Calculating Spikes Damage
From HorizonXI Wiki
General
Applies to Blaze Spikes, Ice Spikes, and Shock Spikes.
- The maximum damage is determined by INT.
- Enhancing Magic Skill helps spikes to do full damage and not be resisted.
Note: MAB is expressed on gear as an integer bonus e.g. +5 on a Moldavite Earring. However, in game it applies as a percentage i.e. Moldavite Earring is 5% (or 5/100). The calculations below use the values expressed on the gear itself.
Blaze Spikes
- integer [integer (((INT + 2) / 12) + 4) * (1 + (Magic Atk. Bonus/100))]
Ice Spikes / Shock Spikes
- integer [integer (((INT + 10) / 20) + 2) * (1 + (Magic Atk. Bonus/100))]
Magic Atk. Bonus
- Black Mage 10 or Red Mage 20: +20
- Black Mage 30 or Red Mage 40: +24
- Black Mage 50: +28
- Black Mage 70: +2
- Moldavite Earring: +5 (This is only a common example. Refer to the MAB page for a full list of Magic Attack Bonus gear.)
Example
RDM level 74 with 74 INT:
- Blaze Spikes
- integer [integer ((74 + 2) / 12 + 4) * (1+(24/100))]
- = integer [integer (10.33.....) * 1.24
- = integer (10 * 1.24)
- = 12
- Ice / Shock Spikes
- integer [integer ((74 + 10) / 20 + 2) * (1+(24/100))]
- = integer [integer (6.2) * 1.24]
- = integer (6 * 1.24)
- = 7