Farley's Mathmatical View on Ragnarok Onlinenote the mathmatical on the title. If you ever wonder why i write down stuff about (apparently) random game functions, remember that im assuming i dont have to explain a skill that does something like ATK*2. anything written below is there due to some level of complexity in its functionality.
The majority of the information followed below are the formulas used to make game calculators/simulators. If you're not into means, and like going straight to the end, you should go to a char calculator instead. This guide only proves useful if you are interested in game mechanics. Also, some things here are rarely found in simulators, plus, you cant simulate a Zenith character and stats on an ordinary simulator, so sometimes you need to do math yourself
i notice that people often get puzzled when it comes to stats and general equations that will determine how your character will be like in terms of stats, plus, i feel in need to help people who say "wow omg sasquatch card gives 40 atk! thats the same as 40 str woohoo"
anyways, i've been trying to do some research around places and in game so that i could come up with the final equations
my research is far from being finished, but i figured i should start writing it down for further refference, to others and myself
hope you enjoy <3
This guide features:
- Stats
- Intelligence
- Dexterity
- Agility
- Vitality
- Luck
- Strength
- Sub-Stats
- Defense
- Magic Defense
- Perfect Dodge
- Flee
- Hit
- Attack
- Magic Attack
- Critical
- Attack Speed
- Weight Limit
- Health Points (HP)
- Skill Points (SP)
- SP Recovery
- HP Recovery
- Casting Time
- Skills
- Forging
- Potion Creation
- Steal
- Heal
- Ruwach
- Turn Undead
- Land Mine
- Claymore Trap
- Blast Mine
- Asura Strike
- Finger Offensive
- Investigate
- Magnus Exorcismus
- Magician, Sage and Wizard Damage Spells
- Credits
StatsIntelligence- Increases blitz damage by 1 per point added (hunters only)
- Increases MATK. See
Magic Attack - Increases stats MDEF by 1 ( MDEF = X +
Y<- this one), which reduces magic based damages by 1 per point
- Increases the effectiveness of SP recovery items by 2% per point (ie. blue herbs, grape, blue pots, etc)
- Increases max SP. See
Skill Points for more info
- Increases SP Regeneration. See
SP Regeneration for more info
- Increases trap skills damage. See the trap parts in the skills section for more info
- Increases Heal effectiveness. See
Heal for the equation
- Increases potion creation percent (see
Potion Making for the full equation.
*it affects other things such as Frozen and Stone Curse status tolerance and such. ill research more
Dexterity- Increases blitz damage by 1 point every 5 points added (hunters only)
- Increases Hit by 1 per point
- Decreases casting time. See
Casting Time for detailed info.
- Increases max damage by 1 every 5 points added (melee)
- Increases min damage by 1 per point added (melee) *this effect reduces the gap between damages, stabilizing the average damage around the max damage; a low dex character will often cause damages below 50% of his damage potential. This does not apply to critical hits.*
- Increases ATK when equipping bows, whips and instruments. See
Attack for more
- Increases ASPD by ¼ of the AGI value. See
Attack Speed for more info
- Since Dexterity represents somewhat hand skills and hand-eye coordination, we often find skills and effects that depend on the players hand to be linked to DEX, such as strip chance (which is based in the DEX difference between the caster and the target), steal chance, trap damage (see the trap skills in the Skills section), casting time, etc.
- Increases chance of forging and potion creation (see
Forging and
Potion Creation for the full equation)
Agility- Increases flee by 1 per point
- Increases ASPD in a very complicated formula. See
Attack Speed- Decreases cast delay. I dont know the equation to this as well, but you need a very high value to see some difference. I tested this on Sven with a Doppelganger (+300 agi) and i could see some considerable change in the cast delay.
Vitality- Increases 1% of your base HP per point added. See
Health Points for the full formula
- Effectiveness of healing items increase 2% per point
- Reduces damage from physical attacks by 1 per point and magic attacks by 0.5 per point.
- Increases HP Recovery power. See
HP Recovery for more info.
- Increases immunity against several status ailments such as Stun, Silence and poison
Luck- Increases critical (LUK/3)
- Increases falcon blitz chance by 0.3% every point added (hunters only)
- Increases perfect dodge (LUK/10)
- Increases base damage by 1 every 5 points added
- Increases the forging and potion creation chance (See
Forging and
Potion Creation for the full equation
- Decreases enemy's critical chance (LUK/5)
Strength- Increases weight by 30 units per point added (only base STR affects this)
- Increases 1 ATK for every 5 points added (ranged)
- Increases ATK when equipping melee or throwing weapons. See
Attack for more info
Sub-StatsDefenseDefense is what makes you receive less damage from physical damages (duh), with some exceptions such as Acid Terror, critical hits, Investigate, Asura Strike, Blitz , Envenom and Throw Stone
There are 2 types of defense, armor (DEF) and VIT (on your stats window, it is represented X + Y. X is def, Y is VIT)
The first one is gained through armors, armor upgrades and cards. Each point of DEF reduces 0.8% of the damage, meaning that when you reach 125 DEF, you will reduce 100% of the damage. This feature is called perfect defense. It means you will take 1 damage from any attack from any monster, as long as you are not being mobbed (ill find the mob charts for flee/def). Your defense will remain intact as long as your not being attacked by 3 or 4 monsters; more than that and your defense will decrease temporarily.
The VIT defense, unlike DEF, reduces damage directly (numerically, not percentually), meaning that if you have 50 VIT, a damage that was originally X, will be X-50 after the VIT defense property is dealt
ok, i gotta say that when you are a noob, VIT is reaaally handy, i mean, you have 40 HP, and monsters that deals 9 damage can kill you quite fast. Add up 8 points of VIT, and you reduce that damage to 1.
well, when you get to higher lvls, it grows more and more useless. A monster that deals 500 damage, with 62 vit will deal 438 damage, when another player, with DEF will receive 200 damage (this paragraph was rounded up, since 125/2 = 62.5, not 62).
Im just summarizing the common sense: dealing with big numbers, percentual reduction is a LOT better than numerical reduction.
No matter what you are planning to fight, aiming for perfect defense is always important (except against investigate monks. See
Investigate section to know why)
Oh, if you are wondering why do you still take more than 1 damage on PVP from normal damages, its because the person hitting you has some skill with unblockable damage, like "<something> mastery" (spear, sword, two-handed sword, book, axe, mace, bow, you name it). Monk's Iron Fist at lvl 10 gives 30 unblockable damage, so as long as the monk is wearing a knuckle or nothing at all, he should be dealing over 1 damage to anyone. (technically 30 or 31, but property/monster type reductions/increments or damage modifying skills might tweak the value, but the point is it'll be over 1 for sure)
About damage reduction calculation, i found out this: Cards->DEF->VIT
The cards part of the calculation is referring to those cards that reduce some type of damage, such as Raydric (-15% from neutral type attacks)
So just exemplifying, lets say someone uses a quadruple raydric garment, has 80 DEF and 100 VIT. He's facing a monster that deals 1000 damage. The calculation would be like this:
1000 - 60% = 400 --> 400 - 64% = 144 --> 144 - 100 = 44 final damage
anyways, this is just a curiosity fact, as damage calculation would be a whole new section. if i ever create one, ill move this
Magic DefenseThis works similar to Defense; Magic damage is reduced percentually by MDEF (instead of 0.8% per point, its 1%, meaning the perfect MDEF is 100 and not 125) and numerically by INT. Having 100 MDEF makes the player receive nothing more than 1 damage per skill damage (not that skills such as Bolts deal damage 10 times, totalizing 10 dmg, Jupitel Thunder deals damage 12 times, totalizing 12 damage, and so on). The only exception to this rule is Fire Pillar, which pierces MDEF. Also, some status ailments related to magic power are reduced through MDEF, such as Frozen and Stone Curse (equations pending)
Perfect DodgeAKA Lucky Dodge, seeing as a little bubble over your character saying "Lucky" pops up as this effect is activated. This is also a way to evade normal attacks, even critical ones. On your flee number, you should have X + Y. Perfect dodge is the Y.
The standard PD chance is 1. It is also gained through LUK, so the final formula is:
Perfect Dodge = 1 + (LUK/10)Value are rounded down.
PD builds are really hard to beat, if made propperly. 100 PD means no normal attack can hit you ever. Normal attack as in just clicking on you, because PD does not evade skills. Still, if you manage to get perfect defense, 90% of the skills wont do more than 1 damage on you. Having a build with these 2 features will make sure that most classes cant kill without any extraordinary effort. Still, some skills that have a different way to deal damage can still hurt you.
Also, keep in mind that its almost impossible to have a decent PD build with LUK alone (if you reaaaaally work your ass out, you'll have what, 20? 30? big deal). PD builds rely totally on equips:
Mirage Dagger: 20 PD, equivalent to 200 LUK
Crescent Moon: 5 PD, equivalent to 50 LUK
Choco Card: 6 PD, equivalent to 60 LUK
Eclipse Card: 5 PD + 10 LUK (6PD), equivalent to 60 LUK
There are several other cards to add into your build; these above are just some good examples, of how one single equip can be worth dozens of stats.
If you manage to get PD and still deal a decent damage(it might sound easy, but its not. Nikita made sure to add some drawbacks to these uber cards, and even so, you'd have to use several key slots, which could be used for offese instead of defense), that should put you among the highest levels on the chain of power (note: among the highests, not on the highest. We pros own that shit *naughtyface*), then you can enjoy your game being hated and called a lamer 24/7. yay!
FleeWhat can be said about this? this is your ability to dodge attacks that are not critical.
Flee is basically HIT's opposite. To beat a high HIT, you need a higher Flee.
It works through the percentage of attacks you are likely to dodge, depending on the enemy and its HIT. There is a cap though; as much flee as you might have, you will always have a 95% chance of dodging. Also, this feature is the first to get lowered when being mobbed; 4 monsters at once are enough to cut your flee significantly. (i owe you all a flee chart for mobs)
Of course, some skills never miss, so flee is useless against those.
Flee is extremely simple to calculate, since each AGI gives you 1 flee, and each base lvl does too.
equation is:
Flee = BaseLvl + AGI + bonusesHitThis is the simplest stat. Its related to your chance of hitting an enemy. The higher Flee the target has, the higher HIT you'll need to hit often. Unlike Flee though, this can reach 100% chance of hitting an enemy, and it wont suffer any penalty when dealing with mobs or anything of the sort. Just Like Flee, each AGI point adds 1 HIT, and so does each base lvl.
formula:
HIT = DEX + BaseLvl + bonusesi've been trying to figure out a regularity between your HIT and enemy's Flee, and i came up with this:
100% HIT (in relation to flee) = EnemyFlee*2 + 20if this isnt 100% accurate, the real value should be really close to this.
AttackThis is directly related to your physical power, be it ranged or melee. (ATK = X + Y)
Y is gained through weapon upgrading, and its bonus goes into the minimum damage, meaning that if you have low DEX and dont rely on CRIT, upgrading is a great way to increase your average damage, because the difference between the min damage and max damage gets smaller, and even though your max damage gets increased as well, the increment proportion (Y/X) is higher through this. X is related the damage you should cause on monsters (plus the min/max chance, monster defense, card modifiers, yadda yadda). There isnt much to be detailed on the (displayed) value of X, because the real damage boost comes from STR (melee) or DEX (ranged), and these bonuses are not displayed in the status screen.
DO NOT BE FOOLED; even if you major changes as you add more DEX/STR, dont go thinking that Abysmal Knights are the better than grizzlies, because AK = 100 atk and grizzly = 30STR 50ATK = 80 ATK. stick this good into your heads
STR BONUSES PWNS ATK BONUSES. Thats even more perceptible on a server of high numbers such as Zenith, because the bonuses are exponential. You'll understand seeing the equation.
For melee:
ATK = STR + (STR/10)^2 + (DEX/5) + (LUK/5) + weapon attack + ATK bonusesFor Range (except custom throwing items ie. venom tooth):
ATK = DEX + (DEX/10)^2 + (STR/5) + (LUK/5) + weapon attack + ATK bonusesNote that the values between () will be rounded down, meaning the decimal algarism should be ignored. In other words, the value for (STR/10) will only change every 10 STR points, and so on. Knowing this, we might as well only change the value of that segment of the equation when the STR/DEX value goes to the next set of ten.
sidenote: all the values below are being calculated for
bare handed damage
this is the fun part.
k, i usually give an example of an average stats player, but i want to illustrate how big the STR/DEX bonuses are
Lets say little Timmy has 400 STR, 80 DEX and 50 LUK. Little Timmy is a big proud viking, so he refuses to wear a weapon or to get any ATK bonuses from anywhere, so the correspondent values on the equation will be 0.
400 + (400/10)^2 + (80/5) + (50/5)
400 + 1600 + 16 + 10 = 2026 ATK
THATS MEANS TIMMY DEALS A FRIKIN 2K DAMAGE WITH BARE HANDS
do you get the relevance of this matter now? conclusion: pump your DEX/STR as much as you can.
Another important conclusion is that you must calculate you DEX/STR to be in 10's. lets say Timmy had 399 STR instead of 400.
399 + (390/10)^2 + 16 + 10
399 1521 + 26 = 1946
2026 - 1946 = 80 ATK
At high numbers, 1 single STR point can do a difference equal to 80 ATk. imagine higher numbers.
Magic AttackPeople have the impression that the biggest difference between Magic Attack and normal Attack is that the former has a minimum and a maximum value, while the latter doesnt. In fact, both do have min and max damage, but for some reason, the Dev team devided not to include the min damage on the ATK place (the one displayed is the max).
MATK is really easy to calculate:
Min MATK = INT + (INT/7)^2
Max MATK = INT + (INT/5)^2Once again, the values inside () are rounded down, and have no decimal slot ([INT/7] changes every 7 INT, and [INT/5] every 5 INT)
On some RO servers, wearing a wand/staff adds 15% MATK, and even though the changes are not displayed on the screen, the effect works. Last time i checked on Zenith, i had the feeling it wasnt working (even though the Seer Spirit Cards should give MATK bonuses). Im not 100% sure on this, but if i turn out to be wrong, or if it gets fixed eventually, i can always edit this part
CrtiticalThe critical number on your screen is basically your percentual chance of hitting a critical blow. A critical blow can only be escaped through perfect dodge, because it never misses. That means a critical skips the HIT/FLEE test. A critical damage is always set to the max ATK and the enemy's defense is 0. Any critical bonus will be displayed in the stats screen, except for katars' which doubles the critical rate (if 55 is displayed, the true value is 110).
Every 3 LUK poins adds 1 critical. Also it must be always taken into consideration the fact that enemeies can reduce your critical (rate, not damage) through LUK as well; every 5 points of LUK reduces 1 crit.
So the applicable formula for critical is:
CRIT(applicable) = (1 + LUK/3 + bonuses)*critical modifier - targetLUK/5Attack Speedk this one is really complicated. It stands for how fast can you hit consecutive blows. Its determined by class, weapon type, AGI, DEX and bonuses. On Zenith, the ASPD cap is 190, but on some servers it can go over that, but never over 200. i'll explain why:
Attack speed is determined by 200 - delay.
Obviously, the smallest the delay the better, and on Zenith the smallest possible is 10. Now the delay equation looks like this:
Delay = SpeedModifiers *[Weapon Delay - (Weapon Delay*AGI/25 + Weapon Delay*DEX/100)/10]Before i explain any of this mumbo jumbo, lemme gather the Delay and ASPD formula, and i should get this:
ASPD = 200 - SpeedModifiers *[Weapon Delay - (Weapon Delay*AGI/25 + Weapon Delay*DEX/100)/10]Speed Modifiers is related to some potions, weapons, cards and skills that affect directly into ASPD, such as Berserk potion or Adrenaline Rush. To calculate a speed mod value, we use the equation (100 - ImprovementPercent)/100.
Yes, we should get a number below 1, but remember, its delay we're talking about, so the smaller the numbers, the better.
Important Note: the numbers inside the equation are
rounded up, instead of the usual rounding down.
As it has been said before, DEX affects ASPD as well, but with only ¼ of AGI's effectiveness.
To know your weapon delay, see the table below (taken from RODataZone):
Weight LimitWell, tihs determines how much weight you can carry before getting counter effects. Even though your limit might be big, if you depend on HP/SP regeneration, its wise to keep your weight below 50% off the limit.
When you reach 50% weight, you wont regenerate HP or SP, that includes Increased HP Recovery, Increased SP Recovery and Moving HP Recovery. The only exception is Monk's Spirit Recovery (spiritual cadence) which sucks anyways.
When you are over 90%, you cant attack or use any skill.
Also, something very important concerning item capacity is the unknown item # cap. Im almost sure it is 75 on Zenith. This means that if you have 75 item slots occupied in your inventory, you wont be able to pick anything up (obviously, if you had pick an item you already had, nothing will happen. ie. you 3 empty bottles and you have a total of 75 item slots taken. you can still pick up new empty bottles seeing how they wont take a new slot). Also, know that if you use Old Violet Box, Old Blue Box, Old Card Album or Gift Box, you wont gain anything (there is also an exception to this, but if you are smart enough, you can figure it out).
The weight Formula is determined by base STR and class only. Every point of STR adds 30 on the limit.
So the formula is:
Weight Limit = Weight Modifier + STR*30Of course, the weight modifier is related to the different classes.
The table below (aslo taken from RODataZone) shows the weight modifiers for each class. The 3 other columns are related to max HP and SP (i'll write them after i finish this one):
Health PointsIf you dont know what Health Points (HP) are, you clearly never played any RPG before, and you are in the wrong forums. I'll skip the introduction and move to the description.
It is affected by VIT, class and base lvl. VIT adds 1% of base HP per point, but the rest of the equation is pretty, and i took some time myself to get the procedure, so lemme show it before i explain and exemplify:
Max HP = [([(35 + BaseLevel*HPMultiplier + SigmaOfBaseLevel*HPFactor)*(1 + VIT/100)]+HPAdditions)*ItemHPMultipliers]Remember that values between [] are rounded down, decimals are ignored.
Ok, HP multiplier and HP factor are mere variants related to the character classes. Check the table posted above to see the values for each class. The 35 is the base HP for any character, and sigma is a sum of the arithmetic progression from 2 to the base lvl, for instance, sigma of lvl 8 = 2+3+4+5+6+7+8 = 35. If you are not aware of Gauss's law, to determine a sum of an arithmetic progression, sum the first to the last term and multiply it by the number of terms divided by 2, for instance, (2+8)*7/2 = 10*3.5=35. oh yeah, Item HP multiplier refers to bonuses, such as matyr or pecopeco cards.
k lets create an illustrative example:
Little Olaf is a lvl 22 Acolyte, with 15 VIT. Also, Olaf wears a penomena card (+15% HP) and a Pupa Card (+700 HP). the math is:
{[(35 + 22*5 + [2+22]*21/2*0.4)*(1 + VIT/100)] + 700}*1.15
{[(35 + 110 + 24*10.5*0.4)*(1 + 15/100)] + 700}*1.15
[(145 + 100.4)*1.15 + 700]*1.15
(282.21 + 700)*1.15 = 1129.5415 HP points
Rounded down, Olaf will have 1129 HP points. Quite complicated, i know, but useful to know how much HP you'll have at the end of your build
Skill PointsSkill Points (SP) are what determines your capability of continuously using large quantities of skills. Every INT added will increase your base SP by 1%. Skills consume some SP, and the values are usually determined by skill lvl. SP also influences some skills, such as Energy Coat and Asura Strike (SP is a damage multiplier for this one. formula pending).
Your max SP is determined by your class, level and INT. The formula works similar to HP, but a little simpler since there is no sigma involved:
Max SP = [([(10 + BaseLevel*SPFactor)*(1 + INT/100)]+SPAdditions)*ItemSPMultipliers]Remember that values between [] are rounded down, decimals are ignored.
SP additions and ItemSPmultiplier are bonuses given by items, skills or cards (ie. willow and sohee card, respectively). SPFactor is related to your calss, and the numbers can be found in the table above.
Example: monk, lvl 50, 120 INT, one sohee equipped (+15% max SP)
{[(10 + 50*4.7)*(1 + 120/100)] + 0}*1.15
[(10 + 235)*(1 + 1.2)]*1.15
245*2.2*1.15 = 620 SP points
Well, theres not much to be told about this one, just that if you are a monk and use Asura Strike, you better consider pumping your SP through cards like sohees, because in the end, 15% more SP is the same as 15% more damage.
SP RecoveryWell, this stands for how much and how fast your recover you SP, so basically, it can be divided through recovery time and recovery Power.
The default recovery time is 8 seconds. That means that every 8 seconds you recover a value equal to your recovery power. Sitting down cuts the time by half.
Now as to the recovery power, we have the normal equation, plus another formula related to a bonus recovery given to anyone who has 120 INT or above:
SP Recovery Power = [[(1 + [Int/6] + [MaxSP/100])]*RecoveryMods]
SP Recovery Bonus (INT ≥ 120) = [(Int - 120)/2]+4Remember that values between [] are rounded down, decimals are ignored.
Recovery Mods are any skills or items that have the effect "Increases HS Recovery by X%" such as Eggyra Card (+15% SP recovery)
Remember that some modifiers can affect the power, while others can affect the time. Pay attention to the modifier's description closely.
HP RecoveryWell, this is basically the HP version of SP recovery. There are some differences but the rough part is pretty much the same. These differences are: the recovery time is 6 seconds instead of 8, you dont get any bonus after 120 VIT, you dont recover HP while moving (unless you have Moving HP Recovery, even though the recover time is 4 times slower when moving). Well, you can assume that anything i dont mention here works the same way as SP Recovery. The formula is:
HP Recovery Power = [([(10 + BaseLevel*SPFactor)*(1 + INT/100)]+SPAdditions)*ItemSPMultipliers]Casting TimeCasting time is asically the time that your cast bar takes to go from empty to full. Of course, this depends on what skill you are using, but the casting time for each skill can be reduced percentually (100% means no casting time aka instacast). Note that Some skills can't have their casting time reduced.
Casting time is reduced through 2 ways: DEX and cards/items that give % faster casting time. Obviously, the second method has no formula, but the formula for DEX casting time is:
Casting Time = 1 - (DEX/150)Does that mean that if my DEX is over 150 i wont have casting time? yes it does. But what happens if i go over 150? nothing, it will work as if you had 150 DEX.
Now this is where most people get stuck at. Even though the two methods can be combined to get the casting time faster, they cannot be combined to achieve instacast. An example of what happens:
75 DEX + 50% faster casting time.
your casting time would be 0.5*0.5 = 0.25
note that this is different than 0.5 - 0.5
if you couldnt understand that, just know that you can either achieve instacast through 150 DEX
or +100% faster casting rate, not a hybrid between those two.
SkillsForging Calculating a chance of success on forging is quite simple. The affecting factors are skill success chance, Job Lvl, DEX, LUK. They work through the following equation:
Success Chance = Skill % + JobLvl*0.35 + DEX/10 + LUK/10 + 15 <--default success canceso simulating, a blacksmith has Enchantedstone Craft Lvl 5 (35% chance of success), Job lvl 50, 150 DEX and 50 LUK. The equation would be the following:
35 + 50*0.35 + 150/10 + 50/10 + 15
35 + 17,5 + 15 + 5 + 15 = 87,5%
HINT: if you have access with some Falcon Spirit Card, make sure to wear it while forging, because it gives huge LUK bonuses (even though it doesnt give critical or several other effects that are originally gained through LUK, the LUK itself is still there).
Before you go all out DEX/LUK, make sure you calculate your chance of success; any number above 100% is as good as 100%, so thinking before might save you some stat or even skill points.
Potion CreationPotion creation is slightly more complicated, seeing how the skill requirement themselves are a lot more complex, and there are more variables in the equation. These variables are: Potion Research Lvl (PR), Prepare Potion lvl (PP)*even though the max lvl is 1, and without it, you cant create potions at all. sounds stupid, i know*, Job Lvl, LUK, DEX, INT and Item to be created ( we'll call it Y in the equation)
The Y could be the following:
Red, yellow, and white potions = 15
Alcohol = 5
Floras, marine spheres, bombs, and acids = -5
Blue potions = -10
Glistening coats and condensed potions = -15
the equation works through the following:
Success Chance = PR + PP*3 + Job/5 + [DEX + LUK + (INT/2)]/10 + Y + 5 <----default success chanceSo lets simulate: Porion Research is Lvl 10, Prepare potion is Lvl 1 (duh), Job is lvl 50, DEX is 100, LUK is 50, INT is 140, and we are will
10 + 1*3 + 50/5 + [100 + 50 + (140/2)]/10 +(-5) + 5
10 + 3 + 10 + 220/10
10 + 3 + 10 + 220/10 = 45%
As we can all tell, Creating Potions is not only more complicated but also Harder in terms of chances, but as far as i remember, the effort is completely rewarding.
StealI know nobody uses steal (hell, if they did, they'd use Gank instead) but the hell, i found the equation....and why not?
DR = DropRatio (not server rate! the drop rate, as in 20% chance of dropping apple and so on)
YDEX = your DEX
MDEX = Monster DEX
sLvl = Steal Lvl
so here it goes:
Steal Chance (for determined item) = DR*{[DEX + (sLvl*3)] - (MDEX - 10)}/100example: you x roda frog
YDEX = 30
MDEX = 10
sLvl = 10
lets see the probability of stealing an empty bottle
Roda Frog's drop ratios :

= 0.55

= 0.007

= 0.05

= 0.2

= 0.03

= 0.0005
kk, so the equation is
0.2*{[30 + (10*3)] - (10 - 10)}/100
0.2*60/100
0.2*0.6 = 0.12 = 12% chance
note that 60/100 (60%) is the standard steal chance on you over a roda frog; the drop ratio is only applied to generate chances for each item after the steal test is done
This equation might be a little harder to understand, because unlike most other equations, it doesnt involve one single chance formule, but a chance calculation combined with a randomizer (sue me, i invented my own term because they dont teach calculus in english in Brazil). The first part is basically a 40% chance of no, 60% chance of yes. The second, as stated before, is a number representing the ratio between the numbers. For instance, spawn has a X chance of being picked, while sticky webfoot has 11X, assuming you passed the first part
i hope you understood my hectic way of thinking. if you didnt, im sorry but i dont plan to explain more. Buy "Farley and the world of math" in the nearest bookstore.
Healkk Heal isnt very complicated, it just involves 3 variables, which are Heal Lvl, Base Lvl and INT:
Heal Value = (INT+BaseLv)/8*(4+SkillLvOfHeal*8)example: INT = 70; Lvl = 90; HealLvl = 8
(70+90)/8*(4+8*8)
20*68 = 1360 HP points healed
RuwachIt lasts for 12 seconds, and basically reveals any player or monster in hiding within a range of 5*5(ish). people who are revealed by ruwach take holy magic damage according to the equation:
Ruwach Damage = MATK*1.45complicated huh?
Still, most people get this as a pre-req to teleport, warp portal and pneuma, but this is a great skill nonetheless. You probably wont use it all the time, but it is always useful during Guild Wars or PvP against some sneaky bastards like myself. Or just for the sake of killing noob rogues who think they are slick.
Turn UndeadThis skill has a chance to immediately kill an undead monster. If the instant kill fails, the target will take Holy damage. This does not work on boss monsters
Turn Undead Chance = [(SkillLvl*20) + LUK + INT + BaseLvll + (1 - TargetHP/TargetMaxHP)*200]/1000% (max 70%)Failure Damage = BaseLvl + INT + SkillLvl*10Land MineIf you are all wondering, all traps deal unreductible damage, so yeah dont think hunters are all about falcons.
Land Mine's damage is earth property, and has a chance to stun the enemy (i dont know how much it is). The damage is calculated through the following:
Land Mine Damage = [DEX+75]*[1+INT/100]*Skill LvlThe stun duration is:
Stun Duration = 1 + 0.5*Skill Lvltry it out, the damage is not to be taken lightly
Blast MineThis is fire damage, but it just deals damage, nothing else
formula is:
Blast Mine Damage = [DEX/2+50]*[1+INT/100]*Skill LvlClaymore TrapI dont know about this one's property, but the area instead of 3*3 is 5*5
The damage is calculated like this:
Claymore Trap Damage = [DEX/2+75]*[1+INT/100]*Skill LvlAsura StrikeThe skill with the biggest counter effects, which deals the biggest damage nontheless.
if there wasnt a displayed damage cap, you would see monks is zero dealing over 2m damage to some large monsters. the display cap is 999.999, damage
does go over that, it just doesnt display it that way. This skill never misses and ignores DEF. After using this, the entire monk's SP is consumed, and cant be regenerated for 5 minutes, only with Spiritual Recovery. well, you can always reconnect or eat yggdrasil berries/seeds. Also, to cast this, the caster must be on Spirit Explosion state and have 5 spirit spheres on. If you have Blade Stop lvl 5, you can use this skill while in Blade Stop with only 4 spheres. You can use this at the end of a combo (after Combo Finisher or whatever its called) with no casting time, consuming only 4 spirit spheres as well. The damage depends on maxSP and ATK. The formula is:
Asura Strike Damage = ATK*(8 + SP/10) + 250 + 150*SkillLvlFair enough, 250 + 150*lvl doesnt cause that much of a difference, but ATK*(8 + SP/10) is a humongous number. Go ahead and test it yourselves.
NOTE1: this is my personal impression, but monks who use this skill in pvp are the cheapest race ever. I mean, WoE, cool, you need to win, its a war after all, items are on stake. But is it worth to kill your reputation to beat someone in pvp with the cheapest skill in the game? i dont think so. Some people still live under the stigma of being an asura-user, even though they took less cheaper ways afterwards. If you wanna prove you are strong, at least use investigate; it doesnt take a strong monk to do asura damages over 32.5k HP (max HP there can be). Having big numbers coming out of your hand wont make you strong, remember that.
NOTE2: people get confused a lot about this. Asura's SP consumption is 1, not your entire SP. Using cards that reduce or increase SP consumption will not change the damage. See the SP draining as a skill effect, not part of its functionality, just like mammonite's zenny cost.
Finger OffensiveMonk's only ranged physicall skill. It gets strong when leveled up, plus you can use more spirit spheres the higher the skill level, so if you are planning to use this skill, anything below lvl 5 is unacceptable. This is basically a normal skill, so like any other, there is just an ATK modifier, and DEF reductions apply normally. The formula is:
Finger Offensive Damage = [ATK*(1.25 + 0.25*SkillLvl)]*Number of spheres consumedNote that if you have this skill on lvl 5, you can control the number of spheres consumed at will, but the damage multiplier for each will still count as being lvl 5. Summarizing the formula, we'll basically have (for lvl 5) an ATK multiplier of 12.5.
Thats quite a multiplyer; use it for hunting or slapping cocky noobs in PVP.
InvestigateThis skill works in a very funny way; it gets stronger as your environment gets stronger. Why does that happen? well, basically because the damage is determined by the opponent's defense. OF COURSE having a big attack is the factor that differs weaks from strongs, after all, this small value is the determining key that will multiply a big ass number. Another differential between this skill and AS or FO, is that it takes only 1 spirit sphere to use it, so if one medium damage isnt enough, spam it!.
Anyways, the formula is:
Investigate Damage = ATK*[(1 + 0.75*SkillLvl)*(TargetVIT + TargetDEF)*0.01]Like i said, this is only useful when your opponent has high VIT and DEF, but i've never seen anyone using cotton shirts to avoid this. Usually in pvp, people have, or at least try to reach PDEF, so with that alone, you have a big damage mulitplier. Of course, if your enemy doesnt have enough VIT or DEF, dont waste time on Investigate and use Finger Offensive, but fighting with someone you can kill with FO is well, killing a fly with a bazooka, or rather pedophilia.
But seriously, great PvP potential. Good monks usually resort to this as their main weapon, or AS if they are lame, but still. Asura strike takes 5 spirits, then fury, then another 5 spirits. After that you are completely naked; you can try to punch or smash your opponent to death, which wont be very effective unless you are prepared to it. AS is good for MVP or PVP fights when you want to defeat your opponent before he lands a blow on you (once again, being cheap). Investigate can deal 40k+ damage if you are really good, and you can spam it, and that does not cost all your SP.
Magnus ExorcismusThis is a really awesome skill for leveling. It is originally priest's master skill, but it can be gained through Seer Spirit Card. It consumes 1 gemstone to enchant a 9*9 area with a big white glow. It deals damage to any Demon type mosnter or Undead property creature in it (yes players too XD). The damage comes in waves. If the monster is standing at the magnus at the time, or joins briefly after the casting, he will receive 5 damage waves. Overlapping Magnuses will not cause any difference; the monster will only receive damage from the second magnus when the first one wears off, and the delay will be exactly the same the delay between waves, so basically adding up magnuses is the same as having more damage waves, but then, it is smarter to cast it once the first one is gone, for the sake of saving up mana and gemstones. The good thing about magnus is, even though the casting time is big (if you dont have instacast) and there is a delay before you can attack or use skills, after the delay, you can do whatever you want and the magnus will still be there. For instance, a crusader with seer spirit can cast a magnus and spam GC afterwards. That is some massive holy damage. Anyways, the formula for each wave of the magnus is:
Magnus Exorcismus Damage (per wave) = MATK*Skill LvlAs simple as that. Remember 2 things though:
1. if casted correctly, whatever damage is calculated through that formula should be multiplied by 5, assuming the monster will take all 5 waves.
2. this is very important: if the monster you are hunting takes damage from magnus, that means he is either undead or demon. 90% of the demons are dark property. even though i pulled this number off my ass, the point is the majority is dark. Magnus Exorcismus is holy property, and holy naturally deals more damage on these 2 properties. knowing that, whatever damage dealt per wave should be multiplied by 5, and that result should be multiplied by 125% to 200% depending on the property of the monster.
this is some massive skill, if you have the opportunity, do use it.
Magician, Sage and Wizard Damage SpellsThis is a really big section, and since save some different effects here and there, all spells simply deal damage, i'll write this in a summarized way. Oh yeah, some skills dont hit a determined ammount of times, such as fire wall, meteor storm or storm gust, so the formula represents the damage of just one hit
Fire BoltProperty: Fire
Formula: MATK*lvl
Description: # of bolts = lvl
Fire BallProperty: Fire
Formula: MATK*(0.9 + 0.05*lvl)
Description: damages targets and enemies surrounding it in a small area
Fire WallProperty: Fire
Formula: MATK*0.5
Description: occupies a 3x1 area. whoever tries ot enter this area is pushed back and receives damage. number of hits is 4+lvl
Meteor StormProperty: Fire
Formula: MATK*number of hits
Description: meteors will keep on falling in random spots inside the casting area. number of meteors is 2 + lvl/2, rounded down. Number of strikes per meteor is lvl/2, rounded down.
Fire PillarProperty: Fire
Formula: (MATK/5+50)*number of hits
Description: needs 1 blue gemstone. sets a pillar of fire on a 3x3 area. Damage is triggered when someone enters that area. number of hits = lvl + 2. Ignores MDEF.
Sight RasherProperty: Fire
Formula: 100 + MATK*lvl/5
Description: Shoots off in 8 directions. Must have Sight casted to use
Lightning BoltProperty: Wind
Formula: MATK*lvl
Description: number of hits = lvl
Thunder Stormdoes exactly the same thing as lightning bolt, but instead of hitting a target it hits an area.
Jupitel ThunderProperty: Wind
Formula: MATK*number of hits
Description: Has very small cast delay. Number of hits = lvl + 2. Pushes the enemy 7 cells back
Lord of VermillionProperty: Wind
Formula: (80 + lvl/5*MATK)*4
Description: hits a gigantic area. deals 4 waves of damage, each wave with 10 hits.
Cold BoltProperty: Water
Formula: MATK*lvl
Description: number of hits = lvl
Frost DiverProperty: Water
Formula: 100 + lvl/10*MATK
Description: has a standard chance to freeze target of 35% + lvl*3%
Frost NovaProperty: Water
Formula: same as Frost Diver
Description: same chance of freeze as Frost Diver. The effect is basically as if Frost Divers shoot off from the target and hit enemies surrounding it.
Water BallProperty: Water
Formula: 100 + lvl*0.3*MATK
Description: Must be in a flooded area or within Deluge area of effect
Storm GustProperty: Water
Formula: 100 + MATK*lvl*0.4
Description: Freezes anyone who takes 3 hits or more
Earth SpikeProperty: Earth
Formula: MATK*lvl
Description: number of hits = lvl
Heaven's Drivedoes the same thing as Earth Spike, but instead of hitting one target, it hits a 5x5 area
CreditsRO data zoneRO Empire forumsGameFAQsRO CardsRagnarok HQZenith Ragnarok Online for working as a place where sven and myself could test things out to create, discard or comprove formulas