Frequently Asked Questions

How does Additional Damage work?

Additional Damage increases damage of skills and attacks according to this formula:

(9/16) * Attack * Additional_Damage * Skill^{ 0.65}

**Attack** = Physical or Magical Attack stat of your character without any +X% Attack bonuses from equipment. Permanent Passives increasing/decreasing Attack still apply.
**Additional_Damage** = Additional Damage stat of your character
**Skill** = Damage of the used skill/attack. Increased by Skill Tier Damage and Specific Skill Damage

Additional Damage is not affected by anything else that would increase/decrease its effect. That includes Maximize (Add. Damage uses your average Attack), Critical, All Skill Damage, Defence or any Buffs that are not specifically for Additional Damage.

**Example**: 24000 Attack including 20% Attack Bonus,60% Additional Damage,Skill doing 5000% damage,60% Skill Tier Damage,40% Skill Specific Damage

**Solution**: (9/16) * (24000 / 1.2) * 0.6 * (50 * (1 + 0.6 + 0.4))^{ 0.65} = **134 680.2**

How do different sources of Skill Damage work?

Skill Damage sources are separated into different pools. The values inside these pools are stacking additively and the pools themselves are stacking multiplicatively.

**All Skill Damage** = Only the "All Skill Damage" stat from equipment/ERP/possible other permanent sources.
**Skill Tier Damage** = Skill Damage specific to a single Skill Tier (Bravery, Strength, Tenacity, Flexibility, Hyperactive) and Skill Damage specific to a single Skill.
May also include some passives that increase damage of specific skill.
**Skill Tier Stacking Damage** = Stacking Buff from currently unobtainable effect "Upon Using a [Bravery/Strength/Tenacity/Flexibility] Skill, increase [Bravery/Strength/Tenacity/Flexibility] Skill's damage for [10/15] sec. by X%".
**Command Attack Damage** = Stat specifically increasing the damage of commands. If a skill also counts as a command, Command Damage gets its own pool.

Any other source of Skill Damage, like class specific buffs, would get their own pool. The resulting multiplier of all these pools is then used to multiply the damage of the affected attacks.

**Example**: 40% All Skill Damage,70% Skill Tier Damage,40% Specific Skill Damage,5 Stacks of 10% Skill Tier Stacking Damage

**Solution**: (1 + 0.4) * (1 + 0.7 + 0.4) * (1 + 5 * 0.1) = **4.41** ≡ 341% increase

How does Critical Damage work?

There are several sources of Critical Damage that stack together differently. Unless you have 100% Critical Chance, the average damage increase from Critical Damage will be reduced, because not all of your attacks are going to be criticals. To calculate your average damage multiplier with Critical Chance and Damage, you want to use this formula:

1 - Crit_Chance + Crit_Chance * ((1.5 + Crit_Dam_Buff_Add) * (1 + Crit_Dam_Buff_Mult) + Crit_Dam_Equip) * Crit_Dam_Debuff

**Crit_Chance** = Critical Chance stat of your character
**Crit_Dam_Buff_Add** = Critical Damage passives and buffs that stack additively
**Crit_Dam_Buff_Mult** = Critical Damage passives and buffs that stack multiplicatively
**Crit_Dam_Equip** = Critical Damage from gear that shows in the stat window
**Crit_Dam_Debuff** = Debuffs that increase received Critical Damage

Most passives and buffs are currently additive. There were some multiplicative ones in the past, but recently all, that i know, got changed to additive too. The only debuffs increasing Critical Damage, that i know of, are Stigma Shot and Remaining Stigma.

**Example**: 90% Critical Chance,40% Critical Damage from gear,10% additive Critical Damage buff,20% multiplicative Critical Damage buff

**Solution**: 1 - 0.9 + 0.9 * ((1.5 + 0.1) * (1 + 0.2)) + 0.4) = **2.188** ≡ 118.8% increase

What is Normalization?

Normalization means that the more of a stat you have, the harder it is to get. Currently there are 10 stats that are getting normalized. These stats are: Critical Chance, Maximize, Additional Damage, Damage Reduction, Awakening Charge, MP Recovery when Attacking, MP Recovery when Attacked, Attack Speed, Moving Speed and Jump Speed.

Different stats are normalized in different ways. Each stat has Efficiency stages that show how many percents of that stat you will get while in the corresponding range of values. All the efficiency stages are in the table below and visualised in the graph. For easy calculations with normalized stats, you can use also use my calculator.

Unnormalized | Normalized | Efficiency |
---|---|---|

0% ~ 40% | 0% ~ 40% | 100% |

40% ~ 80% | 40% ~ 70% | 75% |

80% ~ 120% | 70% ~ 90% | 50% |

120% ~ 160% | 90% ~ 100% | 25% |

Unnormalized | Normalized | Efficiency |
---|---|---|

0% ~ 40% | 0% ~ 40% | 100% |

40% ~ 75% | 40% ~ 68% | 80% |

75% ~ 105% | 68% ~ 86% | 60% |

105% ~ 140% | 86% ~ 100% | 40% |

Unnormalized | Normalized | Efficiency |
---|---|---|

0% ~ 40% | 0% ~ 40% | 100% |

40% ~ 80% | 40% ~ 70% | 75% |

80% ~ 125% | 70% ~ 92.5% | 50% |

125% ~ 160% | 92.5% ~ 102.5% | 25% |

Unnormalized | Normalized | Efficiency |
---|---|---|

0% ~ 20% | 0% ~ 20% | 100% |

20% ~ 45% | 20% ~ 32.5% | 50% |

45% ~ 75% | 32.5% ~ 41.25% | 35% |

75% ~ 95% | 41.25% ~ 45% | 15% |

Unnormalized | Normalized | Efficiency |
---|---|---|

0% ~ 20% | 0% ~ 20% | 100% |

20% ~ 35% | 20% ~ 32.75% | 85% |

35% ~ 45% | 32.75% ~ 40.25% | 75% |

45% ~ 60% | 40.25% ~ 50% | 65% |

Unnormalized | Normalized | Efficiency |
---|---|---|

0% ~ 30% | 0% ~ 30% | 100% |

30% ~ 55% | 30% ~ 38.75% | 35% |

55% ~ 85% | 38.75% ~ 46.25% | 25% |

85% ~ 110% | 46.25% ~ 50% | 15% |

Unnormalized | Normalized | Efficiency |
---|---|---|

0% ~ 20% | 0% ~ 20% | 100% |

20% ~ 35% | 20% ~ 24.5% | 30% |

35% ~ 55% | 24.5% ~ 28.5% | 20% |

55% ~ 70% | 28.5% ~ 30% | 10% |

The Unnormalized column shows the stats that you would have if there was no normalization. The Normalized column shows the actual amount of stats that you will have in the stats window.

Even tho buffs are not showed in the stats window, normalization can still affect them. If a stat bonus crosses the efficiency stage, different parts of the stat bonus is normalized differently.

How much does Head Hunter increase damage?

Because the Head Hunter not only increases Boss Damage, but also decreases Attack Power, the actual effectiveness of it is decreased. Because both the Boss Damage increase and the Attack Power decrease are additive to other bonuses, you need to know these bonuses to properly calculate the actual damage increase by using this formula:

(1 + Boss_damage + HH_Boss_damage) * (1 + Attack_bonus + HH_Attack_bonus) / ((1 + Boss_damage) * (1 + Attack_bonus))

**Boss_damage** = Boss Damage stat of your character
**HH_Boss_damage** = Boss Damage bonus of the Head Hunter (Rare = 0.4, Elite = 0.6, Unique = 0.8)
**Attack_bonus** = Attack Power bonuses from permanent passives and guild skills
**HH_Attack_bonus** = Attack Power reduction of the Head Hunter (Rare = -0.18, Elite = -0.2, Unique = -0.24)

**Example**: 40% Boss Damage,10% Attack Power from Transcendence passive,1.5% Attack Power from Guild passive,Elite Head Hunter

**Solution**: (1 + 0.4 + 0.6) * (1 + 0.1 + 0.015 - 0.2) / ((1 + 0.4) * (1 + 0.1 + 0.015)) = **1.1723** ≡ 17.23% increase

You can also use this table and graph to see the effectiveness of all Head Hunter rarities and the benefits of upgrading Head Hunter based on your Boss Damage and Attack passives.

How does Defence work?

Defence has two values, the percent value and the numeric value. The percent value shows how much it reduces received damage. The numeric value is used whenever the Defence is increased or decreased by stats or effects. To find the numeric value of Defence from the percent value, use this formula:

Def_multiplier * Def_percent / (1 - Def_percent)

To find the percent value of Defence from the numeric value, use this formula:

(Def_numeric / Def_multiplier) / (1 + Def_numeric / Def_multiplier)

**Def_multiplier** = Multiplier based on the level: 258.6436 + Level * 39.3526

**Def_percent** = Defence by which the enemy reduces the received damage
**Def_numeric** = Value of Defence that would be shown in the stats window

**Example**: 99 level,41% Defence

**Solution**: (258.6436 + 99 * 39.3526) * 0.41 / (1 - 0.41) = **2887.06** Defence

**Example**: 99 level,5000 Defence

**Solution**: (5000 / (258.6436 + 99 * 39.3526)) / (1 + 5000 / (258.6436 + 99 * 39.3526)) = **0.54618** ≡ 54.618% Defence

How much does Defence Ignore increase damage?

The effectiveness of Defence Ignore depends on the Defence of the enemy and the amount of Defence Ignore. Unlike most other stats, the effectiveness of Defence Ignore is not linear and actually increases with higher values of it. The Defence Ignore reduces the numeric value of the Defence, not the percent value. It is still possible to calculate the damage multiplier directly from the percent value of Defence by combining the formulas. This is the final formula to calculate the modifier:

1 / (1 - Def_percent * Def_ignore)

**Def_percent** = Percent Defence of the enemy
**Def_ignore** = Value of Defence Ignore

Defence Ignore from different sources and Defence reducing debuffs stack multiplicatively. To combine two (or more) Defence Ignore or Defence reducing sources use this formula:

1 - (1 - Def_ignore_1) * (1 - Def_ignore_2)

**Example**: 45% Defence,20% Defence Ignore,50% Defence reduction debuff

**Solution**: 1 / (1 - 0.45 * (1 - (1 - 0.2) * (1 - 0.5))) = **1.3698** ≡ 36.98% increase

You can also use this table and graph to see and compare the effectiveness of various values of Defence Ignore against various values of Defence

Why do stats lose effectiveness?

The effectiveness of most stats actually doesn't decrease. The most notable exception to this claim are the stats than undergo normalization. What actually happens, is that by increasing one stat, you increase the base damage multiplier for other stats. So it seems like the stat loses effectiveness when compared to the others. The graph shows an example of the resulting behaviour. The Variable Base uses the increasing multiplier as the standard, while the Constant Base uses the starting stat.

To compare the effectiveness of two stats with effects that multiply each other, you want to compare their full effect on damage. That way you get one of the possible stats as a multiplier of the other. Afterwards use that multiplier on the values of the possible stats and then you can easily compare the results.

**Example**:

Current stats: 85% Critical Chance,30% Bonus Critical Damage,40% All Skill Damage

Possible stats: 7% All Skill Damage or 10% Critical Damage

**Solution**:

Critical Damage modifier: 1 + 0.85 * (0.5 + 0.3) = 1.66

All Skill Damage Modifier: 1 + 0.4 = 1.4

All Skill Damage vs Critical Damage: 1.66 / 1.4 = 1.1857

Possible All Skill Damage effectiveness: 7 * 1.1857 = 8.3

Possible Critical Damage effectiveness: 10

Comparison: 10 / 8.3 = **1.205** ≡ 10% Critical Damage is 20.5% more effective than 7% All Skill Damage