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Character formulas

How damage, defense and hit chance are worked out on Kantru MU, class by class, with the buff caps and the player-versus-player damage share.

This guide shows how a hit is calculated on Kantru MU. The numbers come from the server's own scripts. The class guides list each class's base damage formulas straight from the server; this guide explains how they fit together and what changed with the class power stats.

STR is Strength, AGI is Agility, VIT is Vitality, ENE is Energy and CMD is Command.

How one hit is built

  1. Base damage: your stats set a minimum and a maximum, and the weapon adds its own damage. Wizardry classes use the wizardry formula and the staff or stick instead.
  2. Skill damage: the skill's base damage (min = base, max = base × 1.5) and bonuses from sockets, set options and the master tree are added.
  3. Target defense: the target's defense is subtracted. A character's defense is halved before it is used.
  4. Class multiplier: the result is multiplied by your class's skill multiplier (below). This is where your power stat matters.
  5. Wings: your wings multiply the damage. Third wings give 2 × level + 139%, second wings level + 132% and first wings 2 × level + 112%. Against players, the target's wings and shield reduce it again.
  6. Critical, excellent and double damage: a critical hit uses your maximum damage plus the critical bonuses. An excellent hit adds 20% of your maximum on top, and excellent overrides critical. A double hit applies the damage twice.
  7. Players only: your class's damage share against players (see the table near the end) and the target's damage reduction.

Base damage by class

ClassMinimumMaximum
Dark WizardSTR / 8STR / 4
Dark KnightSTR / 6STR / 4
Fairy Elf, bowSTR / 14 + AGI / 7STR / 8 + AGI / 4
Magic GladiatorSTR / 6 + ENE / 12STR / 4 + ENE / 8
Dark LordSTR / 12 + ENE / 25STR / 7 + ENE / 20
Summoner(STR + AGI) / 7(STR + AGI) / 4
Rage FighterSTR / 8 + VIT / 14STR / 5 + VIT / 7

The weapon's damage, its upgrade level, excellent and ancient bonuses and socket seeds are added to these values. With two weapons, Dark Knight, Magic Gladiator and Dark Lord get 65% of each weapon's damage (55% with two different weapon types), and the Rage Fighter gets 60% to 65%.

Wizardry damage

Dark Wizard and Summoner:

  • Minimum: ENE / 7.16 × (200 + ENE / 113) / 100 for the Dark Wizard, / 115 for the Summoner.
  • Maximum: ENE / 3.53 × (200 + ENE / 113) / 100, with the same divisors.

Every other class: minimum ENE / 9, maximum ENE / 4.

The staff, stick or book adds a percentage on top (half its wizardry value plus twice its upgrade level).

Skill multiplier by class

Each class multiplies its skill damage by a factor that grows with its power stat: the stat that defines the class.

ClassPower statMultiplier
Dark KnightSTR(200 + STR / 30) / 100
Fairy ElfAGI(200 + AGI / 36) / 100
Magic Gladiator(STR + ENE) / 2(200 + that / 47) / 100
Dark LordCMD(200 + CMD / 21) / 100 (Chaotic Diseier: / 26)
Dark WizardENEwizardry damage × (200 + ENE / 113) / 100
SummonerENEwizardry damage × (200 + ENE / 115) / 100
Rage FighterVITper hit: (25 + VIT / 297) / 100

What that means at a few stat levels:

Power stat5,00010,00020,00032,767
Dark Knight (STR)x3.67x5.33x8.67x12.92
Fairy Elf (AGI)x3.39x4.78x7.56x11.10
Magic Gladiator ((STR+ENE)/2)x3.06x4.13x6.26x8.97
Dark Lord (CMD)x4.38x6.76x11.52x17.60
Dark Wizard (ENE)x2.44x2.88x3.77x4.90
Summoner (ENE)x2.43x2.87x3.74x4.85
Rage Fighter (VIT, per hit)x0.42x0.59x0.92x1.35

The Rage Fighter's multiplier looks small because his combo skills land several hits, and every hit gets it. The master-tree Strengtheners use the same multipliers as the base skills.

The combo bonus, for every class, adds (STR + AGI + ENE) / 2 damage on the third skill of a combo.

Worked example

A Dark Knight with 10,000 Strength and no weapon: minimum 1,667, maximum 2,500. Crescent Moon Slash has base damage 90 (maximum 135). Average hit: about 2,083 + 112 = 2,196. Multiplied by x5.33 that is about 11,700 before defense, wings and critical bonuses.

Defense and hit chance

Defense from stats:

ClassDefense
Dark Wizard, Magic GladiatorAGI / 4
Dark KnightAGI / 3
Fairy ElfAGI / 10
Dark LordAGI / 7
SummonerAGI / 5 + VIT / 12
Rage FighterAGI / 8 + VIT / 24

Hit chance against monsters compares your attack rate with the monster's defense rate. Your attack rate is level × 5 + AGI × 1.5 + STR / 4 for most classes. Dark Lord: level × 5 + AGI × 3 + STR / 4 + CMD / 10. Rage Fighter: level × 3 + AGI × 1.25 + STR / 6.

Hit chance against players is roughly your attack rate divided by your attack rate plus the target's defense rate:

ClassAttack rate vs playersDefense rate vs players
Dark WizardAGI × 4 + 3 × levelAGI / 4 + 2 × level
Dark KnightAGI × 4.5 + 3 × levelAGI / 2 + 2 × level
Fairy ElfAGI × 0.6 + 3 × levelAGI / 10 + 2 × level
Magic GladiatorAGI × 3.5 + 3 × levelAGI / 4 + 2 × level
Dark LordAGI × 4 + 3 × levelAGI / 2 + 2 × level
SummonerAGI × 3.5 + 3 × levelAGI / 2 + 2 × level
Rage FighterAGI × 3.6 + 2.6 × levelAGI / 5 + 1.5 × level

Buff caps

Buffs grow with your stats until they reach a cap:

BuffClassCap
Swell LifeDark Knight+30% max HP (35%, 40%, 50% with the Strengthener tiers)
Soul BarrierDark Wizardabsorbs 40% of damage taken (50%, 50%, 60% with the tiers)
BerserkerSummoner+80% magic damage, -30% defense
Increase Critical DamageDark Lord+1,500 damage on critical hits
Damage ReflectionSummoner20% reflected

Dark Lord extras

On top of the Command multiplier, a Dark Lord's skill damage gets two bonuses: the Dark Horse adds up to 5% at its top level, and a Dark Lord who is guild master adds 0.3% per guild member, up to 15%. The Dark Raven fights on its own and is not part of the skill multiplier.

Damage to players

Damage you deal to another player is a share of what you would deal to a monster. The share depends on your class:

ClassShare
Dark Wizard19%
Dark Knight17%
Fairy Elf21%
Magic Gladiator18%
Dark Lord16%
Summoner18%
Rage Fighter16%

See Combat for what boosters cost per hit, and the class guides for each class's skills and gear.