| Resistance | Effective | Remaining damage |
|---|---|---|
| 0 | 0 | 100 |
| 100 | 70 | 65 |
| 200 | 140 | 30 |
| 286+ | 200 | 0 |
Once both hands carry the same element, every other equipped slot may add its elemental damage too. Only its damage of that same element counts, and it all stacks onto one hit.
Elemental has to match. That gear carries another 66 of elemental damage, and beside a poison pair every point of it is dead weight.
Your hit is multiplied by each of these. Anything below 1.00x costs you damage.
The target's defense against your weapon type (Dagger, Sword, Axe and so on) comes from their armor and shield. Each of your weapons is checked against its own type.
| Dagger defense | Remaining hit | Lost |
|---|---|---|
| 0 | 1,000 | 0% |
| 20 | 858 | −14% |
| 40 | 715 | −29% |
| 70 | 500 | −50% |
Every weapon has a quality. The same 1,000 hit with each of these +8 daggers:
| Weapons | Quality |
|---|---|
| Dark Vane 1.05x + Cleaver 0.95x | 1.00x |
| Dark Vane 1.05x + Shard 1.00x | 1.025x |
| Dark Vane 1.05x + Dark Vane 1.05x | 1.05x |
Cospre works in both directions, and the two are separate steps.
Yours adds first, theirs takes away after.
A mage hit is the spell plus the staff. The higher your level, the more damage the staff adds as well.
Spell damage × your MP stat ÷ 102.5× 230 ÷ (Resistance × 0.70 + 250)Try your staff below÷ 3Adds 10% to your staff's Attack Power. You need more than 42 of the spell's element across your staff and gear. Works with any staff.
Adds 5% to your total hit (spell + staff). Requires a Unique staff with 45+ matching elemental damage.
The staff below qualifies. The 5% boosts the entire hit, including the shown staff damage.
A Unique staff with Flame above 45 gets both bonuses at once.
Your staff's quality scales the finished spell.
| Staff quality | Mage spell |
|---|---|
| Low Class | 0.78x |
| Rare | 0.78x |
| Middle Class | 0.95x |
| High Class | 1.00x |
| Unique | 1.05x* |
* A Unique staff uses this mage multiplier instead of the normal Unique bonus, never both.
Requires 45+ matching spell element; otherwise it stays at 1.00x.
Five Flame staffs, one of each quality, casting a Flame spell.
The target's resistance to your spell's element (Flame, Ice or Lightning) cuts the spell part of the hit. A 1,000 spell hit becomes:
| Target resistance | Spell hit |
|---|---|
| 0 | 920 |
| 143 | 657 |
| 286 | 511 |
| 429 | 418 |
Resistance only lowers the spell damage.
The staff part is added afterwards, so resistance never reduces it.
Perks, Kill Counter, Cospre and set bonuses are shown live in the Character Planner. Daily Dungeon uses fixed damage rules.