Mabinogi World Wiki is brought to you by Coty C., 808idiotz, our other patrons, and contributors like you!!
Keep this wiki going by contributing to our Patreon!

User:Fishstickys/Damagemini

From Mabinogi World Wiki

Damage

A measure of the damage you deal to enemies with physical attacks.

  • Damage is the amount of HP an enemy will lose when physically attacked.

Damage Properties

  • Damage generally has one of two properties, Physical or Magical.
  • Some special damage type exists that may not fit either category, or may ignore defensive stats despite having physical or magical properties.
    • Such as Dance of Death which deals physical damage, but completely ignores enemies' Protection.

Damage Types

  • Every attack in this game has a type.
  • Enemies may have specific resistances, referred to as Passive Defense against specific damage types.

Melee

  • Melee is a type of physical damage that comes from attacks with short distances or charge towards the enemy.
  • Melee damage can cause wounds based on the players' Injury stats and the enemies' Protection stat.

Ranged

  • Ranged is a type of physical damage that comes from attacks that can hit targets from large distances.
    • Talents that generally deal ranged damage include: Archery, Ninja and Dual Gun.
      • Note that some skills within these talents may deal physical damage.
  • Ranged damage can cause wounds based on the players' Injury stats and the enemies' Protection stat.

Magic

  • Magic is a type of damage that comes from non-physical attacks.
    • Magic is not considered ranged, as it does not deal physical damage.
    • Talents that generally deal magical damage include: Magic and Alchemy.
  • Magic damage cannot cause wounds.

Damage (Character Info)

  • Often referred to as Min and Max damage, this is the damage range displayed on the player's Character Info screen.
  • This stat is primarily used for Melee and Ranged type damage calculation.
  • This damage can be broken down into: damage from stats and equipment and damage from enchants.
    • Damage from stats comes from base stats, weapon stats, other equipment stats.
    • Damage from enchants comes from Enchants and Battlefield Overture.

Balance

  • The amount of damage dealt is randomly picked on min and max range, balance affects the randomness factor of this damage.
  • The random number generator of balance approximately follows the given normal distribution: N(a+cb, (28.9b)^2). Where a = minimum, b = maximum - minimum, and c is balance.
    • The balance in the formula above is represented as a decimal, e.g. 80% balance = .8
    • If the random number that is picked exceeds maximum, or is exceeded by your minimum damage, it will be substituted by your maximum, or minimum, respectively.

Bonus Damage

Damage Formula (Melee & Ranged)

  • The formula for Damage is as follows: Damage * Skill Damage Multiplier * (1 + Combo Card Bonus + Set Effect Bonus) * (1 + Bonus Damage)


Damage Formula (Magic)

  • The formula for Magic Damage is as follows: {Base Damage + [Wand Bonus * (Charge Multiplier)] + (Spell Constant * Magic Attack) + (Damage Enchants * Damage Constant)}
    * [1 + (Bolt/Elemental/Magic Weapon Mastery Bonuses + Set Effect Bonuses)]
    * Charge Multiplier * Full Charge Multiplier * Thunder Multiplier * Distance Multiplier
    • This formula does not apply to Blaze.
    • Fusion Bolt uses this formula twice, one for each separate bolt, when calculating damage.
    • Base Damage is the spell's base damage as shown in the skill window.
      • Reforge effects that add maximum or minimum damage to the spell add directly to this value.
    • Wand Bonus is a constant for bolt spells while using a wand of the same element.
      • The value for wand Classic Spirit Weapons depends on the Social level of the spirit, up to a value of 30.0.
      • For non-spirit wands, the values are as follows:
      • All other cases, including with Bare Hands or Staff: 0
    • Charge Multiplier is the number of charges. This only applies to Firebolt, Ice Spear, Hail Storm, and Lightning Rod; all other magic spells will always be calculated as if they have 1 charge.
    • Spell Constant is a constant that varies by spell. The values are as follows:
    • Magic Attack is the player's Magic Attack stat as shown in the character window.
    • Damage Enchants is the sum of all bonuses from enchants to minimum and/or maximum damage, depending on what is being calculated.
    • Damage Constant is a constant that lowers the effects of damage enchants and varies by spell. The values are as follows:
      • Icebolt: 0.04 (min), 0.08 (max)
      • Firebolt: 0.2 (min), 0.4 (max)
      • Lightning Bolt: 0.22 (min), 0.44 (max)
      • Ice Spear: 0.05 (min), 0.1 (max)
      • Fireball: 0.25 (min), 0.5 (max)
      • Thunder: 0.25 (min), 0.5 (max)
      • Hail Storm: 0
      • Meteor Strike: 0
      • Lightning Rod: 0
      • Shockwave: 0
    • Elemental Mastery, Bolt Mastery, and Magic Weapon Mastery Bonuses are the percent bonus applied by the respective mastery skill, used as a decimal (e.g. 15% is 0.15).
      • Reforge effects for the mastery's damage and title bonuses (if applicable) for the mastery's efficiency/damage add directly to this value.
    • Hebona Set Bonus is a bonus applied to Icebolt and Firebolt when affected by the Icebolt Enhancement and Firebolt Enhancement status effect from the Hebona Set.
      • See Equipment Combination Effects for details on how set bonuses work.
      • The bonus is 0.15 when the enhancement is active, otherwise the bonus is 0 if there is no enhancement.
    • Rosemary Glove Bonus is the percent bonus applied to Icebolt, Ice Spear, and Hail Storm if equipped with a Rosemary Glove.
      • The bonus is 0.15 when equipped, otherwise the bonus is 0 when not equipped.
    • Full Charge Multiplier is a multiplier for being fully charged that varies by spell. The values are as follows:
      • Firebolt: 1.3
      • Ice Spear: 1.3
      • Hail Storm: 1.25
      • Lightning Rod: 1.5~3.3 (varies by rank)
      • Everything else: 1.0
    • Thunder Multiplier is a multiplier for Thunder that varies by number of charges and whether it is the final hit. The multiples are:
      • 1.0 for all hits of Thunder before the final hit.
      • 1.5 for the final hit of Thunder if charged with less than 5 charges (including a single charge).
      • 2.0 for the final hit of Thunder if charged with all 5 full charges.
    • Distance Multiplier is a multiplier for Shockwave and Meteor Strike that decreases as the target's distance increases from the center of the spell.
      • For Shockwave, the multiplier starts at 1.0 when near the center and scales linearly down to 0.1 when at the edge of the area of effect.
      • For Meteor Strike, the multiplier is 1.0 near the center of impact, 0.75 when halfway between the center and the edge, and 0.5 when near the edge.