Damage formula
From Shining Moon Wikipedia
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 (1.4 + C.Rate/100) x (1 + %DarkClaw/BossCheck + %RushQuake) x (1 + %AdvancedKatarMastery)
- %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
- Str/5 + Dex for bow/gun/instrument users
- %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, ect.
Magical Skill
- MAGIC SKILL DAMAGE =
- MATK x (1 + %race) x (1+ %size) x (1 + %against-property) x (1 + %mob-type) x (1+ %matk)
- x (1+ %element) x (1 + %class) x (%ele-table+%sage-field) x %ele-debuff x (1 + %Comet)
- %matk: its own mod, not %class like %atk
- %class: %normal is %class against mobs, %boss is %class against bosses
- %mob-type: %damage against certain specific mobs (e.g. Kobold Leader card)
- %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
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