ATK
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 when using a Bow, Gun, Instrument or Whip.
StatBonus = BaseWeaponDamage × Dex ÷ 200
- This bonus is Template:Tooltip
- RefinementBonus and OverUpgradeBonus
- See Refinement Effects.
- SizePenalty
- See Size Table.
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.
- Check Example Calculations for an example.
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
- EquipATK, See 4043 Andre Card or 9017 Orc Warrior Egg.
- ConsumableATK, See 12646 Poring Pretzel.
- AmmunitionATK, See Ammunition.
- PseudoBuffATK, See Striking or Occult Impaction effect items like 13017 Ice Pick and 4399 Memory of Thanatos Card.
- Type2ATKMultiplier, See Mettle Enchant or Vicious Cookie Card
- RaceMultiplier, See 4035 Hydra Card.
- SizeMultiplier, See 4092 Skeleton Worker Card.
- TargetPropertyMultiplier, See 4049 Vadon Card.
- MonsterMultiplier, See 4291 Kobold Leader Card.
- ATKMultiplier, See 2644 The Sign or 4140 Abysmal Knight Card.
- PropertyMultiplier, See Property.
- RaceReduction, See 4058 Thara Frog Card.
- SizeReduction, See 4254 Ogretooth Card.
- PropertyReduction, See 4133 Raydric Card.
- TargetPropertyReduction, See 4442 Tatacho Card.
- CometAmpMultiplier, See Comet.
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:
- No weapon equipped
- 15376 Illusion Armor Type A [1]
- ExtraATK +100
- +8 Temporal Str Manteau [1]
- ExtraATK +40
- Type2ATKMultiplier +(4+7)%
- SizeMultiplier +10%
- 2963 Physical Enhancer Ring [1] 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.
= [(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:
- 1449 +10 Gelerdria [3]
- +12 Illusion Sacred Mission [1] - Earth Drive Damage +84%
- +10 Royal Guard Shield Shadow - Earth Drive Damage +70%
If 1 weapon card is added to the setup, which is stronger: 4690 True Randel Lawrence Card (Earth Drive Damage +60%) or 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
- This page has the previous formula before Size Penalty applied to ExtraATK.
- This page has the previous formula before Type2ATKMultiplier was discovered.