Jump to content

Damage calculation

From RYL Wiki

Normal attacks and weapon skills, of characters and monsters alike, work out each hit the same way. The values are those of the status window (see Stats); every step is rounded down.

Steps

  1. Miss. The target's Defence Rate is the chance that the hit misses and deals nothing.
  2. Roll. A number from the attacker's min damage up to (but not including) its max damage (Damage), minus the target's Defence.
  3. Extra Attack. × (100 + attacker's Extra Attack − target's Extra Defence) %, between 5% and 200%.
  4. Critical. With a chance of the attacker's Critical Hit Rate (at most 90%), × 1.5.
  5. Level difference, attack and weapon. × the level difference factor × the attack's multiplier × the attacker's weapon multiplier.
  6. Elements. + the element bonus (Elements).
  7. Attacker's level. × (100 + 3 × the attacker's level) %.
  8. Floor. The hit deals at least the attacker's level / 3, rounded up (14 for a level 40 attacker).

A normal attack's multiplier is 0.7. Weapon skills have their own (below).

Example

A level 40 Warrior with 200 STR (Extra Attack 50) holds a two-handed sword (multiplier ×1.2), for a damage range of 100 to 120. It hits a level 40 monster with Defence 20 and Extra Defence 20 (no level difference, factor 1).

  • roll 100 to 119, minus Defence: 80 to 99;
  • Extra Attack 50 against 20: × 130%;
  • normal attack and weapon: × 0.7 × 1.2;
  • level 40: × 220%.

Each hit deals 191 to 235, and a critical 288 to 354.

Level difference

The level difference is the attacker's level minus the target's, counted up to 20 either way. Each level above the target adds 8% to the damage; each level below takes 4% off.

Difference -20 -15 -10 -5 -1 0 +1 +5 +10 +15 +20
Against monsters 0.20 0.40 0.60 0.80 0.96 1.00 1.08 1.40 1.80 2.20 2.60
Between characters 0.60 0.60 0.60 0.80 0.96 1.00 1.08 1.40 1.80 1.80 1.80
  • Between characters the factor stays between 0.6 and 1.8, and each side's level counts with its elite bonus (from −10 to +10), which depends on the balance of players between the two nations and on fame.
  • The same factor applies to spell damage and to how long many harmful effects last.

Monsters with a fixed difference

Some leaders and bosses cannot be out-levelled: against a character above their level minus N, the difference counts as N levels in the monster's favour, whatever the character's level.

Monster Level N
Merman Chief 10 1
Mother Deadly Spider 12 1
Curumin Chief 15 1
Goblin King 15 1
Amp King 20 1
Ghoul Chief 20 1
Ogre Chief 25 1
Tigrish Envoy King 25 1
Eearthelf Chief 30 1
Red Eearthelf Chief 30 1
Lizard Chief 35 1
Orc Commander 35 1
Dante King 40 1
Terly Chief 40 1
Ancient Guard 45 10
Flame Demon 45 10
Rock Golem King 45 1
Troll King 45 1
Dark Defender Chief 50 1
Fungus King 50 1
Adnate Dummy King 55 1
Tizer Tamer 55 1
Pulkan Chief 60 1
Tulanbu Chief 60 1
Gavial King 65 1
Nonut Chief 65 1
Azrael King 70 1
Lion Warrior 70 10
Rhinoc Chief 70 1
SK 70 10
Jackal Chief 75 1
Dark Knight Robber Head 80 1
Halberd Chief 80 1
Giant King Minotaur 90 1
Lake Naga Turncoat 95 1
Abomy 110 10

Monsters

Monsters attack with the same steps and the multiplier 0.7. They have their own Damage, Defence, Extra Attack, Extra Defence, Critical Hit Rate and weapon multiplier (0.5 to 4.8, most between 1.1 and 1.5), and their level multiplies their hits like a character's. They never block, and have no elements. Each monster's values are on its page (Monsters).

Weapon skills

Weapon skills hit with the steps above, with their own multiplier instead of 0.7, and add bonuses to the Extra Attack and the min and max damage of that hit. In the formulas, k is the skill's step (1 to 24), g its grade (1 to 4 for I to IV) and L the step within the grade (1 to 6), so k = 6 × (g − 1) + L.

Skill Multiplier (grade I / II / III / IV) Extra Attack Min and max damage Notes
Slight Attack, Weapon-Strike (sword) 0.05 × L + 1.4 / 1.7 / 2.0 / 2.3 2k k needs a sword, axe or blunt weapon; slows; see Status effects
Slight Attack, Weapon-Strike (axe or blunt) 0.05 × L + 1.4 / 1.6 / 1.8 / 2.0 2k k
Back Cut 0.05 × L + 1.4 / 1.6 / 1.8 / 2.0 2k k slows
Combo Strike 0.05 × L + 1.8 / 2.1 / 2.4 / 2.7 2k k three hits; no weapon multiplier; slows
Shadow Strike 0.05 × L + 1.4 / 1.7 / 2.0 / 2.3 — k ×4 while hidden
Spirit Arrow 0.05 × L + 1.4 / 1.7 / 2.0 / 2.3 — k ×4 while hidden
Multiple Arrow 0.05 × L + 1.3 / 1.6 / 1.9 / 2.2 — k
Fatal Attack 0.05 × L + 1.4 / 1.3 / 1.2 / 1.1 2k k slows
Energy Absorbing 0.05 × L + 1.2 / 1.5 / 1.8 / 2.1 k k no weapon multiplier; needs a skill arm; heals the attacker by half the damage; slows
Skyrocket 0.05 × L + 1.4 / 1.6 / 1.8 / 2.0 4k 2k no weapon multiplier; needs a skill arm; slows
Fire-Arrow 0.01 × L + 0.6 / 0.65 / 0.7 / 0.76 k — no weapon multiplier; needs a skill arm
Gun-Bomb 0.05 × L + 1.4 / 1.7 / 2.0 / 2.3 2k — no weapon multiplier; needs a skill arm; ×4 while hidden
Blazing Strike 0.05 × L + 1.4 / 1.7 / 2.0 / 2.3 3k — no weapon multiplier; ×4 while hidden

"×4 while hidden": the hit deals four times the damage when the attacker is hidden by Dodge or Camouflage.