ATK

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Overview

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.

Calculation Note: Decimals do not actually exist in the game, so every calculation is immediately rounded down (floored). For readability, floor() is not written in the formulas. To see an example, check the Flooring Example

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 = (BaseLevel ÷ 4) + Str + (Dex ÷ 5) + (Luk ÷ 3)

When using a Bow, Gun, Instrument or Whip.

StatusATK = (BaseLevel ÷ 4) + (Str ÷ 5) + Dex + (Luk ÷ 3)

WeaponATK

This is derived from a player's equiped Weapon and Str or Dex depending on your weapon type. Variance, StatBonus, and OverUpgradeBonus is not shown in the Status Window.

Formula

WeaponATK = (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 a 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

ExtraATK

This refers to 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)

P.ATK

P.ATK is a final multiplier that applies to all the ATK calculation above.

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 a special kind of ATK that has no elemental properties. This ATK mostly comes from Skills such as Camouflage. Note that even though some buffs like Impositio Manus, Odin's Power, and Shield Spell are buffs, they strangely behave as ExtraATK instead.

Multipliers

These refer to increasing/decreasing specific terms by a percentage. Additional ATK gained is not shown in the Status Window.

Group A

This multiplier has no elemental properties. This multiplier is applicable only to WeaponATK and ExtraATK.

Formula Usage:

(WeaponATK + ExtraATK) × Type2ATKMultiplier
  • Only Type2ATKMultiplier fits this tier. It is written as ATK % in item descriptions and in some items after EP 15.2.
    • This wiki will refer to it as (Type 2) ATK % for item descriptions.
  • This multiplier does not stack with multipliers in Group B.

Group B

These multipliers are applicable only to WeaponATK and ExtraATK.

Formula Usage:

(WeaponATK + ExtraATK) × (1 + RaceMultiplier) × (1 + SizeMultiplier) × (1 + TargetPropertyMultiplier) ... and so on 
  • 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.
    • CometAmpMultiplier goes somewhere in that order.
  • Note: Sadly iRO's item descriptions that say ATK % do not clarify if it's ATKMultiplier or Type2ATKMultiplier. However, twRO's and bRO's item descriptions do.
    • This wiki will refer to ATKMultiplier as (Class) ATK % or as damage to all class/normal/boss monsters.

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) × Type2ATKMultiplier] + [(WeaponATK + ExtraATK) × (1 + RaceMultiplier) × (1 + SizeMultiplier) × ...]} × (1 + P.ATK ÷ 100) + MasteryATK + BuffATK

Mild Wind

ATK = {(StatusATK × PropertyMultiplier × 2) + [(WeaponATK + ExtraATK) × Type2ATKMultiplier] + [(WeaponATK + ExtraATK) × (1 + RaceMultiplier) × (1 + SizeMultiplier) × ...]} × (1 + P.ATK ÷ 100) + MasteryATK + BuffATK

Notes


The next step in damage calculation method is to calculate the ATK value with various Damage multipliers like skill, critical, enemy defense, etc. To see how ATK interacts with those, check out the Attacks page.

Calculating Type 1/2 ATK

Thank you @Mayo for giving Step by Step guide. Step 1 Calculate your Actual Damage Exactly a. Recommended unequipping your weapon (so no damage variance) and most equips (makes calculation easier). Make sure you have some Equip Attack from somewhere (Crown Cinnamoroll Backpack is good for this). b. Attack dummy. Make sure the damage you see is exactly as calculated (taking into account that dummies in Prontera have a soft def of 50)

Step 2 Equip anything with Size Multiplier (Other Multipliers are fine, as long as its not Class/T2Atk%) a. Recommended Tyrant of Earth/Old Camoflage Scarf/Anything with just size %. Calculate damage with the multiplier and make sure dummy shows the same damage as calculations.

Step 3 Equip the item you're trying to figure out a. Calculate new damage based on the equipped item's stats, using Class Attack %. Attack Dummy and check if dummy shows the same number as damage calculations. If yes, good, item is Class Attack %. If damage is higher, something has gone wrong, recalculate damage based on item stats. If damage is lower, item is likely T2Atk% b. Double check. Recalculate damage using T2Atk%. Check if numbers match damage to Dummy. If yes, bad luck, item is T2Atk%, if not, calculation was wrong, Do it again. Alternative: Do the same thing but in new calc, and let new calc handle all the calculations for you. Then cross reference by smacking dummy. Remember to change soft def to 50 for new calc dummy.

Example Calculations

Flooring Example

[(BaseLevel ÷ 4) + Str + (Dex ÷ 5)]

is actually calculated as

floor[floor(floor(BaseLevel ÷ 4) + Str) + floor(Dex ÷ 5)]

Multipliers Example

Setup:

  • Note: For the sake of simplicity, floor() is not included in this example.
 = [(WeaponATK + ExtraATK) x Type2ATKMultiplier] + [(WeaponATK + ExtraATK) x (1 + SizeMultiplier) x (1 + ATKMultiplier) x (1 + PropertyMultiplier)] 
= [(0 + 100 + 40) x 11%] + [(0 + 100 + 40) x (1 + 10%) x (1 + 10%) + (1 + 100%)]
= [140 x 11%] + [140 x 110% x 110% x 200%]
= [15.4] + [338.8]
= 354.2 ≈ 354

Multipliers Example 2

This is a very simplified example to show how multipliers work. Note that Earth Drive Damage +% is a (better) Damage Multiplier and not an ATK Multiplier.
Setup:


If 1 weapon card is added to the setup, which is stronger: 4690.png True Randel Lawrence Card (Earth Drive Damage +60%) or 4001.png Polluted Wander Man Card (Size Damage +30%) ?
With True Randel Lawrence Card: (1 + 84% + 70% + 60%) = 314%
With Polluted Wander Man Card: (1 + 84% + 70%) x (1 + 30%) ≈ 330%
Therefore, adding 1 Polluted Wander Man Card would result in higher damage.

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