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Damage is the HP loss resulting from a physical or magical attack. The default graphics settings cause damage (delivered and received) to briefly appear as an animation. The chat channels: (Basic Damage, Skill Damage and Battle) are enabled by default to keep a log of damage in your Whole and General chat views.

Basic Damage EquationEdit

The exact formula for damage is not known to the public. Damage delivered is a random number and appears to fall in a range. The following estimates have been proposed as an approximation for Minimum Damage, Maximum Damage, and Average Damage:

  • (Minimum Damage) = (Attack Points) - (Defense Points)/2
  • (Maximum Damage) = 1.1*(Minimum Damage)
  • (Average Damage) = 1.05*{(Attack Points) - (Defense Points)/2}


Defense Points should be substituted with P.Def for physical attacks and M.Def for magical attacks. Attack Points should be substituted with P.Atk for basic attacks and the number given in the skill description for all skill and magical attacks.


The general principles:

  • P.Def counters P.Atk
  • M.Def counters M.Atk
  • actual damage is a random number
  • we don't know the details!


Percentage based defensive skills such as Shining Armor (Cleric/Bishop buff), Pass Damage (Summoner toggle), and Magic Skin (Chaos Magician/Warlock buff) are applied AFTER this equation to give the final damage. Force, Soul, and Luna chips are also applied after this equation and double the final damage.

Damage Over Time EffectsEdit

As you study the skill tree you will notice that active attack skills deliver damage of two types:

  • immediate or one-time damage
  • damage over time (a.k.a. DOT)


A DOT period (a.k.a. interval) and duration are usually specified. The specified damage is delivered periodically for the duration of the DOT skill's effect. Damage over time effects are not randomized and are not reduced by defense points. However, each tick (single amount of damage given per interval) can do critical damage.


Elemental DamageEdit

Some attack skills are further categorized by one of 4 elements (air/wind, earth/rock, fire/lightning, water/ice) and some passive skills for character and pet allegedly provide defense against certain elemental attacks. We know even less about those details!

Differences in PVPEdit

The damage equation in PVP mirrors the normal damage equation but reduces overall damage. This is most likely to increase the duration of PVP encounters rather than having most encounters end in two or three hits.

The following are estimates of PVP damage equations for Minimum Damage, Maximum Damage, and Average Damage:

  • (Minimum Damage) = (Attack Points)/6 - (Defense Points)/2
  • (Maximum Damage) = 1.1*(Minimum Damage)
  • (Average Damage) = 0.175*{(Attack Points) - (Defense Points)/2)}


Defense Points should be substituted with P.Def for physical attacks and M.Def for magical attacks. Attack Points should be substituted with P.Atk for basic attacks and the number given in the skill description for all skill and magical attacks. The PVP damage equation is equal to the normal damage equation divided by 6.


Damage over time (DOT) effects are also reduced by one sixth in PVP.

Percentage based defensive skills and chips are also applied after the PVP damage equation and must be accounted for when finding the final damage.

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