Msg char 2.png
In the content of this article, the content of the time version is written. 
Therefore, the content of this article may lose the reference value with the revision of the game. 

Based on the information provided by the editor, this article applies to version 4.3 .
Some of the terms used in this article are not official terms, but names that are used to facilitate the description. These terms are explained elsewhere in the text.
The normal attack of a character in the game is actually a skill. The program is processed in the same way as other skills, so the common attack is also mentioned when the skill is mentioned below.
When all numeric operations encounter a decimal, they are rounded down and the minimum final damage is 1.

Basic formula of damage

Damage value (1st round) = attack value × skill coefficient + extra damage value
Damage value (round 2) = ( damage value (1st round) × bonus coefficient - defense value ) × tolerance coefficient × full defense coefficient × crit coefficient - floating damage
Final damage value = damage value (round 2) × damage control coefficient - shield damage reduction
projectDescription
Round 1
Attack valueBased on the basic attributes of the character (object attack, magic attack, etc.), based on the skill set, multiply the basic value of the attack power calculated by the specific coefficient.
Skill coefficientThe skill is fixed with a rate factor, which will increase with the skill level. When the level is full (generally level 20), the maximum value is displayed. All the skill data of this WIKI is displayed as the data at the full level.
Extra damage valueThe self-explosive skill will additionally add the value of the current physical value here.
Round 2
Addition factorThere are various bonus factors in the game, which will be added together with 100%, and the final value is the bonus factor.
Defense valueJust looking at the skill ultimately causes physical damage or magic damage. If it is physical damage, the defense value uses object defense; if it is magic damage, the defense value uses magic defense.
Tolerance coefficientAttack type tolerance coefficient.
Full defense factorAttribute full defense factor.
Critical strike coefficientIf it is a normal attack, or if the skill can be crit, then it is determined whether it can be crit and generate a critical strike factor of 110% to 150%.
finally
Damage control coefficientThe damage reduction effect produced by the damage control type response skill.
Shield damage reductionThe damage value reduced by the shield effect.
Each item will be introduced one by one below.

Attack value

Based on the basic attributes of the character (object attack, magic attack, etc.), based on the skill set, multiply the basic value of the attack power calculated by the specific coefficient. The attack value of the connected skill is the average of the attack values ​​of the two connected characters.
In order to facilitate the comparison of the power between the various skills, this WIKI took the following description when describing the power of skills:
  • If the damage formula is based on career pages, and the same as ordinary attack skills of the profession, described as "100% Pugong harm", most of the physical occupations are such arrangement, so easy to compare skills and The rate relationship between the general attacks.
  • If the basic damage calculation formula of the skill, only the [magic attack] participates in the operation, it is described as "100% magic attack damage", most magic skills are displayed like this
  • If the above two conditions are not met, it will be described as "100% damage" and the base damage calculation formula for the skill will be marked.
Calculation formula
For example, Jianhao 's basic calculation formula is 0.85 * (object attack + early early /2 + prime early * level / 100 + device / 4) , which means that you need to calculate the four attributes of material attack, early, use, and grade. For the specific calculation method of each attribute, please refer to the attribute value calculation method .

Skill coefficient

Each skill is configured with its own skill factor. For normal attacks, this factor is usually 100%. For other skills, please refer to the instructions in WIKI.
The following skill characteristics affect the skill factor:
Skill effectDescription
Self-destructThe self-explosive skill affects the skill override with the current percentage of physical strength, and the remaining life is added as additional damage. 
For example , the coefficient of Principal 's self-explosive skill  (a version with support skills) is 160%. When the maximum life value is 1500, and the current remaining 30% HP, the coefficient of the skill will become 160. % * 30% = 48%, while also included additional damage 225 (the additional damage will damage value (round 1) increases after the completion of calculation)
Bottom force / bodyThe skill factor for this effect will vary with the current percentage of physical strength. 
For example , the superior dark rider is described in this site as "physical damage caused by 125% to 140% of general attack", that is, when the physical strength is full, the coefficient is 125%; when the physical strength is 1, the coefficient is 140. %.
revengeThe skill factor with this special effect will change with the number of deaths. 
For example , the superior dark rider will increase the skill factor by 5% for each unit that dies.
Giant killerThere is a skill factor for this special effect. Each level of the target is 1 level higher than itself, and a certain coefficient is added. 
For example, the beast 's  , the target is 1 level higher than the user level, and the skill factor is increased by 4% (the target does not decrease the coefficient when the target is lower than the user level).

Extra damage value

At present, only the self-explosive skill will add an additional damage value, and the additional amount is 1/2 of the current remaining physical strength value of the self-explosive unit.

Addition factor

The table below shows all the addition factors, and the coefficients are added together to obtain the final addition coefficient.
projectDescription
Monomer attackWhen the attacker's skill is a single attack, the 1% individual attack attribute provides a +1% coefficient. The defensive side's single attack resistanceprovides a -1% coefficient every 1 point.
Range attackWhen the attacker uses a ranged attack, the 1% range attack attribute provides a +1% factor. The defender's range attacks resistance , providing a -1% factor every 1 point.
Attack type correctionWhen the character has the type of attack to which the skill belongs, the 1% coefficient is provided for each attack type correction. The attribute values ​​corresponding to the coefficient include: sniper attack correction , sniper attack correction , combat attack correction , shooting attack correction , magic attack correction , jump attack correction and counterattack attack correction .
Role attribute restraintThe restraint relationship between the offense and defense role attributes, when the attacker restrains the defender attribute, the bonus coefficient is +25%, and vice versa is -25%, if the two attributes are irrelevant, it is 0.
Skill attribute restraintIf the skill used by the attacker contains an attribute, the restraint relationship between the attribute and the defender's role attribute, the skill restrains the defender attribute by +25%, and vice versa is -25%, and if the two attributes are irrelevant, it is 0. Overlay with the character attribute restraint, that is, if both the character and the attribute are restrained, there will be a 50% bonus.
Defense attribute toleranceDaily Service Version If the skill has an attribute, check whether the defender has the patience of the attribute corresponding to the attribute. Otherwise, check if the defender has the patience of the attribute corresponding to the attribute. If there is, the resistance is -1% for every 1 point. 
National Service Version When the defender has the resistance of the attacker's character attribute, the resistance is -1% for every 1 point. If the skill has an attribute and the defender has the corresponding attribute tolerance, a 1% coefficient is provided for each 1 point of tolerance. These two tolerance coefficients can be superimposed. 
The attribute values ​​corresponding to the coefficient include: fire resistance , water resistance , wind resistance , thunder resistance , light resistance and dark tolerance .
Attribute bonusWhen a character has an element attribute bonus that is the same as its own attribute, a 1% coefficient is provided for each element attribute. The attribute values ​​corresponding to the coefficient include: fire attribute , water attribute , wind attribute , lightning attribute , light attribute and dark attribute .
Attribute effect correctionIf the skill attribute restrains the defender and the attacker has the same attribute effect correction as the defender attribute, the 1st attribute effect correction provides a +1% coefficient. The attribute values ​​corresponding to the coefficient include: fire attribute special effect correction , water attribute special effect correction , wind attribute special effect correction , lightning attribute special effect correction , light attribute special effect correction and dark attribute special effect correction .
Height differenceThe difference between the height difference and the damage (basically only normal attack), when attacking the lower place from a higher place, there is a +5% coefficient addition; from the lower place to attack the higher place, there is -5% Coefficient addition.
Specific type of killerSkills that cause additional damage to a particular type of enemy will provide an additional bonus factor (mostly 50%) depending on the setting.
involvedThe daily service version is only effective for ordinary attacks, and each of the joints provided by us provides a +25% coefficient. 
The national service version is only effective for ordinary attacks, and each of the joints provided by us provides a coefficient of +50%.

Defense value

The defense value refers to the physical defense and magic defense of the defender's character If the physical damage caused attack and defense value takes the defense side thereof prevention . If magic damage attack and defense values take the defense side Mofang .
The defense value that is ultimately used for calculation can also be subject to the following bonuses:
Final value = battle panel value × (100% + reaction skill bonus ) × (100% + disregard defense + side ignore defense + back disregard defense + height difference plus )
projectDescription
Battle panel valueFor the calculation method, please refer to the attribute value calculation method .
Response skill bonusIf the defender is equipped with a defense to enhance the value Reaction skills (such as higher Paladin 's  ), will determine whether the trigger at this time, if the trigger was raised by defense value.
Ignore defenseIf the skill comes with a disregard of defense (including direct ignorance, ignorance from a side attack, and disregard from the back attack), it will be calculated here.
Height differenceThe skill of affecting the damage is basically only normal attack. When attacking the lower place from a higher place, the defender's defense value will be reduced by 5%; from the lower place to attack the higher place, the defender's defense The value will increase by 5%.

Attack type tolerance coefficient

When the defender has the patience corresponding to the skill attack type, 1% damage reduction is provided for each resistance, and this reduction effect is multiplied after the defense value is calculated.
The attribute values ​​corresponding to this tolerance coefficient include: sniper resistancespur resistance , impact resistance , shooting tolerance , magic resistance , jumping resistance and counter resistance .

Attribute full defense coefficient

When the defender has the same attribute as its own attribute, it provides 1% damage reduction for each full defense. This reduction effect is multiplied after the defense value is calculated.
The attribute values ​​corresponding to this tolerance coefficient include: fire attribute full defense , water attribute full defense , wind attribute full defense , mine attribute full defense , light attribute full defense and dark attribute full defense .

Critical strike coefficient

Only ordinary attacks and critable skills will be crit determined. The crit rate is calculated as follows:
Calculation formula
Formula crit rate.gif
projectDescription
A.CriAttacker's heart
D.LukDefender of transport
H.Cri%When the attacker is higher than the defender, it will have a +5% crit rate, otherwise -5% crit rate
A.Cri%Attacker's crit rate bonus (including equipment, gain, etc.)
When the critical strike is successful, the damage caused by this time will randomly become 110% to 150% of the original damage value.

Floating damage

When the damage value is greater than 1, it will randomly float down 1~10.

Damage control coefficient

The reaction skill of the damage control class (for example , the mechanic ) is multiplied here.

Shield damage reduction

The effect of reducing the damage of the shield is calculated here.

avoid

There are two kinds of avoidance in the game, one is the complete avoidance provided by the reaction skill (shown as AVOID), and the other is the avoidance (showing MISS) after the normal hit decision fails When these two avoidances exist simultaneously, the complete avoidance determination is performed first, and then the hit determination is performed. That is to say, if there is 10% complete avoidance and 10% normal avoidance, the probability of finally avoiding the attack is 19%.
Complete avoidance is based on the skill set to completely avoid the probability of judgment, completely avoiding the decision is to ignore all the elements of the ordinary calculation hit, including the necessary effect, the serial attack must be set.
Ordinary avoidance is based on the attacker's hit and the defense's avoidance decision. The calculation method is as follows:
Calculation formula
Formula avoidance rate.gif
projectDescription
D.SpdThe defender's prime early
A.DexAttacker's device
D.LvDefense level
A.LvAttacker's level
D.Avo%The defensive rate of the defender (including equipment, gain, etc.) 
will be added to the total avoidance rate if there is an attack type avoidance rate corresponding to the attack skill.
A.Hit%The attacker hit rate bonus (including military equipment, gain, etc.) 
from the attack side of an additional 25% hit rate, from attack back an additional 50% hit rate