Difference between revisions of "ATK"
(Created page with "ATK is the total physical damage output before factoring in Attacks or Skills. It is broken into five parts, StatusATK, ATK#WeaponATK|WeaponA...") |
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:<pre>Variance = ± 0.05 × WeaponLevel × BaseWeaponDamage</pre> | :<pre>Variance = ± 0.05 × WeaponLevel × BaseWeaponDamage</pre> | ||
− | :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 random damage between 80 and 120. [[Power | + | :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 random damage between 80 and 120. [[Maximize Power]] will set the damage variance to the highest, so each hit will deal 120 damage. |
*''StatBonus'' | *''StatBonus'' | ||
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* ConsumableATK, See {{item|id=12646 Poring Pretzel}}. | * ConsumableATK, See {{item|id=12646 Poring Pretzel}}. | ||
* AmmunitionATK, See [[Ammunition]]. | * AmmunitionATK, See [[Ammunition]]. | ||
− | * PseudoBuffATK, See [[Striking]] or [[ | + | * PseudoBuffATK, See [[Striking]] or [[Investigate]] effect items like {{item|id=13017 Ice Pick}} and {{item|id=4399 Memory of Thanatos Card}}. |
* RaceMultiplier, See {{item|id=4035 Hydra Card}}. | * RaceMultiplier, See {{item|id=4035 Hydra Card}}. | ||
* SizeMultiplier, See {{item|id=4092 Skeleton Worker Card}}. | * SizeMultiplier, See {{item|id=4092 Skeleton Worker Card}}. |
Revision as of 12:28, 24 February 2024
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.
Contents
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 equipped 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) × SizePenalty]
- 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 random damage between 80 and 120. Maximize Power 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.
- SizePenalty
- 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 the sum of EquipATK, ConsumableATK, AmmunitionATK, and PseudoBuffATK. While Cannon Balls are considered Ammunition, they are not added to AmmunitionATK.
Formula
ExtraATK = 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, Gatling Fever, 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. Note that even though Odin's Power and Shield Spell Level 1 buffs, strangely they behave as ExtraATK instead.
Finalizing
This refers to putting the final touches to the ATK calculation to produce a value ready for Attacks or Skills.
Formula
ATK = (StatusATK × 2) + WeaponATK + ExtraATK + MasteryATK + BuffATK
Mild Wind
ATK = (floor[StatusATK × PropertyMultiplier] × 2) + WeaponATK + ExtraATK + MasteryATK + BuffATK
Notes
- EquipATK, See Andre Card or Orc Warrior Egg.
- ConsumableATK, See Poring Pretzel.
- AmmunitionATK, See Ammunition.
- PseudoBuffATK, See Striking or Investigate 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.
The next step in the damage calculation method is to calculate the ATK value with various skills modifiers, critical, enemy defense, etc. To see how ATK interacts with those, check out the Attacks page.
Game Mechanics in Ragnarok Online | ||
---|---|---|
General | Levels • Experience • Attacks • Skills • Element • 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 |