Damage CalculationThree things that decide your hit

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1 Elemental Damage

Elemental hit = Elemental × (1 − Effective Resistance ÷ 200)
Effective Resistance = Resistance × 0.70, max 200
  • Your weapons always count, each hand with its own element.
  • Other gear counts only when both weapon sides carry the same element, and only for that element (a 2H elemental weapon, or same-element dual wield).
  • Shields are never an elemental weapon, so a weapon and shield never unlock your gear elemental.
  • Earrings, necklace and belt never add elemental damage.
100 Flame damage vs resistance
ResistanceEffectiveRemaining damage
00100
1007065
20014030
286+2000

Stacking

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.

2x Shard(+8) Both hands Poison 128
+
2x Poisoned Ring of Life (+1) Rings Poison 104
+
Enhanced Mystical Jewel (Offense) (+1) Cospre Poison 22 66 of other elements ignored
=
Poison per hit 254 before resistance

Elemental has to match. That gear carries another 66 of elemental damage, and beside a poison pair every point of it is dead weight.

2 Damage Deductions

Your hit is multiplied by each of these. Anything below 1.00x costs you damage.

Weapon defense

Hit × (1 − Defense ÷ 140)

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.

Your dagger hits for 1,000. The target has Dagger defense:
Dagger defenseRemaining hitLost
01,0000%
20858−14%
40715−29%
70500−50%

Weapon quality

Unique 1.05x High Class 1.00x Middle Class 0.95x Low Class 0.78x Rare 0.78x

Every weapon has a quality. The same 1,000 hit with each of these +8 daggers:

Cleaver(+8) Middle Class 0.95x 950
Shard(+8) High Class 1.00x 1,000
Dark Vane(+8) Unique 1.05x 1,050
Two one-handed weapons: their qualities are averaged
WeaponsQuality
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
  • Two one-handed weapons: the average of both counts, whichever hand they are in.
  • A shield never counts: the weapon beside it decides.
  • Anything else (bow, staff, weapon, dagger) uses that weapon's quality.

Cospre

Cospre works in both directions, and the two are separate steps.
Yours adds first, theirs takes away after.

Hit × (1 + Your Total Damage % + Your vs class %) × (1 − Their vs your class %)
  • Your Total Damage % counts against everything.
  • Your "damage to <class>" % counts only when the target is that class.
  • Those two are added together first and applied as one step, so 10% total and 15% against the target's class is 25% more damage, not 26.5%.
  • Their "damage taken from <your class>" % is then taken off what is left.

3 Mage Scaling

A mage hit is the spell plus the staff. The higher your level, the more damage the staff adds as well.

  1. SpellSpell damage × your MP stat ÷ 102.5
  2. Target resistance× 230 ÷ (Resistance × 0.70 + 250)
  3. Plus the staffTry your staff below
  4. Against players÷ 3

Two staff bonuses

1. Staff AP boost

Staff AP +10%

Adds 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.

2. Unique staff bonus

Whole hit 1.05x

Adds 5% to your total hit (spell + staff). Requires a Unique staff with 45+ matching elemental damage.

A Unique staff with Flame above 45 gets both bonuses at once.

Staff quality

Your staff's quality scales the finished spell.

Staff qualityMage spell
Low Class0.78x
Rare0.78x
Middle Class0.95x
High Class1.00x
Unique1.05x*

* 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.

Try a staff

Five Flame staffs, one of each quality, casting a Flame spell.

Formula

    Target resistance

    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 resistanceSpell hit
    0920
    143657
    286511
    429418

    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.