Special Attack Damage

Introduction

Once you have the Divinity Bracelet and can start hitting every time with your special attack, then this chart will start to matter more in terms of how to increase your damage.

Chart

Guild Spec.Guild 1 Spec. Guild 2 Special Short SP Damage Stat CFP DFP DMP DRP
ShadowStalkers DaggerMasters Rangers PoisonAttack P creature health 2.75 0.36 75 51
Assassins Rangers DaggerMasters Backstab BS current stamina 2 0.5 65 71
Hunters Hunters Rangers PoisonAttack P creature health 2.75 0.36 75 51
Bards Bards DaggerMasters Backstab BS current stamina 2 0.5 65 71
Barbarians AxeMasters MaceMasters BruteForce BF current health 2.25 0.44 65 71
EliteWarriors SwordHandlers SpearMasters DoubleAttack DA base damage 2.5 0.4 85 31
DarkWizards OrbMasters StaffControllers DoubleCast DC base damage 2.5 0.4 85 31
ManaMages TomeHolders WandWielders ManaRay M current mana 3 0.33 85 31
NightRaiders NightBlades Ravagers DiseaseAttack DS current stamina/health 2.25 0.44 65 71
DeathReapers FrostWeavers Necromancers CausePain CP current mana 2.75 0.36 85 31

Definitions

Here's what each column in the chart represents:

CFP (Chance Factor Proficiency): Multiply this number by your spell proficiency to determine a bonus to your special attack's trigger chance.
DFP (Damage Factor Proficiency): Multiply this number by your special attack's proficiency to calculate a bonus to your damage.
DMP (Damage Minimum Percentage): This is the baseline, or lowest possible percentage, of your special attack's damage.
DRP (Damage Range Percentage): This number represents the difference between your minimum (DMP) and maximum damage percentages.
Special Attack Calculation Example
Let's illustrate how these numbers come together with an example using a ManaMage:

Equipped Weapon Special: { "Type": "ManaRay", "Amount": 34.0, "Chance": 31 }

This indicates the special attack is "ManaRay," providing an initial 34% special damage bonus and a 31% base chance to trigger.
Proficiency: 29 (Proficiency of your special attack)

1. Chance to Trigger:
Your chance to trigger your special attack is calculated as:

(1)
\begin{equation} WeaponSpecialChance+BuffChance+(CFP×Proficiency) \end{equation}
(2)
\begin{align} 31\%(\text{Weapon})+150\%(\text{Divinity Bracelet})+(3\times29)\% = 268\% \end{align}

This means you have a 268% chance to trigger your ManaRay special attack.
Anything over 200% means the leftover % is the chances of using a 2nd special attack. Example below:

(3)
\begin{align} 268\%-200\%=68\% \end{align}

You'll have a 68% chance of doing a 2nd attack.

2. Damage Range:
Your damage will fall within a specific percentage range. The DMP and DRP values from the chart determine this.

(4)
\begin{equation} Minimum Damage=DMP \end{equation}
(5)
\begin{equation} Maximum Damage=DMP+DRP \end{equation}

For a ManaMage, with DMP = 85 and DRP = 31, your range is 85% - 116% (85% + 31%).

Consistency's Impact: Your consistency stat directly affects this range.
If you have 100% consistency, your minimum damage will equal your maximum damage, resulting in a consistent 116% damage output.
With 50% consistency, your damage will be 101% - 116%, effectively splitting the range.
3. Damage Amount Percentage:
The total damage percentage your special attack deals is calculated as:

(6)
\begin{equation} WeaponSpecialDamage+(Proficiency×DFP)+DamageBuffs \end{equation}

In this example:

(7)
\begin{align} 34\%(\text{Weapon})+(29\times0.33)\% + 166\%(\text{Divinity Bracelet}) = 210\% \end{align}

This 210% is then modified by specific factors and applied to your base damage or relevant stats.

CFP = If you multiply this number by your spell/weapon proficiency - then you get a chance bonus.
DFP = If you multiply this number by your spell/weapon proficiency - then you get your damage bonus.
DMP = Whatever this number is, is the low end of your damage %.
DRP = This number is the difference between your DMP(min damage) and max damage. This the range.

Example below:

Equipped Weapon Special: { "Type": "ManaRay", "Amount": 34.0, "Chance": 31 } // Guild, Special Damage, Special Chance
Proficiency: 29 // Proficiency of your special attack
Chance to trigger = WeaponSpecialChance + BuffChance + CFP * proficiency = 31 + 150 + 3 * 29 = 268% // Chance from weapon + buff chance(Divinity Bracelet) + (CFP * Proficiency)
Damage Range = 86% - 116% (affected by consistency) // If you have 100% consistency this number would be (116%-116%), 50% would be (101%-116%). 50% would split the range, 100% would make the min range the same as the max range.
Damage Amount % = WeaponSpecialDamage + (proficiency * DFP) + damageBuffs = 34% + (29 * 0.33)% + 166% = 210% (modified by specific factor, applied to base damage, or stats) // Special Damage(from weapon) + (proficiency * DFP) + Damage buffs(Divinity Bracelet)

Damage Stat

Note I haven't tested these more than my ManaMage, but I assume most of them have the same idea in theory. Nor do I have exact calculations on how they work, so most of these are general theories just thrown around.

Creature Health

The more life the creature has, the more damage it will take, assuming everything else is the same between 2 creatures. If you are killing a boss or something with a high life bar, then over time you'll do less damage per round.

Base Damage

This lines up more with traditional Shilla training. The more damage you are doing with your regular attack, the more damage you should do with your special attack. Try to line up enchantments in a way that boosts your regular damage output(badges vs creature type, enchantments the same).

Current Health

This aligns with your life bar. The more life you have, the more damage you should do per round. This may be unreliable against Elite monsters if they get initiative to go first, since your damage is tied to your life bar and if they hit you for damage, your life bar is lower.
Try to find Rings that boost health%, and consider using the House buff for life%. Also possibly look into the life enchantment boost on your final weapon.

Current Mana/Fatigue

This aligns with your mana/fatigue bar. The more you have of these, the more damage you do. Unlike the life one, as you train you use mana/fatigue per round. Which means over time, your damage will go down unless you heal, so you may need to pay attention closer.
Try to find Rings that boost mana/fatigue%, and consider using the house buff to boost mana/fatigue%.

Additional Attacks

If the chance gets above 200%, there is a chance that whatever the leftover % over 200 will give you a possibility of a 2nd special attack.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License