ATK
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.
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 = floor[(BaseLevel ÷ 4) + Str + (Dex ÷ 5) + (Luk ÷ 3)]
When using a Bow, Gun, Instrument or Whip.
StatusATK = floor[(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 = floor[((BaseWeaponDamage + Variance + StatBonus + RefinementBonus + OverUpgradeBonus) × SizePenaltyMultiplier]
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 pseudo-elemental
StatBonus when using a Bow, Gun, Instrument or Whip.
StatBonus = BaseWeaponDamage × Dex ÷ 200
This bonus is pseudo-elemental
RefinementBonus and OverUpgradeBonus
- See Refinement Effects.
SizePenaltyMultiplier
- See Size Table.
- 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.
ExtraATK
This refers to sum of EquipATK, ConsumableATK, AmmunitionATK and PseudoBuffATK. While Cannon Balls are considered Ammunition, they are not added to AmmunitionATK.
Formula
EquipATK + ConsumableATK + AmmunitionATK + PseudoBuffATK
- 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.
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 and Weaponry Research; also, any weapons Forged with Star Crumbs will also provide additional MasteryATK.
BuffATK
This is another special kind of ATK that has no elemental properties. This ATK mostly comes from Skills such as Camouflage, Impositio Manus and Odin's Power.
Finalizing
This refers to putting the final touches to the ATK calculation to produce a value ready for Attacks or Skills.
Formula
(StatusATK × 2) + WeaponATK + ExtraATK + MasteryATK + BuffATK
Mild Wind
(floor[StatusATK × PropertyMultiplier] × 2) + WeaponATK + ExtraATK + MasteryATK + BuffATK
Notes
- EquipATK, See Andre Card.
- ConsumableATK, See Poring Pretzel.
- AmmunitionATK, See Ammunition.
- PseudoBuffATK, See Striking or Occult Impaction effect items like Ice Pick and Memory of Thanatos Card.
- RaceMultiplier, See Hydra Card.
- SizeMultiplier, See Skeleton Worker Card.
- TargetPropertyMultiplier, See Vadon Card.
- MonsterMultiplier, See Kobold Leader Card.
- ATKMultiplier, See The Sign or Abysmal Knight Card.
- PropertyMultiplier, See Property.
- RaceReduction, See Thara Frog Card.
- SizeReduction, See Ogretooth Card.
- PropertyReduction, See Raydric Card.
- TargetPropertyReduction, See Tatacho Card.
Game Mechanics | ||
---|---|---|
General | Levels • Experience • Attacks • Skills • Elements • Drop System • Monsters • Items • Status Effects | |
Stats | Primary Stats | STR • AGI • VIT • INT • DEX • LUK |
Substats | ATK • MATK • DEF • MDEF • HIT • CRIT • FLEE • ASPD | |
HP / SP | Max HP • Max SP • HP Recovery • SP Recovery • Healing Items • Restoration Calculation | |
Quasi-Stats | Attack Range • Cast Time • Perfect Dodge • Perfect Hit • Weight Limit • Movement Speed |