Understand the inputs behind combat calculations and their implementation limits.
These are simplified aCis baselines before position, critical, random, resistance and PvP modifiers.
| Case | Baseline |
|---|---|
| Normal hit | 77 * P.Atk / effective P.Def |
| Soulshot normal hit | Baseline damage * 2 |
| Physical skill | 77 * (P.Atk * shotMultiplier + skillPower) / effective P.Def |
| Normal shield block | Shield defense is added to P.Def |
| Perfect shield block | Returns 1 damage |
M.Atk scales through a square root. Doubling M.Atk does not double spell damage.
| Case | Baseline |
|---|---|
| Spell | 91 * skillPower * sqrt(M.Atk * shotMultiplier) / M.Def |
| Shot multiplier inside sqrt | 1 without; 2 Spiritshot; 4 Blessed Spiritshot |
| Magic critical | aCis multiplies successful magic damage by 4 |
| Critical rating | Tested against a random integer from 0 to 999; rating 100 corresponds to 10% before other modifiers |
Hit chance, critical chance and dagger landing are separate tests. Skill and position matter.
| Mechanic | Implementation |
|---|---|
| Normal hit threshold | clamp((90 + 2 * adjustedAccuracyDifference) * 10, 300, 980) |
| Accuracy adjustments | Position, night and height alter the difference; integer RNG boundaries matter |
| Casting time | skillTime * 333 / relevant attack speed; separate from reuse time |
| Dagger blow | Uses skill base land rate, DEX, position and blow modifiers; not normal Critical rating |
Effect success combines base chance, target stat, resistance, magic and level modifiers. Regeneration normally ticks every 3 seconds.
Mobius uses coefficient 76 for its basic physical formula and different magic-critical multipliers. Its Interlude file contains later-formula comments. The two implementations cannot establish a single authenticated retail formula.