Вы находитесь на странице: 1из 5

# DMG Formula exposed! Each dmg modifier explained!

## DMG Formula exposed! Each dmg

modifier explained!
AA/refine/stalkers hidden bonus
Have you ever wonder why your basic attack was 1k and went just to 1.5k
after use a converter which supposedly does 200% dmg to a target?
What about when your damage of 10k went up to just 11k after a 20%
elemental card was equipped?

So, here is the formula I figured out for RO mobile dmg calculation, the
s​tart formula I found on this post:
ck_formula/, but wasn't very well explained or accurate, so based on
tests, stats/gears/cards switches I could came to this formula:

SkillDmg=
(((baseAtk*AtkInc%*WeaponSize*SizeMod*ElementMod*Converter
Mod*ElementDmgInc+StatsAtk)*RaceMod*Penetration*HiddenRefin
eBonus*DefRed)+RefineAtk)*GearSkillMod*RuneMod*SkillMod%*D
mgInc%

(((baseAtk+MainStat*3+bonusAA)*AtkInc%*WeaponSize*SizeMod*
ElementMod*ConverterMod*ElementDmgInc+StatsAtk)*RaceMod*P
enetration*HiddenRefineBonus*DefRed)+RefineAtk)*DmgInc%

CritDmg=
((((baseAtk+MainStat*3+bonusAA)*AtkInc%*WeaponSize*SizeMod*
ElementMod*ConverterMod*ElementDmgInc+StatsAtk)*RaceMod*P
enetration*HiddenRefineBonus)+RefineAtk)*DmgInc% *CritDmg%

Here is a link to a simple worksheet I made that you can use to calculate

DMG Formula exposed! Each dmg modifier explained! AA/refine/stalkers hidden bonus : RagnarokMobile 16/5/20, 10:00 AM

your dmg and check is the formula is accurate, and plan ahead which
iygv6Xfy-O-gkEN-NQc/edit?usp=sharing

## (100% accurate with the presented modifiers, tested on

archer/rogue/blacksmith class aa and skills)

Is a bit complicated, but the mais point is that your attack is split in 2
parts, 1st I will call baseAtk and another statAtk, your stat atk is provided
by your main stats (dex*dex/100 + luk/5 + str/5 rounded down for bow
users), and baseAtk provided by gears, enchant, enhance, skills etc.

## Step by step, and which modifier is better than others:

-Your baseAtk is stronger than statAtk, since statAtk wont multiply your
atk%/sizeMod/elementMod/converter/weaponMod/ownElementMod,
thats the mais reason a converter wont roughly double your dmg
together with refine atk placement.

## -Penetration and Racial​ modifiers (hydra card) are stronger than

Elemental modifiers (vadon card) and Size modifiers​ (desert wolf card)
cause it will be calculated after statAtk is added, so +15% racial dmg will
almost be full 15%, it wont be exactly 15% final damage cause refine atk
comes later.

## -Defense reduction is calculated before RefineAtk is added, I only test

defense of monsters, didn't test yet racial/refineRed from PvP, you can
check the defense reduction formula inside the worksheet.

## -RefineAtk will be added after racial and defense reduction multipliers, so

its very weak since it wont benefit from racial/element/size/converters, it
will just shine cause it ignore defense.

-Damage increase% and modifiers of skills from cards and runes comes

DMG Formula exposed! Each dmg modifier explained! AA/refine/stalkers hidden bonus : RagnarokMobile 16/5/20, 10:00 AM

## later, as bosses/Non-bosses modifiers (not included on formula yet),

that's why these stats are the best, cause it will multiply all kinds of atk
(refine, stat, base).

-For auto attack (AA) I found why the fucking hell its a number way
bigger than your displayed attack, its because every class get an AA dmg
of 3 times your main stat, so a Sniper with 200 dex get all the atk from
the dex plus +600 AA dmg.

-Crit Dmg base bonus is +50%, so with no modifiers a crit will deal 150%
of AA dmg (more if target def is > 0). And it will be calculates last, so will
benefit from all kinds of attack too.

Final notes:

-Special thanks to ZeoKen user, he figured out the exact value of the
hidden refine bonus multiplier and its position in the formula, so when
your weapon and accessories reach +5/+10/+15, each one will give you a
+0.9% hiddenRefineBonus multiplier that pairs with the racial multiplier.
So in total you can have +8.1% multiplier just from refine.

## -Penetration was tested just on 0 def targets, it multiply last, so its a

stronger multiplier, but need more tests to add on the sheet.

## -I also name the displayed attack as *BUG* cause it isnt accurate, it

display your baseAtk+statAtk multiplied by the atk% bonus, but in fact
the atk% just miltiply your baseAtk.

-Double Strafe for archer class will add +50 atk on lvl 1, and +25 per lvl
till lvl 5, having a +150 flat dmg bonus (not multiplied by any modifiers)
form lvl 6 to 10. Don't apply to stalkers.

-Arrow Repel has a +50 flat dmg bonus on any lvl, no other bow archer
skills has these flat bonuses.

DMG Formula exposed! Each dmg modifier explained! AA/refine/stalkers hidden bonus : RagnarokMobile 16/5/20, 10:00 AM

-I know now why the fucking hell my stalker do more dmg than my sniper,
Stalkes have a hidden baseLvl x 4 attack bonus, I don't know why, so my
lvl 80 stalker has 320 attack bonus right off the bat​. Don't apply to
blacksmith as well (another class that I tested dmg, need to test on other
classes).

-Elemental effects like parcel hat and fire/holy sniper runes wanst tested
yet.

## -Sorry for my poor English.

Special Notes​:

-Thx for everyone who was interested to it and sent me direct, links and
stuff to improve my dmg calculation knowledge, I really appreciate it;

## -Thx for the guy who gave me the Gold Award;

-I tested Elemental damage increase from player (​doom axe, parcel hat,
sniper fire/holy runes), and it behaves as a new multiplier in the same
bracket as size and elemental modifiers;

## -I tested penetration (with gacha Night Watch Nether headgear: +3%

pen.), and it isnt related to defense of monsters, it will be a new multiplier
on the same brackert of racial modifier, it will add +% dmg regardless of
monster def;

-Other classes has a base level attack growth, needs more research, but
looks like thief has a 2*baseLvl, rogue/sin *3, stalker/sinX *4... another
classes yet to be discovered.

TLDR:

General:
DmgInc=Pen=Crit%=skill%=runes%>Race>Size=Element=converter=atk