Magic Damage: Difference between revisions
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<var>Damage Dealt</var> = <var>D</var> × <var>MTDR</var> × <var>Staff</var> × <var>Affinity</var> × <var>Resist</var> × <var>Resistance Rank Reduction</var> × <var>MB</var> × <var> | <var>Damage Dealt</var> = <var>D</var> × <var>MTDR</var> × <var>Staff</var> × <var>Affinity</var> × <var>Resist</var> × <var>Resistance Rank Reduction</var> × <var>MB</var> × <var>MBGB</var> × <var>Day & Weather</var> × <var>MAB/MDB</var> × <var>TMDA</var> × <var>Potency Multipliers</var> | ||
Damage Dealt is calculated by multiplying the following terms in order (see above). After each multiplication step, the product is floored to the next lowest integer before continuing to the next multiplier. Each term after D starts with a base of 1.0 and is increased or decreased by caster and target stats and attributes as well as other effects. | Damage Dealt is calculated by multiplying the following terms in order (see above). After each multiplication step, the product is floored to the next lowest integer before continuing to the next multiplier. Each term after D starts with a base of 1.0 and is increased or decreased by caster and target stats and attributes as well as other effects. | ||
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#'''Staff''': Elemental staff hidden damage bonus multiplier | #'''Staff''': Elemental staff hidden damage bonus multiplier | ||
#'''Affinity''': Elemental affinity damage bonus multiplier (from Magian Staves, Atma, Atmacite, and Elemental "Magic Atk. Bonus") | #'''Affinity''': Elemental affinity damage bonus multiplier (from Magian Staves, Atma, Atmacite, and Elemental "Magic Atk. Bonus") | ||
#'''Resist''': Reduction of spell damage due to resist states | #'''[[Resistance|Resist]]''': Reduction of spell damage due to resist states | ||
#'''Resistance Rank Reduction''': Reduction of spell damage due to resistance rank | #'''Resistance Rank Reduction''': Reduction of spell damage due to resistance rank | ||
#'''MB''': Magic Burst | #'''MB''': [[Magic Burst]] | ||
#''' | #'''MBGB''': Magic Burst Gear Bonus | ||
#'''Day & Weather''': Day and Weather multipliers, including | #'''[[Days of the Week|Day]] & [[Weather]]''': Day and Weather multipliers, including [[Iridesence]] and equipment modifiers | ||
#'''MAB / MDB''': Caster Magic Attack Bonus factor divided by target's Magic Defense Bonus factor | #'''MAB / MDB''': Caster [[Magic Attack Bonus]] factor divided by target's [[Magic Defense Bonus]] factor | ||
#'''TMDA''': Target Magic Damage Adjustment (Magic Damage Taken reduction) | #'''TMDA''': Target Magic Damage Adjustment (Magic Damage Taken reduction) | ||
#'''Potency Multipliers''': e.g. Ebullience, Klimaform Bonus, etc. | #'''Potency Multipliers''': e.g. [[Ebullience]], [[Klimaform]] Bonus, etc. | ||
==Explanation of Factors== | ==Explanation of Factors== | ||
===Calculation of D=== | ===Calculation of D=== | ||
Each magic spell has a base value V. | Each magic spell has a base value V. | ||
Each magic tier has an inherent mutliplier value M. | |||
Let dINT be (Caster's INT - Target's INT). | Let dINT be (Caster's INT - Target's INT). | ||
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|{{Ice}} | |{{Ice}} | ||
|{{Lightning}} | |{{Lightning}} | ||
|{{Light}} | |{{Light}} | ||
|- | |- | ||
| Line 98: | Line 98: | ||
|[[Blizzard|46]] | |[[Blizzard|46]] | ||
|[[Thunder|60]] | |[[Thunder|60]] | ||
|[[Banish|14]] | |[[Banish|14]] | ||
|- | |- | ||
| Line 108: | Line 107: | ||
|[[Blizzard II|155]] | |[[Blizzard II|155]] | ||
|[[Thunder II|178]] | |[[Thunder II|178]] | ||
|[[Banish II|85]] | |[[Banish II|85]] | ||
|- | |- | ||
| Line 118: | Line 116: | ||
|[[Blizzard III|320]] | |[[Blizzard III|320]] | ||
|[[Thunder III|345]] | |[[Thunder III|345]] | ||
|[[Banish III|198]] | |[[Banish III|198]] | ||
|- | |- | ||
| Line 128: | Line 125: | ||
|[[Blizzard IV|506]] | |[[Blizzard IV|506]] | ||
|[[Thunder IV|541]] | |[[Thunder IV|541]] | ||
|N/A | |N/A | ||
|- | |- | ||
| Line 148: | Line 134: | ||
|[[Blizzaga|145]] | |[[Blizzaga|145]] | ||
|[[Thundaga|172]] | |[[Thundaga|172]] | ||
|[[Banishga|50]] | |[[Banishga|50]] | ||
|- | |- | ||
| Line 158: | Line 143: | ||
|[[Blizzaga II|350]] | |[[Blizzaga II|350]] | ||
|[[Thundaga II|392]] | |[[Thundaga II|392]] | ||
|[[Banishga II|180]] | |[[Banishga II|180]] | ||
|- | |- | ||
| Line 168: | Line 152: | ||
|[[Blizzaga III|642]] | |[[Blizzaga III|642]] | ||
|[[Thundaga III|697]] | |[[Thundaga III|697]] | ||
|N/A | |N/A | ||
|- | |- | ||
| Line 208: | Line 161: | ||
|[[Freeze|526]] | |[[Freeze|526]] | ||
|[[Burst|603]] | |[[Burst|603]] | ||
|[[Holy|125]] {{Changes}} {{Verification}} (256?) | |[[Holy|125]] {{Changes}} {{Verification}} (256?) | ||
|- | |- | ||
|Ichi | |Ichi | ||
| Line 238: | Line 170: | ||
|[[Hyoton: Ichi|10]] | |[[Hyoton: Ichi|10]] | ||
|[[Raiton: Ichi|10]] | |[[Raiton: Ichi|10]] | ||
|N/A | |N/A | ||
|- | |- | ||
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|[[Hyoton: Ni|78]] | |[[Hyoton: Ni|78]] | ||
|[[Raiton: Ni|78]] | |[[Raiton: Ni|78]] | ||
|N/A | |N/A | ||
|- | |- | ||
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Any equipment with "Magic Damage +" statistic | Any equipment with "Magic Damage +" statistic has this value added to D at this point. | ||
===Multiple-Target Damage Reduction=== | ===Multiple-Target Damage Reduction=== | ||
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-ga spells on 10+ targets = 0.4 | -ga spells on 10+ targets = 0.4 | ||
===Resist=== | ===Resist=== | ||
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===Day of the Week | Weather Bonus=== | ===Day of the Week | Weather Bonus=== | ||
In general, elemental magic is stronger on with the same element day/weather. | |||
Day | Weather Bonus is calculated as: | Day | Weather Bonus is calculated as: | ||
*1.0 | *1.0 | ||
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The day and weather components are guaranteed to take effect when wearing an obi matching that day or weather. | The day and weather components are guaranteed to take effect when wearing an obi matching that day or weather. | ||
While a double weather bonus 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. | |||
===Magic Burst | ===Magic Burst & Magic Burst Gear=== | ||
MB bonus is 1.0 for no MB and 1.3 for a 2 | MB bonus is 1.0 for no MB and 1.3 for a [[skillchain]] from 2 [[Weapon Skill]]s, gaining 5% per extra WS in the skillchain series (i.e. 1.35, 1.4 etc) | ||
Sorcerer's Gloves multiply the magic burst bonus by 1.05. | Sorcerer's Gloves multiply the magic burst bonus by 1.05. | ||
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{| border="1" | {| border="1" | ||
|- | |- | ||
|'''Monster''' | |'''Monster''' | ||
|'''Base Adjustment (%)''' | |'''Base Adjustment (%)''' | ||
|'''Adjustment (256ths)''' | |'''Adjustment (256ths)''' | ||
|- | |- | ||
|Ahriman | |[[:Category:Ahriman|Ahriman]] | ||
|75% | | 75% | ||
| -64/256 | | -64/256 | ||
|- | |- | ||
|Flans | |[[:Category:Flans|Flans]] | ||
|125% | | 125% | ||
| +64/256 | | +64/256 | ||
|- | |- | ||
|Cardians | |[[:Category:Cardians|Cardians]] | ||
|75% | | 75% | ||
| -64/256 | | -64/256 | ||
|- | |- | ||
|Corse | |[[:Category:Corses|Corse]] | ||
|75% | | 75% | ||
| -64/256 | | -64/256 | ||
|- | |- | ||
|Demons | |[[:Category:Demons|Demons]] | ||
|75% | | 75% | ||
| -64/256 | | -64/256 | ||
|- | |- | ||
|Evil Weapons | |[[:Category:Evil Weapons|Evil Weapons]] | ||
|87.5% | | 87.5% | ||
| -32/256 | | -32/256 | ||
|- | |- | ||
|Ghrahs | |[[:Category:Ghrah|Ghrahs]] | ||
|87.5% | | 87.5% | ||
| -32/256 | | -32/256 | ||
|- | |- | ||
|Magic Pots | |[[:Category:Magic Pots|Magic Pots]] | ||
|50% | | 50% | ||
| -128/256 | | -128/256 | ||
|- | |- | ||
|Lamiae | |[[:Category:Lamia|Lamiae]] | ||
|87.5% | | 87.5% | ||
| -32/256 | | -32/256 | ||
|- | |- | ||
|'''Effect''' | |'''Effect''' | ||
|'''Base Adjustment (%)''' | |'''Base Adjustment (%)''' | ||
|'''Adjustment (256ths)''' | |'''Adjustment (256ths)''' | ||
|- | |- | ||
|[[Shell]] | |[[Shell]] | ||
|90.6% | | 90.6% | ||
| -24/256 | | -24/256 | ||
|- | |- | ||
|Shell II | |[[Shell II]] | ||
|85.9% | | 85.9% | ||
| -36/256 | | -36/256 | ||
|- | |- | ||
|Shell III | |[[Shell III]] | ||
|81.2% | | 81.2% | ||
| -48/256 | | -48/256 | ||
|- | |- | ||
|Shell IV | |[[Shell IV]] | ||
|78.1% | | 78.1% | ||
| -56/256 | | -56/256 | ||
|- | |- | ||
| | |[[Bubble Curtain]] | ||
| 50% | |||
| -128/256 | |||
|- | |||
|[[Shining Ruby]] | |||
| 96% | |||
| -10/256 | |||
|- | |||
|Player Equipment | |||
|varies | |||
|varies | |||
|50% | |||
| -128/256 | |||
|- | |||
|[[Shining Ruby]] | |||
|96% | |||
| -10/256 | |||
|- | |||
|Player Equipment | |||
|varies | |||
|varies | |||
|} | |} | ||
===Magic Efficiency=== | ===Magic Efficiency=== | ||
See [[Magic Efficiency]] | See [[Magic Efficiency]] | ||
Revision as of 23:20, 15 March 2026
Magic Damage Equation
Damage Dealt = D × MTDR × Staff × Affinity × Resist × Resistance Rank Reduction × MB × MBGB × Day & Weather × MAB/MDB × TMDA × Potency Multipliers
Damage Dealt is calculated by multiplying the following terms in order (see above). After each multiplication step, the product is floored to the next lowest integer before continuing to the next multiplier. Each term after D starts with a base of 1.0 and is increased or decreased by caster and target stats and attributes as well as other effects.
- D: INT-adjusted base spell damage
- MTDR: Multiple-Target Damage Reduction (for area of effect spells)
- Staff: Elemental staff hidden damage bonus multiplier
- Affinity: Elemental affinity damage bonus multiplier (from Magian Staves, Atma, Atmacite, and Elemental "Magic Atk. Bonus")
- Resist: Reduction of spell damage due to resist states
- Resistance Rank Reduction: Reduction of spell damage due to resistance rank
- MB: Magic Burst
- MBGB: Magic Burst Gear Bonus
- Day & Weather: Day and Weather multipliers, including Iridesence and equipment modifiers
- MAB / MDB: Caster Magic Attack Bonus factor divided by target's Magic Defense Bonus factor
- TMDA: Target Magic Damage Adjustment (Magic Damage Taken reduction)
- Potency Multipliers: e.g. Ebullience, Klimaform Bonus, etc.
Explanation of Factors
Calculation of D
Each magic spell has a base value V.
Each magic tier has an inherent mutliplier value M.
Let dINT be (Caster's INT - Target's INT).
(Banishes and Holy, substitute MND for INT).
For dINT < 0: D = V + dINT (when dINT is a penalty, the tier mult. is always 1)
For dINT > 0, but less than some inflection point: D = V + (dINT * M)
For dINT > 0, but after some inflection point: D = V + (const + (dINT-const) * M / 2))
(above some critical value, adding INT/MND becomes half as effective)
For dINT > 0, but after some cap: D = cap
Elemental Magic:
M = 1.0 for all Helix spells.
M = 1.0 for all Ichi and Ni Ninjutsu spells.
M = 1.0 for all tier I/II single-target spells.
M = 1.0 for all -ga spells up to Blizzaga II.
M = 1.0 for all -ra spells up to Aerora II.
M = 1.5 for all San Ninjutsu spells.
M = 1.5 for all tier III single-target spells.
M = 1.5 for all -ga spells Thundaga II and beyond.
M = 1.5 for all -ra spells Fira II and beyond.
M = 2.0 for all tier IV and Ancient Magic spells.
M = ~2.299 for all tier V single-target spells.
Divine Magic:
M = 1.0 for Banish and Banish II.
M = 1.0 for Banishga and Banishga II.
M = 1.0 for Holy.
M = 1.5 for Banish III.
V values by spell:
| Spell | Earth | Water | Wind | Fire | Ice | Lightning | Light |
| I | 10 | 16 | 25 | 35 | 46 | 60 | 14 |
| II | 78 | 95 | 113 | 133 | 155 | 178 | 85 |
| III | 210 | 236 | 265 | 295 | 320 | 345 | 198 |
| IV | 381 | 410 | 440 | 472 | 506 | 541 | N/A |
| I-ga | 56 | 74 | 93 | 120 | 145 | 172 | 50 |
| II-ga | 201 | 232 | 266 | 312 | 350 | 392 | 180 |
| III-ga | 434 | 480 | 527 | 589 | 642 | 697 | N/A |
| AM I | 577 | 630 | 552 | 657 | 526 | 603 | 125 |
| Ichi | 10 | 10 | 10 | 10 | 10 | 10 | N/A |
| Ni | 78 | 78 | 78 | 78 | 78 | 78 | N/A |
Any equipment with "Magic Damage +" statistic has this value added to D at this point.
Multiple-Target Damage Reduction
single-target spells = 1.0
-ga spells on a single target = 1.0
-ga spells on 2 to 9 targets = 0.9 - 0.05T where T = number of targets
-ga spells on 10+ targets = 0.4
Resist
There are four possible Resist states for spells which deal magical damage. The likelihood of increasing resist states is dependent on the caster's Magic Accuracy and the target's Magic Evasion (the combined influence of the two determines the caster's Magic Hit Rate).
- Unresisted: Resist = 1.0
- 1/2 Resist: Resist = 0.5
- 3/4 Resist: Resist = 0.25
- 7/8 Resist: Resist = 0.125
Note that for spells with multiple targets, the resist value for each target is determined independently.
Resistance Rank Reduction
When a monster's resistance rank to an element is 50% or lower, an additional forced resist of 1/2 = 50% is added onto the previous resist, calculated multiplicatively.
Staff
- For Chatoyant Staff or HQ Staff matching element (e.g. Vulcan's Staff and a fire-elemental spell), Staff = 1.15
- For Iridal Staff or NQ Staff matching element (e.g. Fire Staff and a fire-elemental spell), Staff = 1.1
- For NQ Staff of the ascendant or opposed element (e.g. Earth Staff and a lightning-elemental spell) Staff = 0.9
- For HQ Staff of the ascendant or opposed element (e.g. Terra's Staff and a lightning-elemental spell), Staff = 0.85
- For all other weapons, Staff = 1.0
Day of the Week | Weather Bonus
In general, elemental magic is stronger on with the same element day/weather.
Day | Weather Bonus is calculated as:
- 1.0
- +0.05 for Sorcerer's Tonban when magic matches the current day.
- +0.03 for Zodiac Ring when magic matches the current day.
plus approximately a 1/3 chance for one of the following:
- +0.1 for magic of the day
- -0.1 for magic weak to the current day
plus approximately a 1/3 chance for one of the following:
- +0.1 for magic matching single weather
- -0.1 for magic weak to single weather
- +0.25 for magic matching double weather
- -0.25 for magic weak to double weather
The day and weather components are guaranteed to take effect when wearing an obi matching that day or weather.
While a double weather bonus 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.
Magic Burst & Magic Burst Gear
MB bonus is 1.0 for no MB and 1.3 for a skillchain from 2 Weapon Skills, gaining 5% per extra WS in the skillchain series (i.e. 1.35, 1.4 etc)
Sorcerer's Gloves multiply the magic burst bonus by 1.05.
Static Earring multiplies the magic burst bonus by 1.05.
ex. floor(floor(floor(floor(... * MB) * Sorc.Gloves) * St.Earring) * ...) -> floor(floor(floor(floor(... * 1.3) * 1.05) * 1.05) * ...)
Magic Attack Bonus / Magic Defense Bonus
MAB is divided by MDB.
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 MAB. For example, Moldavite Earring which states "Magic Atk. Bonus"+5 means to add 0.05. Correct element potency merits are +2 MAB per merit, which adds 0.02.
MDB is 1.0 if not present and depends on the target of the magic.
After calculating the ratio of MAB to MDB, this term is truncated to two decimal places.
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.
ex. Ahriman have a TMDA value of (1 - 64/256) = 192/256
ex. An Evil Weapon with Shell has a TMDA value of (1 - 32/256 - 24/256) = 200/256
Note: For player targets, this value is capped at 128/256 (50%).
| Monster | Base Adjustment (%) | Adjustment (256ths) |
| Ahriman | 75% | -64/256 |
| Flans | 125% | +64/256 |
| Cardians | 75% | -64/256 |
| Corse | 75% | -64/256 |
| Demons | 75% | -64/256 |
| Evil Weapons | 87.5% | -32/256 |
| Ghrahs | 87.5% | -32/256 |
| Magic Pots | 50% | -128/256 |
| 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 |
| Bubble Curtain | 50% | -128/256 |
| Shining Ruby | 96% | -10/256 |
| Player Equipment | varies | varies |
Magic Efficiency
See Magic Efficiency

