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Flame Burst Potential Damage.
I had once thought that 6000 damage per hit would be possible, but then I realized that I was probably doing the formula wrong. Due to how the calculation works, Fire Damage gets a bigger bonus than Damage Enchants (7.2 versus 5, respectively)
Synergy Magma [Cylinder] 24 Hot Cowboy [Footwear] 12 Explosive [Clothing] 6 + 11 Max Damage Heated [Accx2] 12 + Max Damage 8 Spark [Gloves] 5 + Max Damage 4 (Or +4 Fire Damage -4 Max Damage) Steam [Shield] 3 + Max Damage 4 Max Damage 10 + Flame 6 [Hat] The gloves note is for white tiger if you want to use that instead. This leaves us with: 68 Fire Enchant Damage / 37 Max Damage
In what ways can we increase Fire Damage without enchants? Volcano Cylinder: Upgrades 13+19 Special Upgrades=32 Reforge is assumed 1 * 20, it could be more, might be less. Battle Alchemy Talent (Grandmaster) is 11 And Alchemist title is +10 fire damage (But not to be confused with +10% fire eff.) With that our fire damage ends up being 73. These numbers for easier reference are: 73 Fire Damage\68 Fire Enchant Damage\37 Max Damage So let us begin...
(73+21)(Minimum Damage) * 7.2)+(68 * 5)=1016. 1016 + 37 = 1053 + 83 (Extra Damage) = 1136 1136 * (1.3 + 1.15) = 1650~ (No D/Protection) (That would be the Volcano Cylinder and the equipment set.)
So what if we hit 42, then? 1860~ And a Critical would.. 4480~