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Calculating Magic Damage: Difference between revisions

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(Created page with "==Actual Damage== Actual Damage is calculated by multiplying the following factors in order and flooring after each step. <br> 1) D <br> 2) Multiple-Target Damage Reduction <br> 3) Resistance <br> 4) Staff Bonus <br> 5) Day | Weather Bonus <br> 6) Magic Burst Bonus <br> 6a) Magic Burst Bonus Gear #1 <br> 6b) Magic Burst Bonus Gear #2 <br> 7) MAB / MDB <br> 8) Magic Damage Taken|Targ...")
 
(This page is a duplicate of Magic Damage. I've already copied over what little differences there were. This page is now a redirect.)
Tag: New redirect
 
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==Actual Damage==
#REDIRECT [[Magic Damage]]
Actual Damage is calculated by multiplying the following factors in order and flooring after each step. <br>
1) D <br>
2) Multiple-Target Damage Reduction <br>
3) [[Resistance]] <br>
4) Staff Bonus <br>
5) [[Days of the Week|Day]] | [[Weather]] Bonus <br>
6) [[Magic Burst]] Bonus <br>
6a) [[Magic Burst]] Bonus Gear #1 <br>
6b) [[Magic Burst]] Bonus Gear #2 <br>
7) [[Magic Attack Bonus|MAB]] / [[Magic Defense Bonus|MDB]] <br>
8) [[Magic Damage Taken|Target Magic Damage Adjustment]] <br>
 
There is reason to believe that the magic burst portion is calculated prior to MAB. Further testing would be necessary to confirm the order of the other parts with respect to magic bursts.<br><br>
 
==Explanation of Factors==
 
===Calculation of D===
Each magic tier has an inherent mutliplier value M. <br>
Each magic spell has a base value V.<br>
Let dINT be (Caster's [[INT]] - Target's [[INT]]).<br>
([[Banish]]es and [[Holy]], substitute [[MND]] for [[INT]]). <br><br>
 
For dINT < 0: D = V + dINT (when dINT is a penalty, the tier mult. is always 1) <br>
For dINT > 0, but less than some inflection point: D = V + (dINT * M) <br>
For dINT > 0, but after some inflection point: D = V + (const + (dINT-const) * M / 2))<br>
(above some critical value, adding INT/MND becomes half as effective) <br>
For dINT > 0, but after some cap: D = cap <br><br>
 
Elemental Magic:
 
M = 1.0 for all Helix spells. <br>
M = 1.0 for all Ichi and Ni Ninjutsu spells. <br>
M = 1.0 for all tier I/II single-target spells. <br>
M = 1.0 for all -ga spells up to Blizzaga II. <br>
M = 1.0 for all -ra spells up to Aerora II. <br>
M = 1.5 for all San Ninjutsu spells. <br>
M = 1.5 for all tier III single-target spells. <br>
M = 1.5 for all -ga spells Thundaga II and beyond. <br>
M = 1.5 for all -ra spells Fira II and beyond. <br>
M = 2.0 for all tier IV and Ancient Magic spells. <br>
M = ~2.299 for all tier V single-target spells. <br>
M = 2.3 for Comet and all -ja spells. [except Aeroja and Impact, which is 2.3 repeating, see <i>[[Talk:Calculating Magic Damage#M and V|tests]]</i>]<br><br>
 
Divine Magic:
 
M = 1.0 for Banish and Banish II. <br>
M = 1.0 for Banishga and Banishga II. <br>
M = 1.0 for Holy. <br>
M = 1.5 for Banish III. <br><br>
 
V values by spell:
{|border="1"
|-
|'''Spell'''
|{{Earth}}
|{{Water}}
|{{Wind}}
|{{Fire}}
|{{Ice}}
|{{Lightning|Thunder}}
|{{Dark}}
|{{Light}}
|-
|I
|[[Stone|10]]
|[[Water|16]]
|[[Aero|25]]
|[[Fire|35]]
|[[Blizzard|46]]
|[[Thunder|60]]
|N/A
|[[Banish|14]]
|-
|II
|[[Stone II|78]]
|[[Water II|95]]
|[[Aero II|113]]
|[[Fire II|133]]
|[[Blizzard II|155]]
|[[Thunder II|178]]
|N/A
|[[Banish II|85]]
|-
|III
|[[Stone III|210]]
|[[Water III|236]]
|[[Aero III|265]]
|[[Fire III|295]]
|[[Blizzard III|320]]
|[[Thunder III|345]]
|N/A
|[[Banish III|198]]
|-
|IV
|[[Stone IV|381]]
|[[Water IV|410]]
|[[Aero IV|440]]
|[[Fire IV|472]]
|[[Blizzard IV|506]]
|[[Thunder IV|541]]
|N/A
|N/A
|-
|V
|[[Stone V|626]]
|[[Water V|680]]
|[[Aero V|738]]
|[[Fire V|785]]
|[[Blizzard V|828]]
|[[Thunder V|874]]
|[[Comet|963]]
|N/A
|-
|VI
|{{information}}
|{{information}}
|{{information}}
|{{information}}
|{{information}}
|{{information}}
|N/A
|N/A
|-
|I-ga
|[[Stonega|56]]
|[[Waterga|74]]
|[[Aeroga|93]]
|[[Firaga|120]]
|[[Blizzaga|145]]
|[[Thundaga|172]]
|N/A
|[[Banishga|50]]
|-
|II-ga
|[[Stonega II|201]]
|[[Waterga II|232]]
|[[Aeroga II|266]]
|[[Firaga II|312]]
|[[Blizzaga II|350]]
|[[Thundaga II|392]]
|N/A
|[[Banishga II|180]]
|-
|III-ga
|[[Stonega III|434]]
|[[Waterga III|480]]
|[[Aeroga III|527]]
|[[Firaga III|589]]
|[[Blizzaga III|642]]
|[[Thundaga III|697]]
|N/A
|N/A
|-
| -ja
|[[Stoneja|719]]
|[[Waterja|782]]
|[[Aeroja|844]]
|[[Firaja|902]]
|[[Blizzaja|953]]
|[[Thundaja|1004]]
|N/A
|N/A
|-
| I-ra
|[[Stonera|128]]
|[[Watera|153]]
|[[Aerora|179]]
|[[Fira|216]]
|[[Blizzara|247]]
|[[Thundara|282]]
|N/A
|N/A
|-
| II-ra
|[[Stonera II|317]]
|[[Watera II|356]]
|[[Aerora II|396]]
|[[Fira II|450]]
|[[Blizzara II|496]]
|[[Thundara II|544]]
|N/A
|N/A
|-
|AM I
|[[Quake|577]]
|[[Flood|630]]
|[[Tornado|552]]
|[[Flare|657]]
|[[Freeze|526]]
|[[Burst|603]]
|[[Impact|939]]
|[[Holy|125]]
|-
|AM II
|[[Quake II|710]]
|[[Flood II|710]]
|[[Tornado II|710]]
|[[Flare II|710]]
|[[Freeze II|710]]
|[[Burst II|710]]
|N/A
|N/A
|-
|Helix
|[[Geohelix|25]]
|[[Hydrohelix|25]]
|[[Anemohelix|25]]
|[[Pyrohelix|25]]
|[[Cryohelix|25]]
|[[Ionohelix|25]]
|[[Noctohelix|25]]
|[[Luminohelix|25]]
|-
|Ichi
|[[Doton: Ichi|10]]
|[[Suiton: Ichi|10]]
|[[Huton: Ichi|10]]
|[[Katon: Ichi|10]]
|[[Hyoton: Ichi|10]]
|[[Raiton: Ichi|10]]
|N/A
|N/A
|-
|Ni
|[[Doton: Ni|78]]
|[[Suiton: Ni|78]]
|[[Huton: Ni|78]]
|[[Katon: Ni|78]]
|[[Hyoton: Ni|78]]
|[[Raiton: Ni|78]]
|N/A
|N/A
|-
|San
|[[Doton: San|105]]
|[[Suiton: San|105]]
|[[Huton: San|105]]
|[[Katon: San|105]]
|[[Hyoton: San|105]]
|[[Raiton: San|105]]
|N/A
|N/A
|-
|}
<br><br>
 
Any equipment with "Magic Damage +" statistic as well as the bonus from [[Cascade]] has this value added to D at this point.
 
===Multiple-Target Damage Reduction===
single-target spells = 1.0 <br>
-ga spells on a single target = 1.0 <br>
-ga spells on 2 to 9 targets = 0.9 - 0.05T ''where T = number of targets'' <br>
-ga spells on 10+ targets = 0.4 <br>
(Also applies to -ja spells)<br><br>
 
Note: Magical Blue Magic spells {{verification}} and all AoE magical Blood Pacts are not subject to the multi-target damage penalty. It is unknown if [[Manifestation]] [[Drain]] is affected by this penalty.
 
===Resist===
[[resist]] = 1, 1/2, 1/4, 1/8, or 1/16 <br><br>
 
===Staff Bonus===
See [[Magic Affinity]].
 
===Day of the Week | Weather Bonus===
[[Days of the Week|Day]] | [[Weather]] Bonus is calculated as:<br>
*1.0 <br>
*+0.05 for [[Twilight Cape]] when magic matches the current day or weather.<br>
*+0.05 for [[Sorcerer's Tonban]] when magic matches the current day.<br>
*+0.03 for [[Zodiac Ring]] when magic matches the current day.<br>
plus approximately a 1/3 chance for one of the following:
*+0.1 for magic of the day <br>
*-0.1 for magic weak to the current day <br>
plus approximately a 1/3 chance for one of the following:
*+0.1 for magic matching single weather <br>
*-0.1 for magic weak to single weather <br>
*+0.25 for magic matching double weather <br>
*-0.25 for magic weak to double weather <br>
The day and weather components are guaranteed to take effect when wearing an obi matching that day or weather.<br>
Helix spells calculate day and weather bonuses at 100% at all times regardless of equipment. Weather spells do stack with natural weather and day but not beyond the natural cap of 20 for double weather and 10 for day. Also of note is this effect can work against you as weather and day of the opposing element will negatively impact your helix damage even with weather of the supporting element active in the spell form.<br>
While DWB can only naturally reach 1.35, Zodiac Ring and Twilight Cape can raise it to 1.43 if equipped together on matching day with double weather.<br>
 
===Magic Burst Bonus===
[[Magic Burst|MB]] bonus is 1.0 for no MB and 1.3 for a 2-WS [[renkei]], gaining 5% per extra [[Weapon Skill|WS]] in the [[renkei]] series (i.e. 1.35, 1.4 etc) <br>
[[Sorcerer's Gloves]] multiply the magic burst bonus by 1.05. <br>
[[Static Earring]] multiplies the magic burst bonus by 1.05.<br>
ex. ''floor(floor(floor(floor(... * MB) * Sorc.Gloves) * St.Earring) * ...)'' ->
''floor(floor(floor(floor(... * 1.3) * 1.05) * 1.05) * ...)''
<br><br>
 
===Magic Attack Bonus / Magic Defense Bonus===
[[Magic Attack Bonus|MAB]] is divided by [[Magic Defense Bonus|MDB]].<br>
 
[[Magic Attack Bonus|MAB]] is as we know it (i.e. MAB I = 1.2, MAB II = 1.24 etc). Items with the description "Magic Atk. Bonus"+X means to add X/100 to the current [[Magic Attack Bonus|MAB]]. For example, [[Moldavite Earring]] which states "Magic Atk. Bonus"+5 means to add 0.05. Correct element potency merits are +2 [[Magic Attack Bonus|MAB]] per merit, which adds 0.02.<br>
 
[[Magic Defense Bonus|MDB]] is 1.0 if not present and depends on the target of the magic.<br>
 
After calculating the ratio of [[Magic Attack Bonus|MAB]] to [[Magic Defense Bonus|MDB]], this term is truncated to two decimal places. {{verification}} <br><br>
 
===Target Magic Damage Adjustment===
Target Magic Damage Adjustment means exactly what it sounds like. Certain targets are designed to take more or less % damage. Values for this portion of the equation appear to use the 256 number system. The base value is 1 (256/256) and is adjusted according to the fractional values in the charts below. The values are added together in the presence of more than one adjustment. <br>
''ex. [[Ahriman]] have a TMDA value of (1 - 64/256) = 192/256'' <br>
''ex. An [[Evil Weapon]] with [[Shell]] has a TMDA value of (1 - 32/256 - 24/256) = 200/256'' <br>
'''Note:''' For player targets, this value is capped at 128/256 (50%).<br><br>
 
{| border="1"
|-
|'''Monster'''
|'''Base Adjustment (%)'''
|'''Adjustment (256ths)'''
|-
|[[:Category:Ahriman|Ahriman]]
| 75%
| -64/256
|-
|[[:Category:Flans|Flans]]
| 125%
| +64/256
|-
|[[:Category:Cardians|Cardians]]
| 75%
| -64/256
|-
|[[:Category:Corses|Corse]]
| 75%
| -64/256
|-
|[[:Category:Demons|Demons]]
| 75%
| -64/256
|-
|[[:Category:Evil Weapons|Evil Weapons]]
| 87.5%
| -32/256
|-
|[[:Category:Ghrah|Ghrahs]]
| 87.5%
| -32/256
|-
|[[:Category:Magic Pots|Magic Pots]]
| 50%
| -128/256
|-
|[[:Category:Lamia|Lamiae]]
| 87.5%
| -32/256
|-
|'''Effect'''
|'''Base Adjustment (%)'''
|'''Adjustment (256ths)'''
|-
|[[Shell]]
| 90.6%
| -24/256
|-
|[[Shell II]]
| 85.9%
| -36/256
|-
|[[Shell III]]
| 81.2%
| -48/256
|-
|[[Shell IV]]
| 78.1%
| -56/256
|-
|[[Shell V]] (1 merit)
| 75.8%
| -62/256
|-
|[[Shell V]] (2 merits)
| 75%
| -64/256
|-
|[[Shell V]] (3 merits)
| 74.2%
| -66/256
|-
|[[Shell V]] (4 merits)
| 73.4%
| -68/256
|-
|[[Shell V]] (5 merits)
| 72.6%
| -70/256
|-
|[[Bubble Curtain]]
| 50%
| -128/256
|-
|[[Shining Ruby]]
| 96%
| -10/256
|-
|[[Magic Damage Taken|Player Equipment]]
|varies
|varies
|}
 
<br><br><br>
 
==Helixes==
 
Follow the same rule as above but the initial Damage dealt is repeated a number of times in 10 second intervals. Weather seems to have little to no effect on duration.
 
[[Category: Guides]]

Latest revision as of 23:21, 15 March 2026

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