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http://wiki.ffxiclopedia.org/wiki/Calculating_Magic_Damage
Actual Damage
Actual Damage is calculated by multiplying the following factors in order and flooring after each step.
1) D
2) Multiple-Target Damage Reduction
3) resist
4) Staff Bonus
5) Day | Weather Bonus
6) Magic Burst Bonus
6a) Magic Burst Bonus Gear #1
6b) Magic Burst Bonus Gear #2
7) MAB / MDB
8) Target Magic Damage Adjustment
There is reason to believe that the magic burst portion is calculated prior to MAB. Further testing would be necessary to confirm the order of the other parts with respect to magic bursts.
Explanation of Factors
Calculation of D
Each magic tier has an inherent mutliplier value M.
Each magic spell has a base value V.
Let dINT be (Caster's INT - Target's INT).
For dINT < 0: D = V + dINT (when dINT is a penalty, the tier mult. is always 1)
For dINT > 0, but less than some inflection point: D = V + (dINT * M)
For dINT > 0, but after some inflection point: D = V + (const + (dINT-const) * M / 2))
(above some critical value, adding INT becomes half as effective)
For dINT > 0, but after some cap: D = cap
M = 1.0 for all I/II single-target nukes and for Helix spells
M = 1.0 for all -ga spells up to Blizzaga II
M = 1.5 for all III single-target nukes
M = 1.5 for all -ga spells Thundaga II and beyond
M = 2.0 for all IV and AM I/II spells.
V values by spell:
Spell Earth Water Wind Fire Blizzard Thunder Dark Light
I 10 16 25 35 46 60 N/A N/A
II 78 95 113 133 155 178 N/A N/A
III 210 236 265 295 320 345 N/A N/A
IV 381 410 440 472 506 541 N/A N/A
I-ga 56 74 93 120 145 172 N/A N/A
II-ga 201 232 266 312 350 392 N/A N/A
III-ga 434 480 527 589 642 697 N/A N/A
AM I 577 630 552 657 526 603 N/A N/A
AM II 710 710 710 710 710 710 N/A N/A
Helix 3 3 3 3 3 3 3 3
Multiple-Target Damage Reduction
single-target spells = 1.0
-ga spells with one target = 1.0
-ga spells with 2 through 9 targets = 0.9 - 0.05T where T is the number of targets
-ga spells with 10 or more targets = 0.4
Resist
resist = 1, 1/2, 1/4, 1/8, or 1/16
Staff Bonus
HQ Staff matching element = 1.15
Just getting the ball rolling, trying to get some real useful posts in these forums.
Actual Damage
Actual Damage is calculated by multiplying the following factors in order and flooring after each step.
1) D
2) Multiple-Target Damage Reduction
3) resist
4) Staff Bonus
5) Day | Weather Bonus
6) Magic Burst Bonus
6a) Magic Burst Bonus Gear #1
6b) Magic Burst Bonus Gear #2
7) MAB / MDB
8) Target Magic Damage Adjustment
There is reason to believe that the magic burst portion is calculated prior to MAB. Further testing would be necessary to confirm the order of the other parts with respect to magic bursts.
Explanation of Factors
Calculation of D
Each magic tier has an inherent mutliplier value M.
Each magic spell has a base value V.
Let dINT be (Caster's INT - Target's INT).
For dINT < 0: D = V + dINT (when dINT is a penalty, the tier mult. is always 1)
For dINT > 0, but less than some inflection point: D = V + (dINT * M)
For dINT > 0, but after some inflection point: D = V + (const + (dINT-const) * M / 2))
(above some critical value, adding INT becomes half as effective)
For dINT > 0, but after some cap: D = cap
M = 1.0 for all I/II single-target nukes and for Helix spells
M = 1.0 for all -ga spells up to Blizzaga II
M = 1.5 for all III single-target nukes
M = 1.5 for all -ga spells Thundaga II and beyond
M = 2.0 for all IV and AM I/II spells.
V values by spell:
Spell Earth Water Wind Fire Blizzard Thunder Dark Light
I 10 16 25 35 46 60 N/A N/A
II 78 95 113 133 155 178 N/A N/A
III 210 236 265 295 320 345 N/A N/A
IV 381 410 440 472 506 541 N/A N/A
I-ga 56 74 93 120 145 172 N/A N/A
II-ga 201 232 266 312 350 392 N/A N/A
III-ga 434 480 527 589 642 697 N/A N/A
AM I 577 630 552 657 526 603 N/A N/A
AM II 710 710 710 710 710 710 N/A N/A
Helix 3 3 3 3 3 3 3 3
Multiple-Target Damage Reduction
single-target spells = 1.0
-ga spells with one target = 1.0
-ga spells with 2 through 9 targets = 0.9 - 0.05T where T is the number of targets
-ga spells with 10 or more targets = 0.4
Resist
resist = 1, 1/2, 1/4, 1/8, or 1/16
Staff Bonus
HQ Staff matching element = 1.15
Just getting the ball rolling, trying to get some real useful posts in these forums.