While surfing the official forums I was looking for damage formulas and any other formula I could find. here is what I found.
Credits to Jon for the formula and Organic for pointing that out. Its been a long day.
Code:JON'S FORMULAS -------------- scaling back pre-defense attack damage when attacker is lower level than victim: . AL = attacker's level . VL = victim's level . D = attacker's damage rating . L = level modifier if AL > DL then (100 - ((VL - AL)^1.6)) L = ----------------------- 100 (minimum M is .1) damage = L * D otherwise damage = D (supermonster attack damage is NOT affected by level) ############################# element effect on damage Let: . E = elemental damage multiplier . R = element upgrade value if attacker has elemental advantage E = 1.1 + R/100 if disadvantage E = 0.9 - R/100 otherwise E = 1 ############################## upgrade damage modifier 0 - 1.0 1 - 1.02 2 - 1.04 3 - 1.06 4 - 1.08 5 - 1.1 6 - 1.13 7 - 1.16 8 - 1.19 9 - 1.21 10 - 1.24 ultimate - 1.24 ################################ mob max damage on character let . E = element mod . ER = suit element refinement # . DEF = character's defense . L = level modifier from above if suit element is strong against mob element: E = 1.1 + ER/100 if opposite E = 0.9 - ER/100 if neutral E = 1 mob max damage = base damage * E * L - DEF min max damage = 0 (obviously) ##################### character's evade rate against a monster H = mob hit rate DEX = char dex ML = mob level CL = char's level a = H * 1.5 b = DEX * 0.5 + H d = a / b u = ML * 0.5 v = CL * 0.3 + ML f = (u / v) * d * 200 g = 100 - FLOOR((U/V)*D*200) g = evade rate, where min hit rate = 4 max hit rate = 80 ######################## char's hit rate against a monster DEX = char's dex F = mob's flee ML = mob level CL = char's level H = char's bonus hit rate a = DEX * 1.6 b = DEX + F c = CL + ML d = a / b e = CL * 1.2 / c f = d * e * 150 h = FLOOR(f) + H h = hit rate, where min hit rate = 20 max hit rate = 96 ########################## char's attack contributed by a weapon ------------ for future reference, let this function be called charAtk(weapon, base), where "weapon" is either primary or secondary weapon "base" is either lower or upper ------------ let: . BASEATK = either lower or upper end of weapon's attack range (xxx~yyy) . WEAPMUL = upgrade damage modifier from above . WEAPADD = FLOOR(refinement on weapon) . WEAPATK = ... sword: (STR-12)*4.5 + LVL*1.1 axe: (STR-12)*5.5 + LVL*1.2 staff: (STR-10)*0.8 + LVL*1.1 wand: (INT-10)*6.0 + LVL*1.2 stick: (STR-10)*3.0 + LVL*1.3 knuck: (STR-10)*5.0 + LVL*1.2 bow: (((DEX-14)*4.0) + (STR*0.2F) + (LVL*1.3)) * 0.7 yoyo: (STR-12)*4.2 + LVL*1.1 . ATKADD = constant attack bonus from certain buffs, awakenings, etc. . ATKADD2 = same as ATKADD, but from other things different from ATKADD (I don't know which) . ATKMUL = % attack bonus from certain buffs, awakenings, etc. . ATKMUL2 = same as ATKMUL2, but from other things different from ATKADD (I don't know which) d = ((BASEATK*2 + WEAPATK + ATKADD) * WEAPMUL) + WEAPADD e = ((d * (1 + ATKMUL/100)) + ATKADD2) * (1 + ATKMUL2/100) FLOOR(e) = attack contributed by weapon ######################### char's average attack rating AVGATK = (charAtk(primary, lower) + charAtk(primary, upper)) / 2 ######################### char's "normal" damage on mob (ie. the damage contributed by the primary weapon used) let: . MR = mob elemental resistance . ER = element refinement . EW = empower weapon / element bonus . DEF = mob defense . AVGATK = average attack from above . DMG = "normal damage" Apply these steps: 1) if mob is resistant to element: DMG = AVGATK * (1 - (MR * (ER+EW+10)/100)) 2) DMG = MAX(0, (DMG*L)-DEF) + ATKADD 3) if linked attack DMG = DMG * 1.2 ########################### char's highest crit damage If mob.chrSpecialDmg > mob.chrNormalDmg Then mob.chrHighestCrit = mob.chrSpecialDmg * 2.0 * (1.0 + CRITDMG / 100.0)) Else mob.chrHighestCrit = mob.chrNormalDmg * 2.0 * (1.0 + CRITDMG / 100.0)) End If ########################### char's dmg per sec on mob a = 1 + CRITDMG/100 b = CRIT/100 c = MOBBLOCK/100 d = (DMG * 1.5 * a * b) + (DMG * (1-b)) e = d * (1-c) + (d * c * 0.5) if Swordcross e = (e * 0.95) + (e * 2.0 * 0.05) if Yo-yo e = e * 0.75 e = "damage rate" for a weapon 1) PDPS = calculated using "damage rate" formula above, with DMG = "normal damage" on mob 2) S = (calcAtk(secondary, lower) + calcAtk(secondary, upper)) / 2 3) SDMG = DMG + (0.75 * S) 4) SDPS = calculated using "damage rate" formula above with SDMG 5) DPS = (PDPS + SDPS)/2 6) DPS = DPS * (ASPD/100) * (HIT/100) * (1 / WSPD) Weapon WSPD ------ ---- 1H Sword 0.31 1H Axe 0.34 2H Sword 0.36 2H Axe 0.37 Staff 0.35 Wand 0.37 Stick 0.35 Knuckle 0.33 Bow 0.33 Yo-Yo 0.32 Dual Wield 0.35 7) Halve DPS if mob is ranged and character is melee) E



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