This is the in-game damage formula, cross referenced against actual game code decompiled by u/ninjan74. Below are some notes for each section/zones:

Skill Panel:
- Self explanatory. Many skills have multiple hits and each hit has different multipliers. Add them up. There’s also some flat values included
Z1:
- PvP and PvE numbers are not actually added together. Its one or the other. I just put it like that for ease of presentation.
- Because the dmg boost and dmg res are divided against each other, its a relative ratio. This means that 10% more PvP bonus damage does not actually result in 10% more final damage.
- Yes, Dmg Boost is additive with PvP/PvE bonus dmg. This means if one or the other is high, you will start hitting diminishing returns.
Z2:
- The calculations use percentages but we only are given flat numbers.
- Flat numbers are converted to percentages based on a lookup table that is keyed off of player level and class.
- For Physical attacks, the Physical Affinity and Physical Aegis is actually the average of the 5 other elements. Weird but true.
- I do not have the lookup table but you can approximate it by checking the in-game tooltips.
Z3:
- ATK is the attacker’s value, DEF is the target’s value. I hope this was obvious.
Z4/Z6:
- Yes, there are two categories of skill damage increase and two categories of damage reduction.
- No, I do not know which category any random skill/effect falls into. Don’t ask me.
- Test it in-game yourself to find out if any two effects are additive or multiplicative to determine if they are in the same category.
Z5:
- Block check happens first, then crit check (if the block fails)
- The chance of a hit being blocked is based off the attacker’s Accuracy minus the defender’s Block Rate
- The chance of a hit being crit is based off the attacker’s Crit Rate minus the defender’s Crit Res.
- If an attack is neither Blocked nor Crit, no additional modifier is applied in Z5, its just a normal hit
Here’s some additional notes:
- Blind chance is not impacted by the target’s effect hit rate. Its calculated like Block/Crit/Dodge where there’s a source percent chance minus the target’s percent resist chance (which doesn’t exist for Blind or Dodge afaik). Interesting.
- There is reference to class-specific dmg boost/res, but I don’t believe this is currently implemented yet. For reference, here is the mapping chart for English names:
- Zhanshi (战士): Warrior
- Fashi (法师): Mage
- Huwei (护卫): Guardian
- Doushi (斗士): Duelist
- Shushi (术士): Sorcerer
- Xianzhe (贤者): Sage
- The code names for some attributes are kinda funny. For anyone who wants to take a look at the decompiled code, here’s some references:
DmgAddPercent= Dmg BoostPlayerDmgAddScale= PvP Bonus DmgElementMaster= Elemental MasteryKongFuMaster= Physical Mastery (lmao)WaterDmgAdd= Water AffinityBlockAvoidPercent= AccuracyBlockValuePercent= Block EfficiencyCritAvoidPercent= Crit ResCritPowerPercent= Crit Dmg
- There’s multiple references to hotfix changes and value overrides. This is probably why we have lookup tables that get downloaded from servers – so the devs can apply balance patches without needing to update the game.
As a final note, no, I do not have a calculator that you can just plug in numbers into to figure out your damage output. Nor do I plan to build one. This damage formula was reverse engineered for the purpose of understanding the relationship between PvP bonus dmg and Dmg boost. If you want a nice and dandy calculator to plug numbers into, thank you for volunteering 🙂
~Keripo
Originally posted on Reddit: [Sword x Staff] Damage Formula (Datamined)
Discord discussion: Sword x Staff Discord thread




