribute :
+50% to +150% on Sleep status
Earthquake :
+100% on Lethargic status
Quick Cast "Magic" Attribute :
+10% to +50%
Cryomancer
Linker
*Joint Penalty "Poison", "Earth" and "Electric" Attributes :
+10% to +50% from Poison/Earth/Lightning Attacks on Linked enemies.
Elementalist
Highlander
Wagon Wheel :
+10%
Cartar Stroke :
+50%
Peltasta
Barbarian
Sadhu
- Attack Soul (Out of Body) :
+50%
Note: Uses Magic Attack and goes through the normal main formula as any skill, but does not include T4 bonuses.
Paladin
- Smite :
+200% on Demon and Mutant type
Elemental Properties
Fire :
+50% on Ice
-50% on Fire
Ice :
+50% on Fire
-50% on Ice
Lightning :
+100% on Ice
-50% on Lightning and Earth
Poison :
+50% on Earth
-50% on Poison
Earth :
+50% on Lightning
-50% on Poison
Holy :
+100% on Dark
글 읽기 귀찮은 사람들을 위한 한줄 요약.
스킬 대미지 * 마증이나 여러가지 요소들 * T1 * T2 * T3 등이 최종 대미지가 되는데.
퀵캐와 속성 +,- 50%는 똑같은 티어 2 계산임.
즉 퀵캐 50%와 속성 50%는 합연산.