Damage Formula
Order of operations for physical and magical damage — so you know which card / refine / buff actually moves the needle.
Key idea
Damage is computed in stages. Each stage adds, multiplies, or subtracts. Knowing the order tells you where each card / buff / debuff slots in — and therefore which stacking strategy actually pays off.
Physical damage (simplified) [VERIFY exact RO M order]
Confirmed RO M general formula (per ROM In-Depth Guide, ~2019; pre-Feb-2026):
Skill: (((baseAtk × AtkInc% × WeaponSize × SizeMod × ElementMod × ConverterMod
× ElementDmgInc + StatsAtk) × RaceMod × Penetration × HiddenRefineBonus
× DefRed) + RefineAtk) × GearSkillMod × RuneMod × SkillMod% × DmgInc%
Mental shorthand:
Base ATK = Weapon ATK + Refine + STR-derived ATK + flat-ATK cards
Skill mod = base × skill multiplier (e.g. Bash 200%)
Element = × element table cell (Fire vs Earth = 150%)
Race mod = × (1 + race% bonuses)
Size mod = × weapon-size multiplier × (1 + size% bonuses)
Penetration= × Pen multiplier (sits between RaceMod and DefRed)
Misc mods = × buffs / debuffs / Boss% / etc.
DEF reduce = − soft DEF (% reduction) − hard DEF (flat reduction)
Final = floor(result), at least 1
Pen/Res system update (Feb 2026)
Penetration was extended from a single stat to a family of Pen/Res stats:
- Physical Defense Pen ↔ Phys Def Resist
- Magic Defense Pen ↔ Magic Def Resist
- Element Pen ↔ Element Resist (per element)
- Race Pierce ↔ Race Resist (per race)
Each defensive Resist stat reduces incoming damage on its axis; the matching
Pen/Pierce stat reduces the effect of that Resist on the attacker’s side.
Exact subtraction formula not documented externally — [VERIFY in-game].
→ See race-size.md and patch-2026-02.md.
Magical damage (simplified) [VERIFY]
Base MATK = INT-derived MATK + weapon MATK + refine + flat-MATK cards
Skill mod = base × skill multiplier
Element = × element table cell
Race mod = × (1 + race% bonuses)
Misc mods = × buffs / debuffs
MDEF reduce= − soft MDEF − hard MDEF
Final = floor(result), at least 1
Why the order matters
- Multiplicative axes stack separately: element × race × size all multiply, so matching all three produces big numbers. Stacking three race cards (additive) is far weaker than one race + one size + element match.
- Flat ATK before %: a +50 ATK card scales with all later multipliers. A +5% card doesn’t compound the same way.
- DEF is subtractive at the end: high-DEF enemies hurt low-base-ATK builds more. Refine and flat-ATK help pierce DEF.
- Pierce / Ignore-DEF effects skip the final reduction — disproportionately strong against tanky targets.
Critical hits [VERIFY current RO M behavior]
- Crits typically bypass DEF and never miss (FLEE doesn’t apply)
- Crit damage often scales separately (different multiplier path)
- Skill damage usually does NOT crit; auto-attacks and crit-flagged skills do
Practical takeaways
- For PvE single-target: pick element + race + size match, then stack refine and ATK%
- For PvP / WoE: most enemies are demi-human / medium → race + size cards are predictable, but defensive resistance counter-stacking is high
- Against high-DEF MVPs: pierce / ignore-DEF effects are worth more than raw ATK%
See also
- 🧮 damage-calculator.md — interactive calculator built from this formula
- elements.md — element table
- race-size.md — race & size
- stat-formulas.md — what stats feed in
- hit-flee-crit.md — accuracy mechanics
[to write] - Mechanics MOC
Backlinks
Sources / verification log
- 2026-05-02 — scaffold; order is general RO. RO M may re-order or add steps —
[VERIFY]against in-game damage tooltips when filling per-skill data