Mabinogi World Wiki is brought to you by Coty C., 808idiotz, our other patrons, and contributors like you!!
Want to make the wiki better? Contribute towards getting larger projects done on our Patreon!

User:Fishstickys/Damage

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.