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User:Fishstickys/Damage
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.
- Physical damage dealt is reduced by physical Defense and Protection
- Magical damage dealt is reduced by physical Magic Defense and Magic Protection
- 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.
- Talents that generally deal Melee damage include: Close Combat, Lance, Fighter, and Chain Blade
- A notable exception being Chain Blade which deals melee damage despite having extraordinary range for melee damage.
- 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.
- 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 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
- Bonus Damage is a final damage multiplier that applies to both physical and magic damage.
- All sources of Bonus Damage is additive.
- Sources of bonus damage include:
- Spirit Weapon Awakening - Up to 25%
- Homestead Pinkie Figure or Homestead R.S.A. Tent Figure - 1%
- Forget-Me-Not Picture - Up to 1%
- Various event titles - Varies
- Spirit Weapon Analysis Skill - Up to 10%
- Spirit Weapon Enrage Skill - Up to 10%
- Sources of bonus damage include:
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:
- Icebolt with any non-spirit Ice Wand: 10.0
- Firebolt with any non-spirit Fire Wand: 5.0
- Lightning Bolt with any non-spirit Lightning Wand: 7.0
- 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:
- Icebolt: 0.35 (min), 0.4 (max)
- Firebolt: 0.35 (min), 0.5 (max)
- Lightning Bolt: 0.3 (min), 0.6 (max)
- Ice Spear: 0.45 (min), 1.4 (max)
- Fireball: 8.0 (min), 12.0 (max)
- Thunder: 0.4 (min), 2.1 (max)
- Hail Storm: 1.6 (min), 3.2 (max)
- Meteor Strike: 70.0 (min), 160.0 (max)
- Lightning Rod: 7.0 (min), 12.0 (max)
- Shockwave: 2.0 (min), 5.0 (max)
- 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.
- The bonus maximum and minimum damage from Battlefield Overture counts as enchanted damage.
- 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)
- See Lightning Rod's summary table for values per 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.