
Originally Posted by
Me
Now for stuff that's even easier: magical spells and weaponskills. These don't have quite as many variables as physical spells, and it's far easier to find the variables that you do need in comparison. Let's start with magical weaponskills.
You'll need: Your level, your WSC, your weaponskill's fTP, the dSTAT of your weaponskill, and the "tier multiplier" of your weaponskill.
Let's look at the new term:
Tier Multiplier - This is a number that's normally 1, 1.5, or 2 that multiplies the damage of your weaponskill.
We'll use Sanguine Blade for this exercise. Recall that the equation for finding WSC is
WSC = floor(floor(WSC1 * X + WSC2 * Y) * alpha)
Sanguine Blade's modifiers are 50% MND and 30% STR. For this example, let's assume that we have 120STR and 110MND.
WSC = floor(floor(110 * .50 + 120 * .30) * .85
110 * .50 = 55
120 * .30 = 36
55 + 36 = 91
91 * .85 = 77.35
WSC = 77
The dSTAT of some weaponskills may be different depending on which one you're using, however Sanguine Blade uses INT. Usually, elemental weaponskills have a cap to this value, but Sanguine Blade does not. To find Sanguine Blade's dSTAT value, use the following equation:
dSTAT = (Your stat - Target stat) * 2
So for our example, we'll say that we have 130INT and the target has 90INT.
dSTAT = (130 - 90) * 2
130 - 90 = 40
40 * 2 = 80
dSTAT = 80
Now for the tier multiplier. Sanguine Blade's M = 2. While we're here, Sanguine Blade's fTP = 2.75, and your level is 99. We now have everything we need to calculate the base damage of Sanguine Blade! Here's the equation:
Base Damage = ((level + 2 + WSC) * fTP + dSTAT * M) floor every step!
Base Damage = ((99 + 2 + 77) * 2.75 + 80 * 2)
99 + 2 + 77 = 178
178 * 2.75 = 489.5
80 * 2 = 160
160 + 489 = 649
Base Damage = 649
After you have your base damage, we can add some more multipliers. You multiply your base damage by the following factors in this order, flooring after each step:
1) Bonus Multipliers (Such as the bonus to consecutive elemental damage from -ja spells, or a Quick Draw under the influence of Navarch's Bottes +2)
2) Resist (1.0 for no resist, .50 for half resist, .25 for 1/4 resist, or .125 for 1/8 resist)
3) Elemental Staff (1.10 or 1.15 for NQ/HQ respectively, needless to say this part is worthless for Sanguine Blade)
4) Weather/Day (1.10 for only weather or day, 1.20 for both, 1.25 for double weather, 1.35 for double weather and day, 1.03 for Zodiac Ring, 1.05 for Twilight Cape; on the flip side, you'd multiply by 0.90, 0.80, 0.75, or 0.65 for negative weather/day, it's all added to a base of 1.0 if there are multiple factors)
5) Magic Attack vs. Magic Defense (Your magic attack vs. your opponent's magic defense. You start with a base of 1.0, and each point of Magic Attack Bonus adds .01. You then take your magic attack and divide it by your opponent's magic defense: damage * 1.MAB/1.MDB)
6) Magic Damage Taken (+% or -% Magic Damage Taken, for example -9.375% for shell, and +25% against a Flan for a total of +15.625% magic damage taken.
With that, let's assume that we're fighting a monster with a COR, and they place the 20% damage reduction on the monster. We'll assume that there's no resist, and that it's Darksday. You have +50 Magic Attack Bonus and the target has +20 Magic Defense Bonus. They are under the influence of Shell II.
Damage = Base Damage * Bonus Multipliers * Resist * Elemental Staff * Weather/Day * Matk vs Mdef * MDT
Damage = 649 * 1.20 * 1.0 * 1.0 * 1.15 * 1.25 * 0.859375
649 * 1.20 = 778.8
778 * 1 = 778
778 * 1 = 778
778 * 1.15 = 894
894 * 1.25 = 1117.5
1117 * 0.859375 = 959.921875
Damage = 959
Let's do another one. This time, you have no COR or BLM bonus, you get a 1/2 resist, it's on a negative day and you're wearing a zodiac ring, you have 40 magic attack bonus and your opponent has 50 magic defense bonus. The target is 28.75% weak to magic damage.
Damage = 649 * 1.0 * 0.50 * 1.0 * 0.93 * 0.93 * 1.2875
649 * 1 = 649
649 * 0.50 = 324.5
324 * 1 = 324
324 * 0.93 = 301.32
301 * 0.93 = 279.93
279 * 1.2875 = 359.2125
Damage = 359
Pretty simple.