ATK

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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.

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. Power Maximize 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 = BaseWeaponDamage × Dex ÷ 200
This bonus is pseudo-elemental
  • RefinementBonus and OverUpgradeBonus
  • SizePenalty
  • 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


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