The Secret Cow Level Posted September 23, 2018 Share Posted September 23, 2018 Physical damage calculation in Aion is complicated. The following spreadsheet contains all of my testing done: (min/max damage values gathered using a custom program that uses the chatlog parser from Aion Grind Meter)https://docs.google.com/spreadsheets/d/1AeGw5vcQeTLm3Xjjb43VUiKZuh-QVUPR1XuGdWBcULo/edit#gid=1968352775 My findings so far: (not valid for offhand weapon or attack skills while dual wielding) Base MinMax weapon damage = Random integer value between minimum and maximum damage on weapon (Thanks Selenn) Base MinMax Damage = (Base MinMax weapon damage + weapon enchantment + armor enchanting + power shards) White Power: Gladiator: 115 (125 while flying) Templar: 115 Chanter: 110 (120 while flying) Cleric: 105 Ranger: 100 (110 while flying) Assassin: 110 (120 while flying) Supplemented MinMax Damage = Base MinMax Damage * (White Power + Weapon Mastery + +% damage buff skills) / 100 Effective Attack Skill Damage = (Attack Skill Damage + Enhancement additional damage * Enhancement Level) +attack from CP_Power: round(830 * CP_Power / (550 + CP_Power)) Bonus Attack = All additive damage bonuses, excluding power shards, gear enchantments, and +% damage skills. Examples: +attack manastones +damage modifiers on gear attack plume +attack foods +attack from CP_Power Boost Physical Attack passive skills etc. High level mob level difference multiplier: When target mob (PvE only) is this many levels higher than the player: (5.6 provisional testing result, tested at +0, +3, +5, +7, +9 level difference) 3 or less: 1.0x dmg 4: 0.9x dmg 5: 0.8x dmg 6: 0.7x dmg 7: 0.6x dmg, 10% miss chance 8: 0.5x dmg, 20% miss chance 9: 0.4x dmg, 30% miss chance 10: 0.3x dmg, 40% miss chance 11: 0.2x dmg, 50% miss chance Skill Damage Multiplier: Focused Shots: 1.3x for next 5 attack skills Killer Eye: 1.5x for next 1 attack skill Random Multiplier From Skills: 1x for most skills. A few skills have random damage multipliers, for example: Rupture Arrow: 0.5x / 1x / 1.5x Stunning Shot: 1x / 1x / 2x Punishment: 0.5x / 1x / 1.5x Leaping Flash: 0.9x / 1x / 1.1x / 1.1x etc. Check skill damage table for more details. Movement Multiplier: Standing still: 1 Running forward: 1.1 Moving backward / sideway: 0.3 Effective MinMax Damage = (Supplemented MinMax Damage + Bonus Attack + Effective Attack Skill Damage) * Skill Damage Multiplier * Random Multiplier From Skills * High level mob level difference multiplier * Movement Multiplier Defense Adjusted MinMax Damage = Effective MinMax Damage - Enemy defense / 10 Level 66+ target damage multiplier: when target mob or player is the following level, apply damage multiplier: 66: 98.50% 67: 97.06% 68: 95.68% 69: 94.31% 70: 93.00% 71: 91.72% 72: 90.47% 73: 89.28% 74: 88.10% 75: 86.94% 76: 85.81% 77: 84.72% 78: 83.66% 79: ? 80: 81.61% Zone % modifier for physical attacks: (what I've tested so far, PvE only) Poeta +15% Belusian +15% Inggision +15% Cygnea: +0% Linkgate Foundry: +0% Norswold: +0% Crit Strike multiplier: Dagger - 2.3x Sword - 2.2x Mace - 2.0x Greatsword - 1.8x Polearm - 1.8x Bow - 1.7x Staff - 1.7x Unarmed - 1.0x Strike Fortitude: I cannot yet determine the exact reduction of Crit Strike multiplier per point of Strike Fortitude. It's somewhere around 0.091 to 0.095 multiplier subtraction for each 100 points of Strike Fortitude. Effective Crit Strike multiplier = Crit Strike multiplier - Strike Fortitude reduction (minimum 1.0x) Auto-attack multi strikes: (attack skills do not apply) Each of the following outcome have roughly the same probability, if possible on the weapon type: 1-strike: 1x dmg 2-strike: 1.1x dmg 3-strike: 1.2x dmg 4-strike: 1.3x dmg multiplicative modifier: Effective Crit Strike multiplier Auto-attack multi strikes Level 66+ target damage multiplier Zone % modifier for physical attacks Parry (0.6x) Block (0.3x for +10 or better shields) Skill shields +2% PvE CP buffs 1 + (PvP attack - PvP defense) / 100 (some level 65 PvE equipment have hidden PvP attack/defense bonuses Global PvP reduction (0.42x) etc. Final damage = Defense Adjusted MinMax Damage * multiplicative modifier 1 * multiplicative modifier 2 * ... * multiplicative modifier n Final damage cannot be less than 1, except damage absorb shields such as Stone Skin. Link to comment Share on other sites More sharing options...
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