[Guide] Intermediate Magic Damage and Their Math

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Soluna

[Guide] Intermediate Magic Damage and Their Math

Post by Soluna »

Magic have gone through some major changes in the past couple patches, it's a good idea for player who want to take the path of magic to check on how the skills have been changed.
This guide will take a look into damage calculation for the intermediate magic: Fireball, Ice Spear, Thunder.

Ice Spear /Fireball / Thunder Reduced Damage Formula:

Base Damage * Int Elemental Bonus * Upgrade Bonus * 1.1 (* Thunder Bonus)

Base Damage: = Skill Damage * Stack Bonus * (1 + S Upgrade Bonus).

Skill Damage = Damage Shown on Skill Rank.
Stack Bonus = Charge Count (For Ice Spear and Fireball up to 5, Thunder hits are counted separately).
S Upgrade Bonus = S Upgrade %, 10% mean 0.1.

Int Elemental Bonus: = 1 + Elemental Mastery Bonus + Elemental Master Title Bonus + Int Bonus + Magic Attack Enchant Bonus/100.

Elemental Mastery Bonus = Elemental mastery skill rank bonus, rank 1 is 15% or 0.15 for respective elemental magic.
Elemental Master Title Bonus = Elemental master title bonus, 10% bonus or 0.1.
Int Bonus = Magic Attack Stats/100, which is Floor(Int/20/100).
Magic Attack Enchant Bonus = Magic Attack stat gained from enchants.

Upgrade Bonus: = 1 + Magic Master Title Bonus + Wand/Staff Upgrade Bonus.

Magic Master Title Bonus = Master Title for Magic Mastery.
Wand/Staff Upgrade Bonus = Magic Damage increased from upgrading, 10% or 0.1.

Thunder Bonus: = 150% for 1~4 charge's final bolt, 200% for 5 charge's final bolt. Applicable only to Thunder, for other magic value = 100% or 1.

Expanded Version:
[Skill Damage * Stack Bonus * (1 + S Upgrade Bonus)] * [1 + Elemental Mastery Bonus + Elemental Master Title Bonus + Int Bonus + Magic Attack Enchant Bonus/100] * [1 + Magic Master Title Bonus + Wand/Staff Upgrade Bonus] * 1.1 * [1 || 1.5 || 2]

Example 1:
Rank 1 Thunder = 400 Dmg
Int = 520 ---> 520/20/100 = 0.26
Rank 5 Lightning Elemental Mastery = 11%
Trinity Staff Magic Damage Upgrade = 10%
5 Charges

Plugging Values In:
Bolt 1~4
= [400 * 1 * ( 1 + 0)] * [1 + 0.11 + 0 + 0.26 + 0/100] * [1 + 0 + 0.1] * 1.1 * [1 (Not last bolt, no bonus)]
= 400 * 1.37 * 1.1 * 1.1 * 1
= 663.08

Bolt 5
= [400 * 1 * ( 1 + 0)] * [1 + 0.11 + 0 + 0.26 + 0/100] * [1 + 0 + 0.1] * [2 (5 Charge Thunder, bonus value is 2)]
= 400 * 1.37 * 1.1 * 1.1 * 2
= 1325.16

Total Damage = 663.08 * 4 + 1325.16 = 3977.48 (0 Critical)

If Critical Hit:
Bolt 1~4 = 602.8 * 2.5 = 1657.7
Bolt 5 = 1205.6 * 2.5 = 3312.9

Total Damage = 1657.7 * 4 + 3312.9 = 9943.7 (All 5 Critical)

*All magic attack skills ignores defense as of G14S2. Protection still reduce magic damage.

Formula:
Above Reduced Damage Formula * (1 - Enemy Protection).

Example 2:
Rank 1 Thunder = 400 Dmg
Int = 519 ---> 519/20/100 = 0.25
Rank 5 Lightning Elemental Mastery = 11%
1 Charge
Target Enemy = 5% Protection

Plugging Values In:
Bolt 1
= [400 * 1 * ( 1 + 0)] * [1 + 0.11 + 0 + 0.25 + 0/100] * [1 + 0 + 0] * 1.1 * [1.5 (Last bolt, but not 5 charges, 1.5 Bonus)]
= 400 * 1.36 * 1.1 * 1.45
= 897.6

897.6 * (1 - 0.05 ) = 897.6 * 0.95 = 852.72
zcoinz

Re: [Guide] Intermediate Damage and Their Math

Post by zcoinz »

So much math T~T. So umm in conclusion u need rank 1 MM and atleast 520 int to do good dmg? By the way you didn't add in R type. Isn't R type better than S?
Soluna

Re: [Guide] Intermediate Damage and Their Math

Post by Soluna »

zcoinz wrote:So much math T~T. So umm in conclusion u need rank 1 MM and atleast 520 int to do good dmg? By the way you didn't add in R type. Isn't R type better than S?
None of the examples assumed Magic Mastery at rank 1, no part of the formula assumed the rank of Magic Mastery affects the damage output directly.

Only Magic Master Title affect the damage by adding 5% whereas Elemental Mastery Titles adds 10%. The trade off is Magic Master adds to all elemental magic (including Blaze) but only 5% and Elemental Master only adds to respective element magic type but with 10%.

R upgrades adds critical modifier damage, which is the same for all weapon and there is only one place to account the value:
which is when you multiply by whatever your damage is by [2.5+ R Upgrade] assuming Rank 1 Critical Hit Skill.

R upgrade is not better than S upgrade; It has more potential. It has the potential to output more damage with critical hits, but when the enemy only have 4000 HP doing 5000 damage is no different from doing 7000 damage. Depend on the different purpose of you weapon you may outfit it differently.

*The formula is not exact but fairly accurate base on my test; I am too lazy to work out a better formula.
zcoinz

Re: [Guide] Intermediate Magic Damage and Their Math

Post by zcoinz »

Yes true true. How about say the npcs in the tournament? If i had R type it would do much more would it not?
Soluna

Re: [Guide] Intermediate Magic Damage and Their Math

Post by Soluna »

zcoinz wrote:Yes true true. How about say the npcs in the tournament? If i had R type it would do much more would it not?
Why don't you find out by calculating your damage?
Kaiishisabaku

Re: [Guide] Intermediate Magic Damage and Their Math

Post by Kaiishisabaku »

Do you happen to have something like this on bolt magic?(One that isn't Pre-G13.) Ranking that at the moment and liking it so far, so might wanna see how far I can take it damage wise.
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