Combat Statistics
ATK (平均攻擊)
Average Attack Power
Base physical attack. Comes from weapon + character base + skill nodes. Rolled ± ATK Variance each hit.
ATK Variance (攻擊變數)
Attack Variance
Random spread of the attack roll. Final roll = random(ATK − var, ATK + var). Typically 2–10% of base ATK.
DEF (防禦力 / 防禦)
Physical Defense
Flat reduction from physical hits. Comes from armor, shield, rings, skill nodes.
MATK (魔攻)
Magic Attack Power
Magic attack power for spells. Caster's MATK affects magic spell damage (as a modifier on top of spell base damage).
MDEF (魔防)
Magic Defense
Flat reduction from magic/spell hits. Comes from robes, rings, accessories.
HIT (精準)
Accuracy
Determines whether an attack connects. Compared against target DODGE. Skills like Archery +4 HIT.
DODGE (靈敏)
Evasion / Agility
Chance to avoid being hit. Compared against attacker HIT. Skills like Agility Mastery +4 DODGE.
Crit Rate (重擊機率)
Critical Hit Chance %
Probability of a critical hit (typically ×1.5× damage). Base 5% on most monsters. Stacks from equipment/buffs.
CON Resist (體質抵抗)
Constitution Resistance
Resistance to physical-type status effects (stun, slow, bind). Default 10 for monsters.
SPR Resist (心靈抵抗)
Spirit Resistance
Resistance to mental/magic-type status effects (silence, fear, debuffs). Default 30 for monsters.
Physical Attack Formula
Physical Auto-attack Melee / Ranged
Step 1 — Attack Roll
ATK_roll = random( ATK − ATK_var , ATK + ATK_var )
Step 2 — Empirical Formula (verified in-game)
final_dmg = floor( K × (ATK_roll + DEF) / DEF )
// K ≈ 12 (empirical constant from 7 in-game test cases)
// Minimum damage ≈ 12 even at ATK 0 — DEF never fully blocks
Step 3 — Critical
if crit: final_dmg = final_dmg × 1.5 // approx; exact multiplier in server binary
Key insight: damage is proportional to ATK/DEF ratio, not ATK minus DEF. High DEF reduces damage by shrinking the ratio, but never to zero — there is always a minimum floor (≈12 when K=12). Example: ATK=5, DEF=211 → floor(12 × 216 / 211) = 12 damage, not 1.
ATK for the attacker is the sum of: weapon base ATK + flat bonuses from armor/accessories + per-level skill node bonuses. Example weapon (item #4, lv5): ATK = 30, Variance = ±2 → ATK_roll range is 28–32.
Spell / Magic Damage Formula
Magic Spells 公式 type 1

Spells define their own base damage (平均傷害), independent of MATK, then apply a coefficient multiplier. MATK from skill nodes still boosts spell damage but likely as a secondary additive modifier (server-side).

Standard formula (公式 = 1)
base = random( 平均傷害 − 傷害變數 , 平均傷害 + 傷害變數 )
spell_dmg = base × (傷害係數 / 100)
final_dmg = max(1, spell_dmg − target.MDEF)
傷害係數 (damage coefficient) is a percentage multiplier baked into the spell:
100 = normal (×1.0) · 110 = +10% (×1.1) · 122 = +22% (×1.22)
Percentage-based (公式 = 6)
Used by resurrection spells. Uses 動態參數1 as percentage of target's max HP to restore. E.g., 動態參數1="10" = restore 10% HP, "20" = 20% HP.
Buff spells (no damage)
Spells without 平均傷害 provide flat stat bonuses (e.g., 物理傷害抵銷, 魔法傷害抵銷, 物理命中, 物理迴避). Duration set by 持續時間 (seconds).
Spell Buff/Debuff Types
Attribute (CN)EnglishEffect
物理傷害Physical DamageFlat bonus to dealt physical damage
魔法傷害Magic DamageFlat bonus to dealt magic damage
物理傷害抵銷Phys. Damage ReductionFlat reduction of received physical damage
魔法傷害抵銷Magic Damage ReductionFlat reduction of received magic damage
物理命中Physical Hit BonusAdds to HIT accuracy for physical attacks
物理迴避Physical EvasionAdds to DODGE for physical attacks
物理反彈Physical ReflectReflects a portion of physical damage back
魔法反彈Magic ReflectReflects a portion of magic damage back
連擊次數Hit CountNumber of times a skill hits
連擊間隔Hit IntervalDelay between multi-hits (ms)
Elemental Damage System
Fire 火焰 Lightning 雷電 Ice 寒冰 Acid/Corrosion 腐蝕
Elemental proc formula
proc chance = 機率 %
elem_dmg = elem_attack − target.elem_resist
final_elem = max(0, elem_dmg) // added to physical hit damage

Elemental attacks trigger on hit with a probability (機率). Both weapons and monsters can carry elemental attacks. Targets have separate resistances per element.

ElementAttack fieldResist fieldProc field
🔥 Fire火焰攻擊火焰防禦火焰機率
⚡ Lightning雷電攻擊雷電防禦雷電機率
❄️ Ice寒冰攻擊寒冰防禦寒冰機率
☠️ Acid腐蝕攻擊腐蝕防禦腐蝕機率
Example Monster Stats

From monster.xml — useful for calibrating your expected damage output.

IDLevelATKVarDEFMATKMDEFHITDODGECrit%
1441241414132245%
2755259555947335%
4755259555947335%
5651253515342305%
Skill Node Stat Bonuses

Each skill provides bonus stats per invested node (from skill.xml). These stack with equipment.

SkillTypeMain bonus / nodeSecondary
Life Magic (生命技能)MagicMATK +4pt1 +10
Necro Magic (死靈法術)MagicMATK +4pt2 +10
Chaos Magic (混亂法術)MagicMATK +4pt3 +10
Earth Magic (大地法術)MagicMATK +4pt4 +10
Swordsmanship (劍術)MeleeATK +4pt5 +2, pt6 +2, pt7 +10
Axe/Hammer (斧錘)MeleeATK +4pt5 +2, pt6 +10, pt7 +2
Spear (槍術)MeleeATK +4pt8 +10
Heavy Armor (強身)DefenseDEF +2, CON +2
Accuracy (蓄勁)UtilityHIT +4
Shield (盾防)DefenseDEF +4
Archery (弓箭)RangedATK +4pt9 +10
Agility (格鬥)UtilityDODGE +4
Sniper (狙擊)RangedATK +2exclusive with Archery
Hawk Eye (鷹眼)RangedHIT +2, DODGE +2
Magic Shield (魔導)MagicMDEF +2, SPR +2
Combat Arts (吟咒)HybridATK +2, MATK +1, MDEF +1
Quick Damage Calculator
Physical Auto-Attack
Your ATK (平均攻擊)
ATK Variance (攻擊變數)
Target DEF (防禦)
Damage range
With crit (×1.5)
Spell Damage
Spell base (平均傷害)
Variance (傷害變數)
Coefficient % (傷害係數)
Target MDEF (魔防)
Spell damage range
Data source: All values reverse-engineered from AO pak files (data1/setting/base/magic.xml, monster.xml, item.xml, skill.xml). The core formula coefficients (exact crit multiplier, hit/dodge ratio) are compiled into the game server binary and cannot be extracted from pak files.
TTK Calculator — Time to Kill

How long to kill a target given your stats. Attack speed is not in the pak files — enter it manually. Default 2 s = typical melee auto-attack; staves ~3 s; skills vary by cast+cooldown.

Target — search or enter manually
Monster name
Target HP
⚔ Physical TTK
Your ATK
ATK Variance
Target DEF
Crit rate %
Attack interval (s) seconds between hits
Avg damage / hit
Hits to kill (min – avg – max)
Time to kill
DPS
✨ Spell TTK
Spell base (平均傷害)
Variance (傷害變數)
Coefficient % (係數)
Target MDEF
Cast + cooldown (s) seconds per cast cycle
Avg damage / cast
Casts to kill (min – avg – max)
Time to kill
DPS
TTK uses average damage for the "avg" column and best/worst rolls for min/max. Crit is factored into average DPS as: avg_dmg × (1 + crit_rate × 0.5). Attack speed is not in pak files — must be entered manually.