Terms and Battle Mechanics

Hello guys, this is the part where I discuss the abbreviations I used in the game

HP- Health Points

MP- Mana Points

ATK - Physical Attack Rating

MATK - Magical Attack Rating

DEF - Physical Defense

MDEF - Magical Defense

CRIT - Critical Hit Rate

HIT - Hit Rate

EVA - Evasion Rate

ABS - Damage Absorption

H.RES - Health Restoration

M.RES - Mana Restoration

How these Stats Apply to the game a.k.a. Battle Mechanics.

*Note: {A}=Attacker {D}=Defender

Part I : Check if Hit or Miss

Probability = HIT{A} / 1.25 EVA{D}

If probability is greater or equal to 1.0, the attack hits

In the event that the probability is less than 1.0, a random number generator (RNG) will be used. A lower number is a hit while a higher number is a miss. For example, the computed Probability is 0.965, and the RNG results are 0.820 the attack Hits, but the attack misses if the result is 0.971

Part II. Damage Calculation. Temporary names are given to each step for easier discussion.

Step1. Raw Damage. Most Skills have a Fixed Damage portion and a percentage Based portion, the total of which is called Raw Damage. This includes amplifications from various skills or buffs.

Example: Elemental Ray deals 10+75%MATK as damage. If the player's MATK is 8, the skill will have a raw 16 (10+6) dmg. If the sorcerer has the buff Elemental Affinity which increases Skill Damage by 10%, the raw damage would be 18 (16+1.6) since the damage calculation is always rounded up.

Step2. Penetrating Damage. The Raw Damage is then reduced by the defender's DEF/MDEF. Let's say a Brawler receives the attack. The Brawler's MDEF is 6. The Penetrating Damage would be 12 (18-6).

Step3. Checking for Critical Hit.

The CRIT stat is always divided by 1,000. RNG will then be used to check if the attack goes critical or not. If the CRIT stat is 2, the probability would be 0.002. If the RNG returns a higher than 0.002 the damage is kept as it is but for discussion purposes we assume that the RNG miraculously shows a 0.001, then a critical hit is applied dealing 75% bonus damage. The total damage would be 21 (12 + 9).

Step4. Damage Absorption

The damage from Step3 is further reduced by the defender's ABS stat. If a brawler's ABS Stat is 3, the final damage would be 18 (21-3).

Step5. In special cases, some skills have properties that reduce the final damage. An example would be a Brawler (Mage Bane's) passive skill which reduces final magic damage by 15%. In this case, the damage applied would be 15.3 (18-2.7) which would be rounded up to 16.

Barriers and skills such as block also take effect at this state. In case of confusion, the proper sequence of damage reduction would be:

1.) External Barriers (Such as Mana Shield and Stone Wall)

2.) Aura/spell shields that surround the body (Such as Stone Armor and Flame Guard)

3.) Active Skills that use Shields (Such as Block)

4.) Passive Skills that reduce Damage (Such as Mage Bane's Passive)

HP.RES And MP.RES

These are values that are gained every 3 seconds when out of combat and every 8 seconds when in combat.