Basic Information[]
- Magic Attack is the percent boost a player will receive to all magic damage.
- The formula for determining Magic Attack is:
((Intelligence - 10) / 5) + Upgrade Bonus + Reforge Bonus + Enchant Bonus
- Healing heals 1 additional health per 10 Magic Attack.
- Party Healing heals 1 additional health per 5 Magic Attack.
- Mana Shield's efficiency is influenced by Magic Attack.
Magic Damage[]
- Magic Damage is the actual damage dealt to a target by a spell.
- The formula for Magic Damage is as follows:
{Base Damage + [Wand Bonus * (Charge Multiplier)] + (Spell Constant * Magic Attack) + (Damage Enchants * Damage Constant)} [1 + (Bolt Mastery Bonus + Elemental Mastery Bonus + Magic Weapon Mastery Bonus + Staff Elemental Level Bonus + Hebona Set Bonus + Rosemary Glove Bonus)] Charge Multiplier * Full Charge Multiplier * Thunder Multiplier * Distance Multiplier
Note: This formula does not apply to Blaze.
- Fusion Bolt uses this formula twice, one for each separate bolt, when calculating damage.
- Base Damage is the spell's base damage as shown in the skill window.
- Reforge effects that add maximum or minimum damage to the spell add directly to this value.
- Wand Bonus is a constant for bolt spells while using a wand of the same element.
- The value for Spirit Weapon wands depends on the Social level of the spirit, up to a value of 30.0.
- For non-spirit wands, the values are as follows:
- Icebolt with any non-spirit Ice Wand: 10.0
- Firebolt with any non-spirit Fire Wand: 5.0
- Lightning Bolt with any non-spirit Lightning Wand: 7.0
- All other cases, including with Bare Hands or Staff: 0
- For non-spirit wands, the values are as follows:
- Charge Multiplier is the number of charges. This only applies to Firebolt, Ice Spear, and Hail Storm; all other magic spells will always be calculated as if they have 1 charge.
- Spell Constant is a constant that varies by spell. The values are as follows:
- Icebolt: 0.35 (min), 0.4 (max)
- Firebolt: 0.35 (min), 0.5 (max)
- Lightning Bolt: 0.3 (min), 0.6 (max)
- Ice Spear: 0.45 (min), 1.4 (max)
- Fireball: 8.0 (min), 12.0 (max)
- Thunder: 1.4 (min), 2.1 (max)
- Hail Storm: 1.4 (min), 3.2 (max)
- Meteor Strike: 8.5 (min), 16.0 (max)
- Lightning Rod: ? (min), 12.0 (max)
- Shockwave: 2.0 (min), 5.0 (max)
- Magic Attack is the player's Magic Attack stat as shown in the character window.
- Damage Enchants is the sum of all bonuses from enchants to minimum and/or maximum damage, depending on what is being calculated.
- The bonus maximum and minimum damage from Battlefield Overture counts as enchanted damage.
- Damage Constant is a constant that lowers the effects of damage enchants and varies by spell. The values are as follows:
- Icebolt: 0.04 (min), 0.08 (max)
- Firebolt: 0.2 (min), 0.4 (max)
- Lightning Bolt: 0.22 (min), 0.44 (max)
- Ice Spear: 0.05 (min), 0.1 (max)
- Fireball: 0.25 (min), 0.5 (max)
- Thunder: 0.25 (min), 0.5 (max)
- Hail Storm: 0
- Meteor Strike: ?
- Lightning Rod: 0
- Shockwave: ?
- Elemental Mastery, Bolt Mastery, and Magic Weapon Mastery Bonuses are the percent bonus applied by the respective mastery skill, used as a decimal (e.g. 15% is 0.15).
- Reforge effects for the mastery's damage and title bonuses (if applicable) for the mastery's efficiency/damage add directly to this value.
- Staff Elemental Level Bonus is a bonus applied when using a bolt spell with a staff that has been elementally charged with the same element. The bonus values are as follows:
- Level 0: 0
- Level 1: 0.05
- Level 2: 0.1
- Level 3: 0.15
- Hebona Set Bonus is a bonus applied to Icebolt and Firebolt when affected by the Icebolt Enhancement and Firebolt Enhancement status effect from the Hebona Set.
- See Equipment Combination Effects for details on how set bonuses work.
- The bonus is 0.15 when the enhancement is active, otherwise the bonus is 0 if there is no enhancement.
- Rosemary Glove Bonus is the percent bonus applied to Icebolt, Ice Spear, and Hail Storm if equipped with a Rosemary Glove.
- The bonus is 0.15 when equipped, otherwise the bonus is 0 when not equipped.
- Full Charge Multiplier is a multiplier for being fully charged that varies by spell. The values are as follows:
- Firebolt: 1.3
- Ice Spear: 1.3
- Hail Storm: 1.25
- Lightning Rod: 1.5~3.0 (varies by rank)
- See Lightning Rod's summary table for values per rank.
- Everything else: 1.0
- Thunder Multiplier is a multiplier for Thunder that varies by number of charges and whether it is the final hit. The multiples are:
- 1.0 for all hits of Thunder before the final hit.
- 1.5 for the final hit of Thunder if charged with less than 5 charges (including a single charge).
- 2.0 for the final hit of Thunder if charged with all 5 full charges.
- Distance Multiplier is a multiplier for Shockwave and Meteor Strike that decreases as the target's distance increases from the center of the spell.
- For Shockwave, the multiplier starts at 1.0 when near the center and scales linearly down to 0.1 when at the edge of the area of effect.
- For Meteor Strike, the multiplier is 1.0 near the center of impact, 0.75 when halfway between the center and the edge, and 0.5 when near the edge.
- Base Damage is the spell's base damage as shown in the skill window.