Damage Formula
How ATK, Crit, Penetration and Hit turn into damage, and how enemy stats reduce it.
These formulas come from the game code. They have not been fully confirmed with in-game tests yet.
Stats
| Stat | Effect |
|---|---|
| ATK | Base Damage. Every skill's damage rate is a percentage of ATK. |
| Crit | Raises crit chance. Crits deal ×2 damage. |
| Penetration | Cuts through enemy defense. |
| Hit | Lowers the chance to miss. A miss deals 0 damage. |
Crit, Penetration and Hit never add to Base Damage. They only change rolls and mitigation.
Damage of one hit
\text{Damage} = \text{ATK} \times \text{Damage Rate} \times s \times c \times (1 - r) \times \text{Bonuses}
- s = random spread between 0.94 and 1.06
- c = 1 for a normal hit, 2 for a crit
- r = defense reduction (below)
- Bonuses = damage-up buffs, gear, level difference and similar multipliers
Enemy stats
The enemy's maximum HP is part of every formula below. It appears as H/430, so high-HP enemies resist everything more.
| Your stats | Enemy stats | ||
|---|---|---|---|
| A | ATK | H | Max HP |
| C | Crit | D | Defense |
| P | Penetration | R | Crit Resist |
| T | Hit | V | Avoidance |
Defense reduction
r = 1 - \frac{1 + \dfrac{P}{A}}{1 + \dfrac{D}{H/430}} \qquad -100\% \le r \le 75\%
Damage is multiplied by 1 - r. If your Penetration is high enough, r goes negative and you deal extra damage.
Crit chance
\text{Crit chance} = \frac{1 + \dfrac{C}{P + A}}{1 + \dfrac{R}{V + D + H/430}} - 1 \qquad \text{limited to } 0 \ldots 100\%
Miss chance
\text{Miss chance} = 1 - \frac{1 + \dfrac{T}{C + P + A}}{1 + \dfrac{V}{D + H/430}} \qquad \text{limited to } 0 \ldots 75\%
Level difference
When your level is close to the enemy's (up to 2 levels apart) there's no effect. Above that, a higher level increases your damage and a lower one reduces it:
| Your level vs enemy | Damage |
|---|---|
| +3 | ×1.02 |
| +10 | ×1.408 |
| −3 | ×0.98 |
| −10 | ×0.711 |
| −20 or lower | ×0.098 |
Training dummies ignore level difference.
Try enemy stats in the Mob Stats tool.