[Sword x Staff] Damage Formula (Datamined)

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:

Sword x Staff damage formula infographic

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 Boost
    • PlayerDmgAddScale = PvP Bonus Dmg
    • ElementMaster = Elemental Mastery
    • KongFuMaster = Physical Mastery (lmao)
    • WaterDmgAdd = Water Affinity
    • BlockAvoidPercent = Accuracy
    • BlockValuePercent = Block Efficiency
    • CritAvoidPercent = Crit Res
    • CritPowerPercent = 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

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