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)
Spell Buff/Debuff Types
| Attribute (CN) | English | Effect |
| 物理傷害 | Physical Damage | Flat bonus to dealt physical damage |
| 魔法傷害 | Magic Damage | Flat bonus to dealt magic damage |
| 物理傷害抵銷 | Phys. Damage Reduction | Flat reduction of received physical damage |
| 魔法傷害抵銷 | Magic Damage Reduction | Flat reduction of received magic damage |
| 物理命中 | Physical Hit Bonus | Adds to HIT accuracy for physical attacks |
| 物理迴避 | Physical Evasion | Adds to DODGE for physical attacks |
| 物理反彈 | Physical Reflect | Reflects a portion of physical damage back |
| 魔法反彈 | Magic Reflect | Reflects a portion of magic damage back |
| 連擊次數 | Hit Count | Number of times a skill hits |
| 連擊間隔 | Hit Interval | Delay 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.
| Element | Attack field | Resist field | Proc 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.
| ID | Level | ATK | Var | DEF | MATK | MDEF | HIT | DODGE | Crit% |
| 1 | 4 | 41 | 2 | 41 | 41 | 41 | 32 | 24 | 5% |
| 2 | 7 | 55 | 2 | 59 | 55 | 59 | 47 | 33 | 5% |
| 4 | 7 | 55 | 2 | 59 | 55 | 59 | 47 | 33 | 5% |
| 5 | 6 | 51 | 2 | 53 | 51 | 53 | 42 | 30 | 5% |
Skill Node Stat Bonuses
Each skill provides bonus stats per invested node (from skill.xml). These stack with equipment.
| Skill | Type | Main bonus / node | Secondary |
| Life Magic (生命技能) | Magic | MATK +4 | pt1 +10 |
| Necro Magic (死靈法術) | Magic | MATK +4 | pt2 +10 |
| Chaos Magic (混亂法術) | Magic | MATK +4 | pt3 +10 |
| Earth Magic (大地法術) | Magic | MATK +4 | pt4 +10 |
| Swordsmanship (劍術) | Melee | ATK +4 | pt5 +2, pt6 +2, pt7 +10 |
| Axe/Hammer (斧錘) | Melee | ATK +4 | pt5 +2, pt6 +10, pt7 +2 |
| Spear (槍術) | Melee | ATK +4 | pt8 +10 |
| Heavy Armor (強身) | Defense | DEF +2, CON +2 | — |
| Accuracy (蓄勁) | Utility | HIT +4 | — |
| Shield (盾防) | Defense | DEF +4 | — |
| Archery (弓箭) | Ranged | ATK +4 | pt9 +10 |
| Agility (格鬥) | Utility | DODGE +4 | — |
| Sniper (狙擊) | Ranged | ATK +2 | exclusive with Archery |
| Hawk Eye (鷹眼) | Ranged | HIT +2, DODGE +2 | — |
| Magic Shield (魔導) | Magic | MDEF +2, SPR +2 | — |
| Combat Arts (吟咒) | Hybrid | ATK +2, MATK +1, MDEF +1 | — |
Quick Damage Calculator
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.
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.