Calculating Spikes Damage

From HorizonXI Wiki

General

Applies to Blaze Spikes, Ice Spikes, and Shock Spikes.

  1. The maximum damage is determined by INT.
  2. 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