#1


Aion physical damage calculation
Physical damage calculation in Aion is complicated.
The following spreadsheet contains all of my testing done: (min/max damage values gathered using a custom program that uses the chatlog parser from Aion Grind Meter) https://docs.google.com/spreadsheets...gid=1968352775 My findings so far: (not valid for offhand weapon or attack skills while dual wielding) Base MinMax weapon damage = Random integer value between minimum and maximum damage on weapon (Thanks Selenn) Base MinMax Damage = (Base MinMax weapon damage + weapon enchantment + armor enchanting + power shards) White Power:
Supplemented MinMax Damage = Base MinMax Damage * (White Power + Weapon Mastery + +% damage buff skills) / 100 Effective Attack Skill Damage = (Attack Skill Damage + Enhancement additional damage * Enhancement Level) +attack from CP_Power: round(830 * CP_Power / (550 + CP_Power)) Bonus Attack = All additive damage bonuses, excluding power shards, gear enchantments, and +% damage skills. Examples:
High level mob level difference multiplier: When target mob (PvE only) is this many levels higher than the player: (5.6 provisional testing result, tested at +0, +3, +5, +7, +9 level difference) 3 or less: 1.0x dmg 4: 0.9x dmg 5: 0.8x dmg 6: 0.7x dmg 7: 0.6x dmg, 10% miss chance 8: 0.5x dmg, 20% miss chance 9: 0.4x dmg, 30% miss chance 10: 0.3x dmg, 40% miss chance 11: 0.2x dmg, 50% miss chance Skill Damage Multiplier:
Random Multiplier From Skills: 1x for most skills. A few skills have random damage multipliers, for example:
Movement Multiplier:
Effective MinMax Damage = (Supplemented MinMax Damage + Bonus Attack + Effective Attack Skill Damage) * Skill Damage Multiplier * Random Multiplier From Skills * High level mob level difference multiplier * Movement Multiplier Defense Adjusted MinMax Damage = Effective MinMax Damage  Enemy defense / 10 Level 66+ target damage multiplier: when target mob or player is the following level, apply damage multiplier: 66: 98.50% 67: 97.06% 68: 95.68% 69: 94.31% 70: 93.00% 71: 91.72% 72: 90.47% 73: 89.28% 74: 88.10% 75: 86.94% 76: 85.81% 77: 84.72% 78: 83.66% 79: ? 80: 81.61% Zone % modifier for physical attacks: (what I've tested so far, PvE only) Poeta +15% Belusian +15% Inggision +15% Cygnea: +0% Linkgate Foundry: +0% Norswold: +0% Crit Strike multiplier: Dagger  2.3x Sword  2.2x Mace  2.0x Greatsword  1.8x Polearm  1.8x Bow  1.7x Staff  1.7x Unarmed  1.0x Strike Fortitude: I cannot yet determine the exact reduction of Crit Strike multiplier per point of Strike Fortitude. It's somewhere around 0.091 to 0.095 multiplier subtraction for each 100 points of Strike Fortitude. Effective Crit Strike multiplier = Crit Strike multiplier  Strike Fortitude reduction (minimum 1.0x) Autoattack multi strikes: (attack skills do not apply) Each of the following outcome have roughly the same probability, if possible on the weapon type:
multiplicative modifier:
Final damage = Defense Adjusted MinMax Damage * multiplicative modifier 1 * multiplicative modifier 2 * ... * multiplicative modifier n Final damage cannot be less than 1, except damage absorb shields such as Stone Skin.
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Aion Grind Meter 2 now available! EXP, AP, GP, Mobs, items, etc. per hour See your EXP numbers (4 most significant digits) Now supporting 5.6! (2.4.3  20170724) https://github.com/maxperiod/aiongrindmeter2 Last edited by mooMOOMooMoomoo ; 08012017 at 09:33 PM. 
#2


Re: Aion physical damage calculation
You may just want to look at your skill multiplier descriptions of Focus Shots and Killers eye...
just maybe.
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#3


Re: Aion physical damage calculation
Thanks, just corrected that, was a mistake typing up the report. Had the attack count limits of these two OneTimeBoostSkillAttack skills incorrectly switched around (damage multipliers were correct).
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#4


Re: Aion physical damage calculation
Wow, nice work!

#5


Re: Aion physical damage calculation
High level mob level difference multiplier: When target mob (PvE only) is this many levels higher than the player:
2: 0.9x dmg 3: 0.8x dmg 4: 0.7x dmg 5: 0.6x dmg, 10% miss chance 6: 0.5x dmg, 20% miss chance 7: 0.4x dmg, 30% miss chance 8: 0.3x dmg, 40% miss chance 9: 0.2x dmg, 50% miss chance is this the same in pvp 
#6


Re: Aion physical damage calculation
Quote:
That miss chance does not apply on physical attacks in PvP. However magical spells (not physical attacks) the following apply in PvP: 10% automatic resist chance when 5 levels below opponent 20% automatic resist chance when 6 levels below opponent 30% automatic resist chance when 7 levels below opponent ... 90% automatic resist chance when 13+ levels below opponent
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Aion Grind Meter 2 now available! EXP, AP, GP, Mobs, items, etc. per hour See your EXP numbers (4 most significant digits) Now supporting 5.6! (2.4.3  20170724) https://github.com/maxperiod/aiongrindmeter2 Last edited by mooMOOMooMoomoo ; 03012017 at 08:18 PM. 
#7


Re: Aion physical damage calculation
Quote:
i tested with my level 71 gunner vs a level 74 gladiator using concentrated fire +5. My damage was 2585. I tested afterwards with a level 75 gladiator using the same skill and did 2559. they both took off all their gear cp points titles etc. After that I tested with a level 69 gladiator who also took off all his gear, cp etc and did 2719 dmg. 
#8


Re: Aion physical damage calculation
Quote:
From my test data I current have, the following level 66+ target multiplier seem to apply to effect MB (i.e. MB  MS) for casters. Don't know whether this is applied before or after 3,200 MB cap as I don't have any casters geared enough to be able to hit 3,200 buffed MB. Quote:
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#9


Re: Aion physical damage calculation
https://puu.sh/utriD/393d84b2e5.jpg
https://puu.sh/utrwa/6674b243da.jpg 2 glads linked above, my gunner has 4500mb. I am aware this thread was for physical damage however trying to do this test with physical damage would have been a nightmare. More so just to prove that you do less damage to people higher level, although it seems barely any reduction. I believe from experience that physical damage gets reduced based on level as well, however proving that with data would be awful. Last edited by Witcher ; 03032017 at 09:59 PM. 
#10


Re: Aion physical damage calculation
Let's compare my magic damage development model with your results. Trying to fine tune the high level physical damage / magic boost damage to be more precise.
(skill dmg*(Knowledge+net MB*IF(CG2>65,lookup % reduction on lvl 66+ or higher targets,1)/10)/100) * (1 + pvp attack  pvp defense) * 0.42 where net MB = IF(Magic BoostMagic Supp<0,0,IF(Magic BoostMagic Supp>3200,3200,Magic BoostMagic Supp)) For your gunner: skill dmg = 1193 knowledge = 100 mag boost = 4500 PvP attack = don't know (around 35.0% or 35.1%) Assuming 35.0% PvP attack: Level 69 target (model MB multiplier: 94.33%): expected 2718, actual 2719 Level 74 target (model MB multiplier: 88.10%): expected 2583, actual 2585 Level 75 target (model MB multiplier: 87.00%): expected 2559, actual 2559 Assuming 35.1% PvP attack: Level 69 target (model MB multiplier: 94.33%): expected 2720, actual 2719 Level 74 target (model MB multiplier: 88.10%): expected 2585, actual 2585 Level 75 target (model MB multiplier: 87.00%): expected 2561, actual 2559 How much PvP attack did your gunner exactly had? 35.0% or 35.1%?
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Aion Grind Meter 2 now available! EXP, AP, GP, Mobs, items, etc. per hour See your EXP numbers (4 most significant digits) Now supporting 5.6! (2.4.3  20170724) https://github.com/maxperiod/aiongrindmeter2 