ATK: Difference between revisions

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#REDIRECT [[Stats#ATK]]
== Overview ==
ATK is the total physical damage output before factoring in [[Attacks]] or [[Skill|Skills]]. It is broken into five parts: [[ATK#StatusATK|StatusATK]], [[ATK#WeaponATK|WeaponATK]], [[ATK#ExtraATK|ExtraATK]], [[ATK#MasteryATK|MasteryATK]], and [[ATK#BuffATK|BuffATK]]. <br>
 
'''Calculation Note''': Decimals do not actually exist in the game, so every calculation is immediately rounded down (floored). For readability, floor() is not written in the formulas. To see an example, check the [[ATK#Flooring_Example|Flooring Example]]
 
== StatusATK ==
 
This is derived from the player's [[Levels#Base Level|Base Level]], [[Stats#STR|Str]], [[Stats#DEX|Dex]], and [[Stats#LUK|Luk]]. This is always considered as Neutral property unless the player uses [[Mild Wind]].
 
=== Formula ===
 
<pre>StatusATK = (BaseLevel ÷ 4) + Str + (Dex ÷ 5) + (Luk ÷ 3)</pre>
 
''When using a [[Bow]], [[Gun]], [[Instrument]] or [[Whip]].''
 
<pre>StatusATK = (BaseLevel ÷ 4) + (Str ÷ 5) + Dex + (Luk ÷ 3)</pre>
 
== WeaponATK ==
 
This is derived from a player's equiped [[Weapons|Weapon]] and [[Stats#STR|Str]] or [[Stats#DEX|Dex]] depending on your weapon type. Variance, StatBonus, and OverUpgradeBonus is not shown in the Status Window.
 
=== Formula ===
 
<pre>WeaponATK = (BaseWeaponDamage + Variance + StatBonus + RefinementBonus + OverUpgradeBonus) × SizePenalty</pre>
 
*''Variance''
:<pre>Variance = ± 0.05 × WeaponLevel × BaseWeaponDamage</pre>
 
:Example: A level 4 weapon have a 0.05 * 4 = 20% variance. This means a level 4 weapon can do 20% less or 20% more than its base damage value. For a weapon with 100 base damage, this translate to 20% * 100 = 20 damage variance. So for each hit, the player will actually deal a random damage between 80 and 120. [[Power Maximize]] will set the damage variance to the highest, so each hit will deal 120 damage.
 
*''StatBonus''
:<pre>StatBonus = BaseWeaponDamage × Str ÷ 200</pre>
:This bonus is {{Tooltip|pseudo-elemental|Even if elemental, Ghost property treats damage as Neutral}}
 
*''StatBonus when using a [[Bow]], [[Gun]], [[Instrument]] or [[Whip]].''
:<pre>StatBonus = BaseWeaponDamage × Dex ÷ 200</pre>
:This bonus is {{Tooltip|pseudo-elemental|Even if elemental, Ghost property treats damage as Neutral}}
 
*''RefinementBonus and OverUpgradeBonus''
:* See [[Refinement_System#Weapons|Refinement Effects]].
 
*''SizePenalty''
:* See [[Size|Size Table]].
 
== ExtraATK ==
 
This refers to sum of EquipATK, ConsumableATK, AmmunitionATK, and PseudoBuffATK. While [[Cannon Ball|Cannon Balls]] are considered [[Ammunition]], they are not added to AmmunitionATK.
 
=== Formula ===
 
<pre>ExtraATK = (EquipATK + ConsumableATK + AmmunitionATK + PseudoBuffATK)</pre>
 
== P.ATK ==
P.ATK is a final multiplier that applies to all the ATK calculation above.
 
== MasteryATK ==
 
This is a special kind of ATK that has no elemental properties. This ATK mostly comes from [[:Category:Passive Skills|Passive Skills]] such as [[Beast Bane]], [[Katar Mastery]], [[Madogear License]], [[Gatling Fever]], and [[Weaponry Research]]; also, any weapons [[Forging|Forged]] with {{item |id=1000 Star Crumbs}} will also provide additional MasteryATK.
 
== BuffATK ==
 
This is a special kind of ATK that has no elemental properties. This ATK mostly comes from [[:Category:Skills|Skills]] such as [[Camouflage]].
Note that even though some buffs like [[Impositio Manus]], [[Odin's Power]], and [[Shield Spell]] are buffs, they strangely behave as [[ATK#ExtraATK|ExtraATK]] instead.
 
==Multipliers==
 
These refer to increasing/decreasing specific terms by a percentage. Additional ATK gained is not shown in the Status Window.
 
=== Group A ===
This multiplier has no elemental properties. This multiplier is applicable only to [[ATK#WeaponATK|WeaponATK]] and [[ATK#ExtraATK|ExtraATK]].
 
'''Formula Usage''':
<pre>(WeaponATK + ExtraATK) × Type2ATKMultiplier</pre>
 
*Only Type2ATKMultiplier fits this tier. It is written as ATK % in item descriptions and in some items after EP 15.2.
**This wiki will refer to it as (Type 2) ATK % for item descriptions.
*This multiplier '''does not''' stack with multipliers in Group B.
**Check [[ATK#Example_Calculations|Example Calculations]] for an example.
 
=== Group B ===
These multipliers are applicable only to [[ATK#WeaponATK|WeaponATK]] and [[ATK#ExtraATK|ExtraATK]].
 
'''Formula Usage''':
<pre>(WeaponATK + ExtraATK) × (1 + RaceMultiplier) × (1 + SizeMultiplier) × (1 + TargetPropertyMultiplier) ... and so on </pre>
 
*RaceMultiplier, SizeMultiplier, TargetPropertyMultiplier, MonsterMultiplier, ATKMultiplier and PropertyMultiplier are applied to this in that particular order.
*RaceReduction, SizeReduction, PropertyReduction and TargetPropertyReduction are applied to this in that particular order.
**CometAmpMultiplier goes somewhere in that order.
*'''Note''': Sadly iRO's item descriptions that say ATK % do not clarify if it's ATKMultiplier or Type2ATKMultiplier. However, twRO's and bRO's item descriptions do.
**This wiki will refer to ATKMultiplier as (Class) ATK % or as damage to all class/normal/boss monsters.
 
== Finalizing ==
 
This refers to putting the final touches to the ATK calculation to produce a value ready for [[Attacks]] or [[Skill|Skills]]. <br>
 
=== Formula ===
 
<pre>ATK = {(StatusATK × 2) + [(WeaponATK + ExtraATK) × Type2ATKMultiplier] + [(WeaponATK + ExtraATK) × (1 + RaceMultiplier) × (1 + SizeMultiplier) × ...]} × (1 + P.ATK ÷ 100) + MasteryATK + BuffATK</pre>
 
''Mild Wind''
 
<pre>ATK = {(StatusATK × PropertyMultiplier × 2) + [(WeaponATK + ExtraATK) × Type2ATKMultiplier] + [(WeaponATK + ExtraATK) × (1 + RaceMultiplier) × (1 + SizeMultiplier) × ...]} × (1 + P.ATK ÷ 100) + MasteryATK + BuffATK</pre>
 
== Notes ==
 
* EquipATK, See {{item|id=4043 Andre Card}} or {{item|id=9017 Orc Warrior Egg}}.
* ConsumableATK, See {{item|id=12646 Poring Pretzel}}.
* AmmunitionATK, See [[Ammunition]].
* PseudoBuffATK, See [[Striking]] or [[Occult Impaction]] effect items like {{item|id=13017 Ice Pick}} and {{item|id=4399 Memory of Thanatos Card}}.
* Type2ATKMultiplier, See [https://www.divine-pride.net/database/item/29061 Mettle Enchant] or [https://www.divine-pride.net/database/item/31017 Vicious Cookie Card]
* RaceMultiplier, See {{item|id=4035 Hydra Card}}.
* SizeMultiplier, See {{item|id=4092 Skeleton Worker Card}}.
* TargetPropertyMultiplier, See {{item|id=4049 Vadon Card}}.
* MonsterMultiplier, See {{item|id=4291 Kobold Leader Card}}.
* ATKMultiplier, See {{item|id=2644 The Sign}} or {{item|id=4140 Abysmal Knight Card}}.
* PropertyMultiplier, See [[Element|Property]].
* RaceReduction, See {{item|id=4058 Thara Frog Card}}.
* SizeReduction, See {{item|id=4254 Ogretooth Card}}.
* PropertyReduction, See {{item|id=4133 Raydric Card}}.
* TargetPropertyReduction, See {{item|id=4442 Tatacho Card}}.
* CometAmpMultiplier, See [[Comet]].
<br/>
The next step in damage calculation method is to calculate the ATK value with various Damage multipliers like skill, critical, enemy defense, etc. To see how [[ATK]] interacts with those, check out the [[Attacks]] page.
 
== Example Calculations ==
 
=== Flooring Example ===
<pre>[(BaseLevel ÷ 4) + Str + (Dex ÷ 5)]</pre> is actually calculated as <br> <pre>floor[floor(floor(BaseLevel ÷ 4) + Str) + floor(Dex ÷ 5)]</pre>
 
=== Multipliers Example ===
Setup:
* No weapon equipped
* {{Item List|id=15376|item=Illusion Armor Type A|slots=1|simple=y}}
*: ExtraATK +100
* https://static.divine-pride.net/images/items/item/20963.png [https://www.divine-pride.net/database/item/20963 +8 Temporal Str Manteau <nowiki>[1]</nowiki>]
*: ExtraATK +40
*: Type2ATKMultiplier +(4+7)%
*: SizeMultiplier +10%
* {{Item List|id=2963|item=Physical Enhancer Ring|slots=1|simple=y}} x2
*: ATKMultiplier +(5*2)%
* [[Holy]] element skill vs [[Undead]] 4
*: PropertyMultiplier +100%
 
*'''Note''': For the sake of simplicity, floor() is not included in this example.
 
<span style="white-space:normal;"> = [(WeaponATK + ExtraATK) x Type2ATKMultiplier] + [(WeaponATK + ExtraATK) x (1 + SizeMultiplier) x (1 + ATKMultiplier) x (1 + PropertyMultiplier)] <br> = [(0 + 100 + 40) x 11%] + [(0 + 100 + 40) x (1 + 10%) x (1 + 10%) + (1 + 100%)] <br> = [140 x 11%] + [140 x 110% x 110% x 200%] <br> = [15.4] + [338.8] <br> = 354.2 ≈ 354</span>
 
=== Multipliers Example 2 ===
This is a very simplified example to show how multipliers work. Note that Earth Drive Damage +% is a (better) Damage Multiplier and not an ATK Multiplier. <br>
Setup:
* {{Item List|simple=y|id=1449|item=+10 Gelerdria &#91;3&#93;}}
* https://static.divine-pride.net/images/items/item/28922.png +12 [https://www.divine-pride.net/database/item/28922 Illusion Sacred Mission <nowiki>[1]</nowiki>] - [[Earth Drive]] Damage +84%
* https://db.irowiki.org/image/item/24060.png +10 [https://www.divine-pride.net/database/item/24302 Royal Guard Shield Shadow] - [[Earth Drive]] Damage +70%
<br>
If 1 weapon card is added to the setup, which is stronger: {{Item List|simple=y|id=4690|item=True Randel Lawrence Card}} (Earth Drive Damage +60%) or https://db.irowiki.org/image/item/4001.png [https://www.divine-pride.net/database/item/27361/ Polluted Wander Man Card] (Size Damage +30%) ? <br>
With True Randel Lawrence Card: <code>(1 + 84% + 70% + 60%) = 314%</code> <br>
With Polluted Wander Man Card: <code>(1 + 84% + 70%) x (1 + 30%) ≈ 330%</code> <br>
Therefore, adding 1 Polluted Wander Man Card would result in higher damage.
 
== History ==
* {{Plainlink |url=https://irowiki.org/w/index.php?title=ATK&oldid=70966 This page}} has the previous formula before Size Penalty applied to [[ATK#ExtraATK|ExtraATK]].
* {{Plainlink |url=https://irowiki.org/w/index.php?title=ATK&oldid=66761 This page}} has the previous formula before [[ATK#Tier_1|Type2ATKMultiplier]] was discovered.
 
{{clear}}
 
{{Navbox Game Mechanics}}
 
[[Category: Mechanics]]

Revision as of 21:40, 9 March 2024

Overview

ATK is the total physical damage output before factoring in Attacks or Skills. It is broken into five parts: StatusATK, WeaponATK, ExtraATK, MasteryATK, and BuffATK.

Calculation Note: Decimals do not actually exist in the game, so every calculation is immediately rounded down (floored). For readability, floor() is not written in the formulas. To see an example, check the Flooring Example

StatusATK

This is derived from the player's Base Level, Str, Dex, and Luk. This is always considered as Neutral property unless the player uses Mild Wind.

Formula

StatusATK = (BaseLevel ÷ 4) + Str + (Dex ÷ 5) + (Luk ÷ 3)

When using a Bow, Gun, Instrument or Whip.

StatusATK = (BaseLevel ÷ 4) + (Str ÷ 5) + Dex + (Luk ÷ 3)

WeaponATK

This is derived from a player's equiped Weapon and Str or Dex depending on your weapon type. Variance, StatBonus, and OverUpgradeBonus is not shown in the Status Window.

Formula

WeaponATK = (BaseWeaponDamage + Variance + StatBonus + RefinementBonus + OverUpgradeBonus) × SizePenalty
  • Variance
Variance = ± 0.05 × WeaponLevel × BaseWeaponDamage
Example: A level 4 weapon have a 0.05 * 4 = 20% variance. This means a level 4 weapon can do 20% less or 20% more than its base damage value. For a weapon with 100 base damage, this translate to 20% * 100 = 20 damage variance. So for each hit, the player will actually deal a random damage between 80 and 120. Power Maximize will set the damage variance to the highest, so each hit will deal 120 damage.
  • StatBonus
StatBonus = BaseWeaponDamage × Str ÷ 200
This bonus is Template:Tooltip
StatBonus = BaseWeaponDamage × Dex ÷ 200
This bonus is Template:Tooltip
  • RefinementBonus and OverUpgradeBonus
  • SizePenalty

ExtraATK

This refers to sum of EquipATK, ConsumableATK, AmmunitionATK, and PseudoBuffATK. While Cannon Balls are considered Ammunition, they are not added to AmmunitionATK.

Formula

ExtraATK = (EquipATK + ConsumableATK + AmmunitionATK + PseudoBuffATK)

P.ATK

P.ATK is a final multiplier that applies to all the ATK calculation above.

MasteryATK

This is a special kind of ATK that has no elemental properties. This ATK mostly comes from Passive Skills such as Beast Bane, Katar Mastery, Madogear License, Gatling Fever, and Weaponry Research; also, any weapons Forged with 1000 Star Crumbs will also provide additional MasteryATK.

BuffATK

This is a special kind of ATK that has no elemental properties. This ATK mostly comes from Skills such as Camouflage. Note that even though some buffs like Impositio Manus, Odin's Power, and Shield Spell are buffs, they strangely behave as ExtraATK instead.

Multipliers

These refer to increasing/decreasing specific terms by a percentage. Additional ATK gained is not shown in the Status Window.

Group A

This multiplier has no elemental properties. This multiplier is applicable only to WeaponATK and ExtraATK.

Formula Usage:

(WeaponATK + ExtraATK) × Type2ATKMultiplier
  • Only Type2ATKMultiplier fits this tier. It is written as ATK % in item descriptions and in some items after EP 15.2.
    • This wiki will refer to it as (Type 2) ATK % for item descriptions.
  • This multiplier does not stack with multipliers in Group B.

Group B

These multipliers are applicable only to WeaponATK and ExtraATK.

Formula Usage:

(WeaponATK + ExtraATK) × (1 + RaceMultiplier) × (1 + SizeMultiplier) × (1 + TargetPropertyMultiplier) ... and so on 
  • RaceMultiplier, SizeMultiplier, TargetPropertyMultiplier, MonsterMultiplier, ATKMultiplier and PropertyMultiplier are applied to this in that particular order.
  • RaceReduction, SizeReduction, PropertyReduction and TargetPropertyReduction are applied to this in that particular order.
    • CometAmpMultiplier goes somewhere in that order.
  • Note: Sadly iRO's item descriptions that say ATK % do not clarify if it's ATKMultiplier or Type2ATKMultiplier. However, twRO's and bRO's item descriptions do.
    • This wiki will refer to ATKMultiplier as (Class) ATK % or as damage to all class/normal/boss monsters.

Finalizing

This refers to putting the final touches to the ATK calculation to produce a value ready for Attacks or Skills.

Formula

ATK = {(StatusATK × 2) + [(WeaponATK + ExtraATK) × Type2ATKMultiplier] + [(WeaponATK + ExtraATK) × (1 + RaceMultiplier) × (1 + SizeMultiplier) × ...]} × (1 + P.ATK ÷ 100) + MasteryATK + BuffATK

Mild Wind

ATK = {(StatusATK × PropertyMultiplier × 2) + [(WeaponATK + ExtraATK) × Type2ATKMultiplier] + [(WeaponATK + ExtraATK) × (1 + RaceMultiplier) × (1 + SizeMultiplier) × ...]} × (1 + P.ATK ÷ 100) + MasteryATK + BuffATK

Notes


The next step in damage calculation method is to calculate the ATK value with various Damage multipliers like skill, critical, enemy defense, etc. To see how ATK interacts with those, check out the Attacks page.

Example Calculations

Flooring Example

[(BaseLevel ÷ 4) + Str + (Dex ÷ 5)]

is actually calculated as

floor[floor(floor(BaseLevel ÷ 4) + Str) + floor(Dex ÷ 5)]

Multipliers Example

Setup:

  • Note: For the sake of simplicity, floor() is not included in this example.
 = [(WeaponATK + ExtraATK) x Type2ATKMultiplier] + [(WeaponATK + ExtraATK) x (1 + SizeMultiplier) x (1 + ATKMultiplier) x (1 + PropertyMultiplier)] 
= [(0 + 100 + 40) x 11%] + [(0 + 100 + 40) x (1 + 10%) x (1 + 10%) + (1 + 100%)]
= [140 x 11%] + [140 x 110% x 110% x 200%]
= [15.4] + [338.8]
= 354.2 ≈ 354

Multipliers Example 2

This is a very simplified example to show how multipliers work. Note that Earth Drive Damage +% is a (better) Damage Multiplier and not an ATK Multiplier.
Setup:


If 1 weapon card is added to the setup, which is stronger: 4690.png 4690 True Randel Lawrence Card (Earth Drive Damage +60%) or 4001.png Polluted Wander Man Card (Size Damage +30%) ?
With True Randel Lawrence Card: (1 + 84% + 70% + 60%) = 314%
With Polluted Wander Man Card: (1 + 84% + 70%) x (1 + 30%) ≈ 330%
Therefore, adding 1 Polluted Wander Man Card would result in higher damage.

History

Template:Clear

Template:Navbox Game Mechanics