Difference between revisions of "Damage formula"

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m (→‎MATK: minor spelling fix)
 
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Line 27: Line 27:
 
:::[ ATK x (1 + %race) x (1+ %size) x (1 + %against-property) x (1 + %mob-type) x (1 + %class)  
 
:::[ ATK x (1 + %race) x (1+ %size) x (1 + %against-property) x (1 + %mob-type) x (1 + %class)  
 
:::x (%ele-table+%sage-field) x %ele-debuff x (1 + %Comet) + 2 x StatusAtk x MildWindCheck ]<br>
 
:::x (%ele-table+%sage-field) x %ele-debuff x (1 + %Comet) + 2 x StatusAtk x MildWindCheck ]<br>
:::x (1 + %crit/2) x (1 + %melee-or-LR) x [ %skill-base-mod x (1 + %skill) + %BadBonus ]<br>
+
:::x (1 + %crit/2) x (1 + %melee-or-LR) x [ %skill-base-mod x (1 + %skill) + %BadBonus ] x (1 + PATK /100)<br>
:::x (1.4 + C.Rate/100) x (1 + %DarkClaw/BossCheck + %RushQuake) x (1 + %AdvancedKatarMastery)<br></big>
+
:::x (1.4 + C.Rate/100) x (1 + %DarkClaw/BossCheck + %RushQuake) x (1 + %AdvancedKatarMastery)<br>
 +
</big>
 
<br>
 
<br>
 +
*%race: %damange against race(s)
 +
*%size: %damage against size(s)
 +
*%against-property: %damage against a property/properties (monster's element)
 
*%mob-type: %damage against certain specific mobs (e.g. Kobold Leader card)
 
*%mob-type: %damage against certain specific mobs (e.g. Kobold Leader card)
 
*%class: %normal is %class against mobs, %boss is %class against bosses, and the usual %atk is %against-all-class
 
*%class: %normal is %class against mobs, %boss is %class against bosses, and the usual %atk is %against-all-class
Line 41: Line 45:
 
:*Str/5 + Dex for bow/gun/instrument users<br>
 
:*Str/5 + Dex for bow/gun/instrument users<br>
 
:*Str + Dex/5 for the rest
 
:*Str + Dex/5 for the rest
 +
*%skill-base-mod: the damage % of the skill
 +
*%skill: %skill modifier (Ex: Increase Cross Impact damage by 10%)
 
*%BadBonus: Falcon Eyes, Frenzy, Heat Barrel, Power Thrust, Spear Dynamo
 
*%BadBonus: Falcon Eyes, Frenzy, Heat Barrel, Power Thrust, Spear Dynamo
 
*BossCheck: 2 for boss, 1 for mob
 
*BossCheck: 2 for boss, 1 for mob
Line 67: Line 73:
 
== Magical Skill ==
 
== Magical Skill ==
 
:<big>MAGIC SKILL DAMAGE =
 
:<big>MAGIC SKILL DAMAGE =
:::MATK x (1 + %race) x (1+ %size) x (1 + %against-property) x (1 + %mob-type) x (1+ %matk)  
+
:::MATK x (1+ %matk)
:::x (1+ %element) x (1 + %class) x (%ele-table+%sage-field) x %ele-debuff x (1 + %Comet)</big>
+
:::x (1 + %race) x (1+ %size) x (1 + %against-property) x (1 + %mob-type)  
 +
:::x [ %skill-base-mod x (1 + %skill) ]
 +
:::x (1+ %element) x (1 + %class) x (%ele-table+%sage-field) x (1 + SMATK /100)
 +
:::x %ele-debuff x (1 + %Comet)
 +
</big>
 
<br>
 
<br>
 
*%matk: its own mod, not %class like %atk
 
*%matk: its own mod, not %class like %atk
*%class: %normal is %class against mobs, %boss is %class against bosses
+
*%race: %damange against race(s)
 +
*%size: %damage against size(s)
 +
*%against-property: %damage against a property/properties (monster's element)
 
*%mob-type: %damage against certain specific mobs (e.g. Kobold Leader card)
 
*%mob-type: %damage against certain specific mobs (e.g. Kobold Leader card)
 +
*%skill-base-mod: the matk % of the skill
 +
*%skill: %skill modifier (Ex: Increase Comet damage by 50%)
 +
*%element: %magic element mod (Ex: Increase neutral property magical damage by 20%)
 
*%class: %normal is %class against mobs, %boss is %class against bosses
 
*%class: %normal is %class against mobs, %boss is %class against bosses
 
*%ele-table: Modifiers from the element table
 
*%ele-table: Modifiers from the element table

Latest revision as of 15:18, 7 April 2025

Physical

Attack


ATK = [ (WeaponAtk x SizePenalty + Variance + StatBonus + RefineBonus + OverUpgradeBonus) + EquipmentAtk + BuffAtk + AmmunitionAtk ] x EDP


  • WeaponAtk: Your RIGHT HAND weapon's Atk
  • Variance = ± 0.05 x WeaponLevel x WeaponAtk
  • Maximize Power makes this go max
  • StatBonus: Pseudo-elemental
  • StatBonus:
  • WeaponAtk x Dex/200 for bow/gun/instrument users
  • WeaponAtk x Str/200 for the rest
  • OverUpgradeBonus: Does not exist for lvl 5 weapon (more info here)


  • EquipmentAtk: Flat Atk from other gears (including those from the effect of Ice Pick/Memory of Thanatos card)
  • BuffAtk: Buffs' Flat Atk originated from consumables and ALMOST ALL skills (those don't follow this rule are not too important/generally weaker)
  • AmmunitionAtk: All except cannonballs


[ Pseudo-Elemental ]

Pseudo-X = X + Neutral, your damage actually gets converted twice from default -> X -> Neutral

However to simplify things, let's summarize it this way

  • Target = Ghost 4 -> Final element of your damage = Neutral
  • Target = Other element -> Final element of your damage = X

Physical Skill

PHYS SKILL DAMAGE =
[ ATK x (1 + %race) x (1+ %size) x (1 + %against-property) x (1 + %mob-type) x (1 + %class)
x (%ele-table+%sage-field) x %ele-debuff x (1 + %Comet) + 2 x StatusAtk x MildWindCheck ]
x (1 + %crit/2) x (1 + %melee-or-LR) x [ %skill-base-mod x (1 + %skill) + %BadBonus ] x (1 + PATK /100)
x (1.4 + C.Rate/100) x (1 + %DarkClaw/BossCheck + %RushQuake) x (1 + %AdvancedKatarMastery)


  • %race: %damange against race(s)
  • %size: %damage against size(s)
  • %against-property: %damage against a property/properties (monster's element)
  • %mob-type: %damage against certain specific mobs (e.g. Kobold Leader card)
  • %class: %normal is %class against mobs, %boss is %class against bosses, and the usual %atk is %against-all-class
  • %ele-debuff: Element resistance debuff from All Bloom and Violent Quake
  • %ele-table: Modifiers from the element table
  • %sage-field: Deluge, Whirlwind, Volcano
  • MildWindCheck: (%ele-table+%sage-field) with Mild Wind, 0 without
  • StatusAtk: Neutral-locked unless Warm Wind is applied
  • StatusAtk = BaseLvl/4 + Luk/3 + 5 x Pow + WeaponCheck
  • WeaponCheck:
  • Str/5 + Dex for bow/gun/instrument users
  • Str + Dex/5 for the rest
  • %skill-base-mod: the damage % of the skill
  • %skill: %skill modifier (Ex: Increase Cross Impact damage by 10%)
  • %BadBonus: Falcon Eyes, Frenzy, Heat Barrel, Power Thrust, Spear Dynamo
  • BossCheck: 2 for boss, 1 for mob
  • Niflheim exclusive:
  • If your skill does not crit officially,
  • replace (1 + %crit/2) with (1 + %crit/3)
  • and (1.4 + C.Rate/100) with (1.2 + C.Rate/100)


Magic

MATK


MATK = (WeaponMatk + Variance + RefineBonus + OverUpgradeBonus) + EquipmentMatk + ConsumableMatk + BuffMatk + StatusMatk


  • Variance = ± 0.1 x WeaponLevel x (WeaponMatk + RefineBonus)
  • Regconized Spell makes this go max
  • Niflheim exclusive: if you crit, this will also become max
  • OverUpgradeBonus: Non-existent for lvl 5 weapon
  • StatusMatk = BaseLvl/4 + floor(Int x 1.5) + floor(Dex/5) + floor(Luk/3) + 5 x SPL
  • floor: round down. Ex: floor(9.8) = 9
  • ConsumableMatk:
  • I grouped ConsumableAtk into BuffAtk for phys because they are the same
  • But BuffMatk behaves differently, hence the split
  • BuffMatk: No element, not even Neutral. Coming from skills like Chattering, Odin's Power, etc.

Magical Skill

MAGIC SKILL DAMAGE =
MATK x (1+ %matk)
x (1 + %race) x (1+ %size) x (1 + %against-property) x (1 + %mob-type)
x [ %skill-base-mod x (1 + %skill) ]
x (1+ %element) x (1 + %class) x (%ele-table+%sage-field) x (1 + SMATK /100)
x %ele-debuff x (1 + %Comet)


  • %matk: its own mod, not %class like %atk
  • %race: %damange against race(s)
  • %size: %damage against size(s)
  • %against-property: %damage against a property/properties (monster's element)
  • %mob-type: %damage against certain specific mobs (e.g. Kobold Leader card)
  • %skill-base-mod: the matk % of the skill
  • %skill: %skill modifier (Ex: Increase Comet damage by 50%)
  • %element: %magic element mod (Ex: Increase neutral property magical damage by 20%)
  • %class: %normal is %class against mobs, %boss is %class against bosses
  • %ele-table: Modifiers from the element table
  • %sage-field: Deluge, Whirlwind, Volcano
  • %ele-debuff: Element resistance debuff from All Bloom and Violent Quake
  • Niflheim exclusive: magic crit
  • add x (1 + %crit/3)
  • and x (1.2 + C.Rate/100) after x (1 + %Comet)


Credits

made by Last Order
verified by Blank