Movement Modifier

WIP

This page will be classified under Game Mechanics when finished, Please do not delete, tag or parent it.

Intro

This page contains some of exemplary ATK(shown in equip window) > Damage's Formula Modifier used by Weapon movements.
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Movement Modifier applies to both PHYSICAL AND ELEMENTAL damage.

There seems to be a Weapon-Type modifier for Enchanted, not Infused Elemental Damage, which has to be further tested.

Formula for TOTALInfused Weapon Damage Calculation:

((Physical Total * Ring Factor * Hand Factor * Movement Modifier — Area Defense * Defense Factor) * Weakness Factor + (Element Extra + Elemental Total * Hand Factor * Movement Modifier * Resistance Tier)) * Critical Value * Mode Reduction = Final Damage

Key Explanation:
Ring Factor - Red Tear Stone, + 20%
Hand Factor - Left hand 0.9, Right hand 1.0
Area Defense - 63+ Area
Defense Factor - +0 ~ +90%, Melee/Ranged are separate.
Resistance Tier - 100% ~ 0%
Element Extra - 1 extra damage for every Element on the weapon
Critical Value - Counter damage
Mode Reduction - Multiplayer or Covenant of Champions, -10% / -20%

Example:
Magic Drakekeeper's Sword +10 with 200 in ATK: Str, ATK: Dex and Magic BNS, having a total of 227 Physical and 231 Magical, Jump Attack on Undead Laborer in Undead Crypt, No Rings, Right hand, no summon.

(227*1.512-117*1.25)*1.35+(1+231*1.512*0.9) = 581.25 » Tested 582

Movement List

Weapon Movement Modifier Note
ALL Melee Weapon Jump-Attack 1.512 regardless of 1 / 2 handed
Claymore Main Slash Average 1.179 (without Jump) 1.1 Critical
Light 1.043
Light-2 0.976
Heavy 1.204 Thrust
Heavy-2 1.282
Roll 0.957 Thrust
Run 1.016
2H Light 1.227
2H Light-2 1.145
2H Heavy 1.394 Thrust
2H Heavy-2 1.512 (= Jump)
2H Roll 1.194
2H Run 1.194 (= 2H Roll)

When finished testing, every weapon's page will have their movement-modifiers added.

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