# ATK

## 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 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.

## 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

## 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, Impositio Manus. Note that even though Odin's Power and Shield Spell are buffs, they strangely they 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.- Check Example Calculations for an example.

### 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.
**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) × ...] + MasteryATK + BuffATK

*Mild Wind*

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

## Notes

- EquipATK, See Andre Card or Orc Warrior Egg.
- ConsumableATK, See Poring Pretzel.
- AmmunitionATK, See Ammunition.
- PseudoBuffATK, See Striking or Occult Impaction effect items like Ice Pick and Memory of Thanatos Card.
- Type2ATKMultiplier, See Mettle Enchant or Vicious Cookie 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 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.

## 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:

- No weapon equipped
- Illusion Armor Type A [1]
- ExtraATK +100

- +8 Temporal Str Manteau [1]
- ExtraATK +40
- Type2ATKMultiplier +(4+7)%
- SizeMultiplier +5%

- Physical Enhancer Ring [1] x2
- ATKMultiplier +(5*2)%

- Holy element skill vs Undead 4
- PropertyMultiplier +100%

**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 + 5%) x (1 + 10%) + (1 + 100%)]

= [140 x 11%] + [140 x 105% x 110% x 200%]

= [15.4] + [323.4]

= 338.8 ≈ 338

### 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:

- +10 Gelerdria [3]
- +12 Illusion Sacred Mission [1] - Earth Drive Damage +84%
- +10 Royal Guard Shield Shadow - Earth Drive Damage +50%

If 1 weapon card is added to the setup, which is stronger: True Randel Lawrence Card (Earth Drive Damage +60%) or 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.

## History

This page has the previous formula before Type2ATKMultiplier was discovered.

Game Mechanics
| ||
---|---|---|

General | Levels • Experience • Attacks • Skills • Elements • 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 |