Estimate attacker-side damage with a 100% coefficient and zero target DEF or M.DEF, then add target data only when you know it.
ATK × ATK% multiplier × coefficient × Physical or Magic Damage Increase × action multiplier × eligible Ranged multiplier × Final multiplier → estimated damage
Follow this order with your own build, but use the grouping and special branches shown by your skill family. The numerical example below demonstrates the mechanic rather than claiming one universal formula for every skill.
Enter the Physical or Magic ATK and matching percentage stats shown on your character sheet. The result is an attacker-side estimate against zero target DEF or M.DEF.
Choose Physical or Magic damage, then enter the matching ATK, ATK increase, and damage increase. Inactive action fields are hidden automatically.
The estimated attacker-side damage is 39,600 against a neutral target with zero Physical DEF and no reductions.
These probabilities apply only when every selected damage event rolls independently.
This calculator follows the ordering described on this page. Skill-specific rewrites and unsupported build lanes still require their own verified family support.
This attacker-side estimate uses only Physical ATK, Physical ATK Increase, Physical Damage Increase, a 100% coefficient, and zero target Physical DEF. Every optional action modifier and target reduction remains 0.
- Physical ATK
- 30,000
- Physical ATK Increase (Dmg%)
- +10%
- Attack coefficient
- 100%
- Physical Damage Increase (Phy. Dmg Inc.)
- +20%
- Other known modifiers
- 0%
- Target Physical DEF and reductions
- 0
-
1
After Physical ATK Increase33,000
30,000 × (1 + 10%) -
2
After coefficient33,000
33,000 × 100% -
3
After Physical Damage Increase39,600
33,000 × (1 + 20%) -
4
After optional modifier groups39,600
39,600 × 1.00
This estimate applies Physical ATK Increase to the entire entered Physical ATK. Exact job and skill families may exclude Base ATK or rebuild ATK differently, then apply target DEF, element, race, size, encounter rules, rounding, and caps.
Physical ATK, Physical ATK Increase, and Physical Damage Increase are enough for a physical attacker-side estimate. Magic ATK, Magic ATK Increase, and Magic Damage Increase are enough for the corresponding magic estimate.
The calculator defaults the attack coefficient to 100%. Keep 100% for an ordinary estimate or enter the selected skill’s coefficient when you know it. Target Physical DEF, Magic DEF, element, race, size, encounter rules, and unknown reductions are treated as neutral or zero.
This simplified estimate applies the entered ATK increase to the entire ATK value. Some verified client formula families exclude Base ATK or rebuild ATK differently, so use the exact Physical or Magic damage calculator when you need a target-specific result.
- Physical input: Physical ATK + Physical ATK Increase (Dmg%) + Physical Damage Increase (Phy. Dmg Inc.).
- Magic input: Magic ATK + Magic ATK Increase (M.Atk%) + Magic Damage Increase (M.Dmg Inc.).
- Unknown target reductions: leave them at 0.
A physical skill hit uses Skill Dmg Inc. A physical Auto Attack uses Auto Attack Dmg Inc. Do not add both groups to the same event unless that exact skill family explicitly proves a special interaction. Magic damage uses the Skill branch in this general estimate.
Enter the total Skill Dmg Inc. shown for your current build. The calculator uses one player-facing total rather than asking you to split it into artificial source A and source B values.
Ranged Dmg does not replace Skill or Auto Attack. An eligible ranged physical skill can use Skill Dmg Inc. and Ranged Dmg; a ranged Auto Attack can use Auto Attack Dmg Inc. and Ranged Dmg. Melee and magic actions skip this physical range stage unless their exact family ledger proves an override.
Attack distance alone does not prove that a hit uses the Ranged modifier. Keep the selected skill, damage type, weapon restrictions, and supported family ledger attached to the calculation. The in-game AoE Dmg stat is a separate mechanic; do not enter it as Ranged Dmg.
- Ranged physical skill: Skill Dmg Inc. + Ranged Dmg.
- Ranged Auto Attack: Auto Attack Dmg Inc. + Ranged Dmg.
- Melee skill: Skill Dmg Inc. only.
- Melee Auto Attack: Auto Attack Dmg Inc. only.
The target’s Skill Dmg Reduc. opposes Skill Dmg Inc. only. Auto Attack Reduction opposes Auto Attack Dmg Inc. only. Ranged Reduc. applies only to an eligible ranged physical event, and Final Dmg Reduc. opposes Final Damage Bonus at the later Final stage.
The calculator hides inputs that do not apply to the selected Physical or Magic event. Hidden values stay available when you switch back so you can compare the same attacker and target without re-entering them.
Final Damage Bonus and the target’s Final Dmg Reduc. remain their own later group in this demonstration. Change one source at a time and inspect the ledger so an inactive Skill, Auto Attack, or Ranged value is not silently counted.
RO Codex publishes Verified family articles only while the accepted handler and its required evidence remain current. Read the data quality standards for the site-wide accuracy contract.
- RO Codex formula trust contract
- Defines Verified, Estimated, and Unavailable behavior and requires family-specific fail-closed calculation.
- Player-facing calculation ledgers
- Ordered Battle Lab steps keep attack, defense, modifiers, encounters, and caps readable without exposing internal references.