For those of you who are interested in exhaustive testing and analysis, Apple Pie directed me to a great Japanese website that lists the results of several years of testing concerning Weapon Skill damage. Keep in mind much of this is still in development, and there are still some unknown factors, but this may clear up some misconceptions players may have. Also, due to the difficult nature of testing WS with several hits, many of the high-hit WS’ damage modifiers are still unknown at this time.
http://www.geocities.co.jp/Playtown-Part/6371/memo.html
Here is what I have translated so far of this site. Many thanks to Apple Pie for translating several of the formulae for me and explaining some of the other intricacies of the calculations. There are still a few formulae that I have not successfully fully translated yet, such as the cap of damage if WS criticals, or added damage with Sneak Attack. Note that there are a few added notes on the JP site that include very minute corrections on the formulae, but they do not affect the basic damage equation very much.
I also changed some incorrect data in this site (for certain weapons that were not tested extensively such as Katana and Great Katana). Plus, I included how additional TP affects certain WS that have a set damage modifier (accuracy up, crit rate higher, etc).
Due to the crappy spacing and format issues in this post (it doesn't seem to recognize tabs), I have attached a .txt file that should have a proper and more readable format.
Magic WS Damage Calculation:
WSC : Secondary attribute modifier
fINT : difference between your INT and target’s INT (caps at 24)
fTP : Multiplier (Please see chart below)
MDIF : (your MATK/target’s MDEF)
ELM : Elemental influence... i.e. is target weak or strong to the element?
Damage = ((WSC * fTP) + fINT/2 + 8) * MDIF * ELM
Magic Chart : fTP multiplier
Burning Blade 1.00 2.00 2.50 Fire STR_20%, INT_20%
Red Lotus Blade 1.00 2.375 3.00 Fire STR_30%, INT_20%
Frostbite 1.00 2.00 2.50 Ice STR_20%, INT_20%
Freezebite 1.00 1.50 3.00 Ice STR_30%, INT_20%
Gust Slash 1.00 2.00 2.50 Wind DEX, INT
Cyclone 1.00 2.50 3.00 Wind DEX, INT
Rock Crusher 1.00 2.00 2.50 Earth INT
Earth Crusher 1.00 2.25 3.50 Earth STR, INT
Thunder Thrust 1.50 2.00 2.50 Thunder INT
Raiden Thrust 1.00 2.00 3.00 Thunder STR, INT
Shining Blade 1.00 2.00 2.50 Light MND
Seraph Blade 1.00 2.50 3.00 Light STR, MND
Shining Strike .875 1.75 2.50 Light MND
Seraph Strike .875 2.00 3.00 Light STR, MND
Dark Harvest 1.00 2.00 2.50 Darkness INT
Shadow of Death 1.00 2.50 3.00 Darkness STR, INT
Starburst .875 1.625 2.00 Light/Dark MND or INT
Sunburst .875 2.00 3.125 Light/Dark MND or INT
Blade: Teki 1.00 1.00 1.00 Water ???_30%
Blade: To 1.00 1.00 1.00 Ice ???_30%
Blade: Chi ??? ??? ??? Earth ???_??% 2hits
Blade: Ei ??? ??? ??? Darkness ???_??%
Tachi: Goten 1.00 ??? ??? Thunder STR_30%
Tachi: Kagero 1.00 ??? ??? Fire STR_50%
Tachi: Jinpu 1.00 ??? ??? Wind STR_30% 2hits
Tachi: Koki 1.00 ??? ??? Light STR_??%
Physical WS Damage Calculation:
WD: Base damage of your WS
D: Base damage of your weapon (e.g., Espadon = 43)
fSTR: difference between your STR and target's VIT. This can be capped (see below).
WSC: Secondary attribute like STR_30 (30% of your STR).
fTP: Multiplier (Please see chart below).
PDIF: (your ATK/target’s DEF) Caps at 2.4 for melee attacks and 3 for ranged attacks.
WSC = integer(any secondary attributes) x @
Level @
Lv75... 0.83
Lv74... 0.83
Lv73... 0.84
Lv72... 0.84
Lv67... 0.86 or 0.87 (perhaps 0.87)
Lv60... 0.90 or 0.91 (perhaps 0.90)
Lv40... 0.94
Lv37... 0.94 – 0.99
Lv31... 0.94 - 0.99
For example, suppose you have 100 STR and 100 MND and use use Swift Blade (STR_30, MND_30).
WSC = integer[(100 x 0.3) + (100 x 0.3)] x @ = integer(60) x @ = 60 x @
@ is 0.86 - 0.87 at LV67 but it's going to decrease as your level is going up. It's 0.83 at LV75
WD = (D + fSTR + WSC) * fTP
I’m not 100% positive, but I think for Sneak Attack with THF main, this is the calculation:
WD = (D + fSTR + WSC) * fTP + DEX + AGI
Actual Damage of WS is then calculated in this way.
Melee Damage = WD * PDIF = ((D + fSTR + WSC) * fTP) * PDIF
Ranged Damage = WD * PDIF = ((D + fSTR2 + WSC) * fTP) * PDIF
As for the difference between fSTR and fSTR2, they have different caps:
fSTR = from 0 to (D / 9) + 8
fSTR2 = from 0 to fSTR*2
Note: fSTR [(D / 9) + 8] doesn't count "Arrow D"
Multiply everything by 1.25 if counted as a critical attack (or if sneak attack was added with THF subjob).
Phsyical Chart : fTP multiplier (non-damage related TP modifier in last column)
Grapple WS 100% 200% 300% #Hits Secondary Attribute TP Adjustment
Combo 1.00 1.50 2.00 x3 STR_20%, DEX_20%
Shoulder Tackle 1.00 x2 VIT_30% More stun
One Inch Blow 1.00 x2 VIT_40% Ignore more DEF
Backhand Blow 1.00 x2 STR_30%, VIT_30% Crit Rate
Raging Fists ??? ??? ??? x5 STR_???
Spinning Attack 1.00 x2 STR_35% Attack Radius
Howling Fist 1.50 2.00 3.00 x2 STR_20%, VIT_50%
Dragon Kick 2.00 2.50 3.00 x2 STR_50%, VIT_50%
Asuran Fists 1.00 x8 STR_50% or VIT_50% Accuracy
Dagger WS 100% 200% 300% #Hits Secondary Attribute TP Adjustment
Wasp Sting 1.00 x1 More poison
Shadowstitch 1.00 x1 CHR_30% More bind
Viper Bite 1.00 x1 ATKx2 More poison
Dancing Edge 1.00 x5 DEX_??%, CHR_??% Accuracy
Shark Bite 2.00 ??? 3.00 x2 DEX_50%
Evisceration 1.00 ??? 2.00 x5 DEX_30%
1H Sword WS 100% 200% 300% #Hits Secondary Attribute TP Adjustment
Fast Blade 1.00 1.50 2.00 x2 STR_20%, DEX_20%
Flat Blade 1.00 x1 STR_30% More stun
Circle Blade 1.00 x1 STR_35% Attack Radius
Spirits Within 4/32 6/32 15/32 x1 Current HPx
Vorpal Blade 1.00 x4 STR_30% Crit Rate
Swift Blade 1.50 x3 STR_30%, MND_30% Accuracy
Savage Blade 1.00 1.75 3.50 x2 STR_30%, MND_50%
2H Sword WS 100% 200% 300% #Hits Secondary Attribute TP Adjustment
Hard Slash 1.50 1.75 2.00 1x STR_30%
Power Slash 1.00 1x STR_20%, VIT_20% Crit Rate
Shockwave 1.00 1x STR_30%, MND_30% More sleep
Crescent Moon 1.00 1.75 2.50 1x STR_35%
Sickle Moon ??? ??? ??? 2x STR_??%
Spinning Slash 2.50 3.00 3.50 1x STR_30%, INT_30%
Ground Strike 1.50 1.75 3.00 1x STR_50%, INT_50%
Scythe WS 100% 200% 300% #Hits Secondary Attribute TP Adjustment
Slice 1.50 1.75 2.00 1x STR_30%
Nightmare Scythe 1.00 1x MND_30% More Blind
Spinning Scythe 1.00 1x STR_30% Attack Radius
Vorpal Scythe 1.00 1x STR_35% Crit Ratio
Guillotine ??? ??? ??? 4x STR_??% More Silence
Cross Reaper 2.00 2.25 2.50 2x STR_30%, MND_30%
Spiral Hell 1.375 1.875 3.625 1x STR_50%, INT_50%
Polearm WS 100% 200% 300% #Hits Secondary Attribute TP Adjustment
Double Thrust 1.00 1.50 2.00 2x STR_30%
Leg Sweep 1.00 1x STR_30% More stun
Penta Thrust 0.75 1.00 2.25 5x STR_20%, DEX_20%
Vorpal Thrust 1.00 1x STR_20%, AGI_20% Crit Rate
Skewer 1.00 3x STR_35% Accuracy
Wheeling Thrust 1.75 1x STR_50% Ignore more DEF
Impulse Drive 1.00 1.50 2.50 2x STR_50%
http://www.geocities.co.jp/Playtown-Part/6371/memo.html
Here is what I have translated so far of this site. Many thanks to Apple Pie for translating several of the formulae for me and explaining some of the other intricacies of the calculations. There are still a few formulae that I have not successfully fully translated yet, such as the cap of damage if WS criticals, or added damage with Sneak Attack. Note that there are a few added notes on the JP site that include very minute corrections on the formulae, but they do not affect the basic damage equation very much.
I also changed some incorrect data in this site (for certain weapons that were not tested extensively such as Katana and Great Katana). Plus, I included how additional TP affects certain WS that have a set damage modifier (accuracy up, crit rate higher, etc).
Due to the crappy spacing and format issues in this post (it doesn't seem to recognize tabs), I have attached a .txt file that should have a proper and more readable format.
Magic WS Damage Calculation:
WSC : Secondary attribute modifier
fINT : difference between your INT and target’s INT (caps at 24)
fTP : Multiplier (Please see chart below)
MDIF : (your MATK/target’s MDEF)
ELM : Elemental influence... i.e. is target weak or strong to the element?
Damage = ((WSC * fTP) + fINT/2 + 8) * MDIF * ELM
Magic Chart : fTP multiplier
Burning Blade 1.00 2.00 2.50 Fire STR_20%, INT_20%
Red Lotus Blade 1.00 2.375 3.00 Fire STR_30%, INT_20%
Frostbite 1.00 2.00 2.50 Ice STR_20%, INT_20%
Freezebite 1.00 1.50 3.00 Ice STR_30%, INT_20%
Gust Slash 1.00 2.00 2.50 Wind DEX, INT
Cyclone 1.00 2.50 3.00 Wind DEX, INT
Rock Crusher 1.00 2.00 2.50 Earth INT
Earth Crusher 1.00 2.25 3.50 Earth STR, INT
Thunder Thrust 1.50 2.00 2.50 Thunder INT
Raiden Thrust 1.00 2.00 3.00 Thunder STR, INT
Shining Blade 1.00 2.00 2.50 Light MND
Seraph Blade 1.00 2.50 3.00 Light STR, MND
Shining Strike .875 1.75 2.50 Light MND
Seraph Strike .875 2.00 3.00 Light STR, MND
Dark Harvest 1.00 2.00 2.50 Darkness INT
Shadow of Death 1.00 2.50 3.00 Darkness STR, INT
Starburst .875 1.625 2.00 Light/Dark MND or INT
Sunburst .875 2.00 3.125 Light/Dark MND or INT
Blade: Teki 1.00 1.00 1.00 Water ???_30%
Blade: To 1.00 1.00 1.00 Ice ???_30%
Blade: Chi ??? ??? ??? Earth ???_??% 2hits
Blade: Ei ??? ??? ??? Darkness ???_??%
Tachi: Goten 1.00 ??? ??? Thunder STR_30%
Tachi: Kagero 1.00 ??? ??? Fire STR_50%
Tachi: Jinpu 1.00 ??? ??? Wind STR_30% 2hits
Tachi: Koki 1.00 ??? ??? Light STR_??%
Physical WS Damage Calculation:
WD: Base damage of your WS
D: Base damage of your weapon (e.g., Espadon = 43)
fSTR: difference between your STR and target's VIT. This can be capped (see below).
WSC: Secondary attribute like STR_30 (30% of your STR).
fTP: Multiplier (Please see chart below).
PDIF: (your ATK/target’s DEF) Caps at 2.4 for melee attacks and 3 for ranged attacks.
WSC = integer(any secondary attributes) x @
Level @
Lv75... 0.83
Lv74... 0.83
Lv73... 0.84
Lv72... 0.84
Lv67... 0.86 or 0.87 (perhaps 0.87)
Lv60... 0.90 or 0.91 (perhaps 0.90)
Lv40... 0.94
Lv37... 0.94 – 0.99
Lv31... 0.94 - 0.99
For example, suppose you have 100 STR and 100 MND and use use Swift Blade (STR_30, MND_30).
WSC = integer[(100 x 0.3) + (100 x 0.3)] x @ = integer(60) x @ = 60 x @
@ is 0.86 - 0.87 at LV67 but it's going to decrease as your level is going up. It's 0.83 at LV75
WD = (D + fSTR + WSC) * fTP
I’m not 100% positive, but I think for Sneak Attack with THF main, this is the calculation:
WD = (D + fSTR + WSC) * fTP + DEX + AGI
Actual Damage of WS is then calculated in this way.
Melee Damage = WD * PDIF = ((D + fSTR + WSC) * fTP) * PDIF
Ranged Damage = WD * PDIF = ((D + fSTR2 + WSC) * fTP) * PDIF
As for the difference between fSTR and fSTR2, they have different caps:
fSTR = from 0 to (D / 9) + 8
fSTR2 = from 0 to fSTR*2
Note: fSTR [(D / 9) + 8] doesn't count "Arrow D"
Multiply everything by 1.25 if counted as a critical attack (or if sneak attack was added with THF subjob).
Phsyical Chart : fTP multiplier (non-damage related TP modifier in last column)
Grapple WS 100% 200% 300% #Hits Secondary Attribute TP Adjustment
Combo 1.00 1.50 2.00 x3 STR_20%, DEX_20%
Shoulder Tackle 1.00 x2 VIT_30% More stun
One Inch Blow 1.00 x2 VIT_40% Ignore more DEF
Backhand Blow 1.00 x2 STR_30%, VIT_30% Crit Rate
Raging Fists ??? ??? ??? x5 STR_???
Spinning Attack 1.00 x2 STR_35% Attack Radius
Howling Fist 1.50 2.00 3.00 x2 STR_20%, VIT_50%
Dragon Kick 2.00 2.50 3.00 x2 STR_50%, VIT_50%
Asuran Fists 1.00 x8 STR_50% or VIT_50% Accuracy
Dagger WS 100% 200% 300% #Hits Secondary Attribute TP Adjustment
Wasp Sting 1.00 x1 More poison
Shadowstitch 1.00 x1 CHR_30% More bind
Viper Bite 1.00 x1 ATKx2 More poison
Dancing Edge 1.00 x5 DEX_??%, CHR_??% Accuracy
Shark Bite 2.00 ??? 3.00 x2 DEX_50%
Evisceration 1.00 ??? 2.00 x5 DEX_30%
1H Sword WS 100% 200% 300% #Hits Secondary Attribute TP Adjustment
Fast Blade 1.00 1.50 2.00 x2 STR_20%, DEX_20%
Flat Blade 1.00 x1 STR_30% More stun
Circle Blade 1.00 x1 STR_35% Attack Radius
Spirits Within 4/32 6/32 15/32 x1 Current HPx
Vorpal Blade 1.00 x4 STR_30% Crit Rate
Swift Blade 1.50 x3 STR_30%, MND_30% Accuracy
Savage Blade 1.00 1.75 3.50 x2 STR_30%, MND_50%
2H Sword WS 100% 200% 300% #Hits Secondary Attribute TP Adjustment
Hard Slash 1.50 1.75 2.00 1x STR_30%
Power Slash 1.00 1x STR_20%, VIT_20% Crit Rate
Shockwave 1.00 1x STR_30%, MND_30% More sleep
Crescent Moon 1.00 1.75 2.50 1x STR_35%
Sickle Moon ??? ??? ??? 2x STR_??%
Spinning Slash 2.50 3.00 3.50 1x STR_30%, INT_30%
Ground Strike 1.50 1.75 3.00 1x STR_50%, INT_50%
Scythe WS 100% 200% 300% #Hits Secondary Attribute TP Adjustment
Slice 1.50 1.75 2.00 1x STR_30%
Nightmare Scythe 1.00 1x MND_30% More Blind
Spinning Scythe 1.00 1x STR_30% Attack Radius
Vorpal Scythe 1.00 1x STR_35% Crit Ratio
Guillotine ??? ??? ??? 4x STR_??% More Silence
Cross Reaper 2.00 2.25 2.50 2x STR_30%, MND_30%
Spiral Hell 1.375 1.875 3.625 1x STR_50%, INT_50%
Polearm WS 100% 200% 300% #Hits Secondary Attribute TP Adjustment
Double Thrust 1.00 1.50 2.00 2x STR_30%
Leg Sweep 1.00 1x STR_30% More stun
Penta Thrust 0.75 1.00 2.25 5x STR_20%, DEX_20%
Vorpal Thrust 1.00 1x STR_20%, AGI_20% Crit Rate
Skewer 1.00 3x STR_35% Accuracy
Wheeling Thrust 1.75 1x STR_50% Ignore more DEF
Impulse Drive 1.00 1.50 2.50 2x STR_50%
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