Réduction et augmentation des dégâts
Chaque coup passe les mêmes étapes dans le même ordre : race, défense, critique et élément, règle JcJ, boucliers, final, PV et PM. Quel équipement, quels titres et compétences alimentent chaque étape, comment ils se cumulent, et un calculateur pour ton propre équipement.
Ice Maiden · Combat guide
Every hit you deal or take passes the same gates, in the same order. Here is what each gate does, which gear and skills feed it, and a calculator that adds up your own.
- RaceRace damage and race resistance, before defence
- DefenceP.Def or M.Def; not on damage over time
- Crit & elementCritical power, elemental resist
- PvP rulePlayer against player ×0.4%
- ShieldsTitles, buffs, skills; debuffs on the target
- FinalFinal reduction and final increase
- HP / MPMana shield, damage moved to your creature
The order
One hit, start to finish
Each gate takes what the gate before it left.
Race damage and race resistance before defence
Your bonus damage against the target's race, and the target's resistance to your race, change the raw hit before anything else. Every player counts as the race Human, so "vs Human" options work in player against player. Defence then removes a fixed chunk, so a percentage at this gate is usually worth more than its number: a 10% resistance can take 12% to 60% off what finally lands.
Defence
P.Def (or M.Def against magic) removes about half its own value from the hit, but never more than 95% of it. Damage over time is not reduced by defence on this server.
Critical hits and elements
A critical hit adds your critical power. A high elemental resist only counts in steps of 300: below 300 it does nothing, at 300 or more that element's hit is cancelled.
The player against player rule
When a player hits another player or a creature, the damage is multiplied by 0.4% (0.1% when a creature hits). It is the same for everyone, so all the percentages on this page still compare fairly.
Shields and vulnerability hits and skills only
Titles, buffs and skills that cut the damage you take, and debuffs that make a target take more, go into one pool: add them up, then multiply once. This gate only covers auto attacks and skill hits, never damage over time or add-on hits. The attacker's penetration wins back part of it.
Final reduction and final increase
"D. Absorp" and "D. Amp" apply last.
Mana shield and pass damage
Part of whatever is left can be paid from your MP, or moved to your creature, instead of your HP.
Damage reduction
Taking less damage
Grouped by gate. Inside one gate the values add up.
Race resistance before defence
Gear only. Works on every kind of damage, including damage over time and add-on hits. Pick "Human" options for player against player.
| Source | Less damage |
|---|---|
| Final Awakening on body armor | 1 / 3 / 5 / 10% all |
| 15% one race or 5% all | |
| 12% one race or 3% all | |
| 20% Spirit | |
Yushiva's Belt: a race beltAngel, Devil, Undead, Beast…; also +20% damage against both racesAll 11 race belts | 10% Spirit + 10% its race |
| 10% all | |
| 1–20% Devil | |
| Lava Set: any Lava Cloak with the | 5% all |
| 20% Beast | |
| 30% Beast |
Shields: titles, buffs and skills hits and skills only
Everything here goes into the one shield pool. Only one main title counts, and titles never work as sub titles.
| Source | Less damage |
|---|---|
| Roi du campingmain title | 10% |
| Rempart Sacrémain title, Halloween Invasion reward | 15% |
| 9–17% | |
| 9% / 13% | |
| Yushiva's Accessory Set | 10% |
| 5–15% | |
| 10% | |
| 50% | |
| Class skills | up to 85% |
| Immunity skills | immune |
| Creature party buffs | 30% / 15% |
Mana shield and pass damage
| Source | Moved off your HP |
|---|---|
| 5% to MP | |
| about 33% to MP | |
| 20% to MP | |
| up to 47% to creature | |
| never below 1 HP |
Damage increase
Dealing more damage
The same gates, from the attacker's side.
Race damage before defence
Applies to every kind of hit, add-on hits included, against the target's race. Players are Human.
| Source | More damage |
|---|---|
| Final Awakening on a mask | 1 / 3 / 5 / 10% all |
| 15% one race | |
| 12% one race or 3% all | |
| 20% Spirit | |
| 20% all | |
| 1–30% Devil | |
| Lava Set: any Lava Cloak with the | 10% all |
| 30% Undead / Dragon | |
| 20% Ain / Beast | |
| 30% all | |
| Legendary wings as transmoga Legendary wing used as the look of your wings | 5% all |
Skill and class bonuses
| Source | More damage |
|---|---|
| 25% | |
| 30% | |
| 50% | |
| 10% | |
| 40% | |
| 20% | |
| 55% | |
| 18.5% | |
| 30% | |
| Templarclass rule, against monsters | 20% |
Debuffs on your target same pool as its shields
These add to the target's shield pool with the opposite sign, so a debuff and a shield of the same size cancel out.
| Source | Target takes more |
|---|---|
| 100% / 25% | |
| 66% / 50% | |
| 25% | |
| 20% | |
| 3% |
Add-on hits
Extra separate hits. They skip defence, critical hits and the shield pool, and in player against player they are scaled down twice.
| Source | Extra hit |
|---|---|
| 160–330 | |
| 164–324 / 328–648 | |
| 324 / 486 | |
| 300–5,000 | |
| 50% / 100% | |
| 350% / 150% | |
| varies |
Stacking
How it all adds up
Add inside a gate, multiply between gates.
Take a 10,000 hit from a level 170 monster against 4,000 defence. You wear a Final Awakening armor at 10% (race gate), the Roi du camping title and
Armure Scintillante at 17% (shield gate: 10% + 17% = 27%).
The calculator below uses the server's own formula, including this defence effect, in its example hit.
Calculator
Add up your own
Set what you wear and use. It starts with an example loadout; change it to yours. Your picks stay in this browser.