A player-first reading order for physical hits without pretending every physical skill shares one universal formula.
By RO Codex TeamUpdated Foundational mechanic · Reviewed August 7, 2026
How this damage is calculated
Calculation order
Physical ATK → action coefficient → Physical DEF and penetration → Physical Damage → Skill or Auto Attack Damage → ranged → element, race, size, and MVP → Final Damage → critical → encounter rules → caps
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.
Build calculator
Enter the values from your character, skill, and target. Results update as you type, stay in your browser, and are never saved.
Instant result
Choose your hero and attack
Choose Auto Attack or an imported hero damage skill for this physical lane. The client coefficient and event count load automatically.
Enter the totals from the build you use with the selected hero and attack. Action-specific, target-qualified, and Final Damage modifiers remain separate stages.
Keep this at 0 unless the selected attack qualifies as ranged.
%
All Element Damage
%
All Race Damage
%
All Size Damage
%
MVP Damage
%
Final Damage
%
Critical multiplier
%
Your calculated result
Bell Fire Bolt produces 8,001 damage per event and 8,001 for its one-event cast with these player and target inputs.
Possible cast outcomes
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.
Example calculation: Bell Fire Bolt vs Bagg Warrior Lugan
Worked example
This starts from Bell Cranel and Fire Bolt Lv. 10 in the hero and skill selectors. The coefficient and event count come from the imported skill levels; Crystallized Lugan supplies the Warrior target profile.
Use your own values
Replace the sample inputs with your character stats, selected skill level, active modifiers, and actual target. The values below are not a recommended build, damage target, or expected result for your character.
Fire against Wind479,160 × 1.00 × max(1 + 0.20 − 0.10, 0.15)
527,076
10
After All Race Damage527,076 × 1.00
527,076
11
After All Size Damage527,076 × 1.10
579,783.6
12
After MVP Damage579,783.6 × 1.15
666,751.14
13
After Final Damage666,751.14 × 1.20
800,101.368
14
Critical branch800,101.368 × 1.50
1,200,152.052
15
Bagg encounter reduction1,200,152.052 ÷ 150
8,001.01368
16
Final floorfloor(8,001.01368)
8,001 damage
17
One-event cast total8,001 × 1
8,001 damage
Example result
Bell Fire Bolt produces 8,001 damage per event and 8,001 for its one-event cast with these player and target inputs.
Choose Auto Attack to replace the Skill Damage stage with Auto Attack Damage. The calculator never applies both action-specific modifiers to the same event.
Start with the skill family
Physical ATK is an input, not a complete damage answer. First identify the selected skill, level, coefficient, hit or tick count, weapon restrictions, and any hidden damage skill. The registered family decides which of those values are used and in what order.
Two skills can both be labeled physical while using different shared bases, critical branches, target rules, or triggered hits. RO Codex therefore verifies families individually and never substitutes this reading order for an unsupported handler.
Confirm Physical ATK and the chosen skill level.
Treat every hit or tick as the family defines it.
Keep weapon, range, and activation conditions attached.
Resolve defense and qualified bonuses
Physical DEF and Ignore Physical DEF belong to the defense lane. Physical Penetration, target DEF changes, and damage reduction may enter at different stages, so their friendly labels must remain separate instead of becoming one generic multiplier.
Apply only modifiers whose qualifiers match the target and action. Race, size, element, MVP or Mini class, ranged damage, skill damage, normal-attack damage, and Final Damage are distinct scopes even when several are active on the same hit.
Finish with branches, encounter rules, and caps
Critical behavior belongs to the skill family. Some physical attacks can critical normally, some rewrite critical handling, and others cannot critical. Encounter-specific divisors and caps then determine the displayed result and the HP actually removed.
Apply this to your build
Compare one physical skill against the same named target before and after changing Ignore Physical DEF. Keep the skill level, buffs, target difficulty, and critical state fixed so the defense-lane change remains visible.
Evidence and freshness
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.
Related formulas and mechanics
Mechanic reference
Defense and penetration
Physical DEF and Ignore Physical DEF
A focused defense reference for testing physical breakpoints against a fixed target.
See whether an attack can critical, how often it will critical against the selected resistance, and exactly how much damage the ordinary critical branch adds.