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==Physical damage== '''To calculate physical damage (i.e. any damage not resulting from a fire/electric [[Weapons#Special attacks|special attack]] or a [[Techniques|Technique]])''': 1. Begin by calculating the equipment [[ATP]] (EA): <code>EA = [MinWA + (Grind x 2) + FA + BaA] x [ATR + 1.0]</code> * MinWA = Minimum possible weapon ATP * FA = [[Frames|Frame]] ATP * BaA = [[Barriers|Barrier]] ATP * ATR = Weapon [[Weapon attributes|attribute %]] 2. Next, calculate the bonuses from {{Shifta}} (SA) and ATP variance: <code>SA = [BA x Shifta] + [(Random Float) x (MWA - MinWA) x Shifta]</code> * BA = [[Stats#Total_stats_and_base_stats|Base ATP]] * Random Float = A random value in range [0, 1) for the ATP variance per attack. * Shifta = {{Shifta|n}} [[Shifta#Level_progression|base power in %]] * MWA = Maximum possible weapon ATP 3. Then, determine the minimum and maximum Variance (V): <code>V(min) = -CV</code> * CV = [[Class_comparison#Maximum_stats|Class Variance]] **5 for [[Hunters]] **3 for [[Rangers]] **2 for [[Forces]] <code>V(max) = MWA - MinWA</code> 4. To determine your final ATP, add your BA, EA, SA and V together: <code>ATP = BA + EA + SA + V</code> * V is a random value between V(min) and V(max) 5. Finally, to calculate your damage on an [[Monsters|enemy]]: <code>Damage = [(ATP - Enemy DFP)/5] x Attack modifier</code> * '''Attack modifier''' is: ** Normal: {{Note|9/10|0.9}} ** Heavy: {{Note|17/9|1.89}} ** {{Note|Excluding Fire damage, Lightning damage, HP cut, and Sacrificial specials|Special|}}: {{Note|5/9|0.56}} ** [[Weapons#Sacrificial damage increase|Sacrificial]]: {{Note|10/3|3.33}} ** {{Sword|rare|Vjaya}}: {{Note|17/3|5.67}} 5a. If the attack is a critical hit, calculate critical damage: <code>Critical damage = Damage x 1.5</code> * The chance for an attack to be a critical hit is calculated with the following formula: <code>Critical hit rate = [LCK / 5]%</code> ''Note: the game doesn't round up damage values and instead truncates them. E.g. if the final calculated damage is <code>100.92</code>, the real damage output is <code>100</code>. ''Note: the formulas above show that a weapons attribute percentages are only applied to its minimum possible weapon ATP. E.g. if a weapon has 300-400 ATP and 100% in an attribute, the ATP is increased to 600-700 (not 600-800). The variable spread remains a fixed value. ''Note: the ATP values shown ingame are always the maximum ATP values. E.g. for a [[HUcast]] with max ATP, a BA value of 1639 is shown in the menu in golden font. In reality, the value is randomly picked between [[Class_comparison#Maximum_stats|1634 to 1639]]. The same applies to weapons: a weapon with 900-950 ATP adds 950 to the total stats in the menu (the formulas above take all of this into consideration).
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