First of all, I'd like to thank the community for figuring the damage calculations out. I'm creating this topic for the inevitable day in which this comes to GMS.
Damage Formulas for Post-1.2.318 KMST
If you don't want to see any of the specifics for calculations, just jump to the third spoiler.
Damage Formulas for Post-1.2.318 KMST
If you don't want to see any of the specifics for calculations, just jump to the third spoiler.
Defining the equation
Maximum Damage
All damage formulas are derived from the same basic equation, as follows:
MAX DAMAGE = MULTIPLIER * (4 * PRIMARY STAT + SECONDARY STAT) * (ATTACK / 100)
Primary Stat -- The primary stat is determined by the weapon you are using, and it's about what you'd expect. Swords, axes, blunt weapons, polearms, knucklers, and spears all use STR for primary. Wands and staves use INT for primary. Claws and daggers use LUK for primary, and all other weapons use DEX.
Secondary Stat -- The secondary stat is also similar to how it is currently. Swords, axes, blunt weapons, knucklers, polearms and spears all use DEX for secondary. Wands and staves use LUK. Claws use DEX. Daggers use DEX + STR, and bows and crossbows use STR.
Attack -- "ATTACK" here signifies either magic attack or weapon attack. Note that in this new system 1 INT no longer gives 1 Magic Attack. Meditate's magic attack is just as good as a Fighter's Rage.
Multiplier -- The "MULTIPLIER" is determined by the weapon used:
All damage formulas are derived from the same basic equation, as follows:
MAX DAMAGE = MULTIPLIER * (4 * PRIMARY STAT + SECONDARY STAT) * (ATTACK / 100)
Primary Stat -- The primary stat is determined by the weapon you are using, and it's about what you'd expect. Swords, axes, blunt weapons, polearms, knucklers, and spears all use STR for primary. Wands and staves use INT for primary. Claws and daggers use LUK for primary, and all other weapons use DEX.
Secondary Stat -- The secondary stat is also similar to how it is currently. Swords, axes, blunt weapons, knucklers, polearms and spears all use DEX for secondary. Wands and staves use LUK. Claws use DEX. Daggers use DEX + STR, and bows and crossbows use STR.
Attack -- "ATTACK" here signifies either magic attack or weapon attack. Note that in this new system 1 INT no longer gives 1 Magic Attack. Meditate's magic attack is just as good as a Fighter's Rage.
Multiplier -- The "MULTIPLIER" is determined by the weapon used:
Multipliers from KMST 1.2.318 - 1.2.326
| Weapon Type | Multiplier |
|---|---|
| 1H Sword | 1.10 |
| 1H Axe | 1.10 |
| 1H BW | 1.10 |
| Dagger | 1.30 |
| Wand | 0.88 |
| Staff | 0.88 |
| 2H Sword | 1.29 |
| 2H Axe | 1.27 |
| 2H BW | 1.27 |
| Spear | 1.49 |
| Polearm | 1.49 |
| Bow | 1.15 |
| Crossbow | 1.35 |
| Claw | 2.00 |
| Knuckler | 1.70 |
| Gun | 1.60 |
Multipliers from KMST 1.2.327++
Credit to iAmFear and Baklava for these values
Credit to iAmFear and Baklava for these values
| Weapon Type | Multiplier |
|---|---|
| 1H Sword | 1.20 |
| 1H Axe | 1.20 |
| 1H BW | 1.20 |
| Dagger | 1.30 |
| Wand | 1.00 |
| Staff | 1.00 |
| 2H Sword | 1.32 |
| 2H Axe | 1.32 |
| 2H BW | 1.32 |
| Spear | 1.49 |
| Polearm | 1.49 |
| Bow | 1.20 |
| Crossbow | 1.35 |
| Claw | 1.75 |
| Knuckler | 1.70 |
| Gun | 1.50 |
Minimum Damage
MIN DAMAGE = MAX DAMAGE * TOTAL MASTERY
TOTAL MASTERY = BASE MASTERY + WEAPON MASTERY
Weapon Mastery -- This is obtained during second job, and gives you 50% weapon mastery when maxed.
As an example, if you're a Night Lord using a claw with all points in mastery, you would have 65% mastery (15% base mastery + 50% weapon mastery)
MIN DAMAGE = MAX DAMAGE * TOTAL MASTERY
TOTAL MASTERY = BASE MASTERY + WEAPON MASTERY
| Weapon Type | Base Mastery | Included Weapons |
|---|---|---|
| Ranged | 15% | Bows, Crossbows, Claws, Guns |
| Melee | 20% | Swords, Axes, Blunt Weapons, Spears, Polearms, Knucklers |
| Magic | 25% | Staves, Wands |
Weapon Mastery -- This is obtained during second job, and gives you 50% weapon mastery when maxed.
As an example, if you're a Night Lord using a claw with all points in mastery, you would have 65% mastery (15% base mastery + 50% weapon mastery)
Using the equation
Procedure
MULTIPLIER * (4 * PRIMARY STAT + SECONDARY STAT) * (ATTACK / 100)
1. Determine the weapon you'll be using.
2. Insert your values for your primary stat, secondary stat, and attack.
3. Look up your multiplier (given in first spoiler) and insert that into the equation
4. Perform the calculation
5. Round to the nearest whole number. This is your maximum damage.
6. Determine your total mastery (also in first spoiler)
7. Multiply your total mastery with the maximum damage.
8. Round to the nearest whole number. This is your minimum damage.
MULTIPLIER * (4 * PRIMARY STAT + SECONDARY STAT) * (ATTACK / 100)
1. Determine the weapon you'll be using.
2. Insert your values for your primary stat, secondary stat, and attack.
3. Look up your multiplier (given in first spoiler) and insert that into the equation
4. Perform the calculation
5. Round to the nearest whole number. This is your maximum damage.
6. Determine your total mastery (also in first spoiler)
7. Multiply your total mastery with the maximum damage.
8. Round to the nearest whole number. This is your minimum damage.
Example
1H Sword Hero
600 STR, 100 DEX
100 Weapon Attack
Maxed 2nd job mastery
1. Determine the weapon you'll be using:
- 1H Sword, primary stat is STR, and secondary is DEX
2. Insert your values for your primary stat, secondary stat, and attack.
- MULTIPLIER * (4 * 600 + 100) * (100 / 100)
3. Look up your multiplier (given in first spoiler) and insert that into the equation
- It's 1.1, so: 1.1 * (4 * 600 + 100) * (100 / 100)
4. Perform the calculation
1.1 * (4 * 600 + 100) * (100 / 100) <-- remove 100/100, multiplying by 1
1.1 * (4 * 600 + 100) <-- Finish parenthesis
1.1 * 2500 <-- Finish multiplication
2750
5. Round to the nearest whole number. This is your maximum damage.
- 2750 doesn't need to be rounded as it's a whole number
6. Determine your total mastery (also in first spoiler)
- I'm melee, so that's 20% base mastery. I also maxed Mastery in second job. So Total Mastery = 20% + 50% = 70%
7. Multiply your total mastery with the maximum damage.
- 2750 * 0.7 = 1925
8. Round to the nearest whole number. This is your minimum damage.
- 1925 doesn't need to be rounded as it's a whole number
My damage range is 1925 ~ 2750
1H Sword Hero
600 STR, 100 DEX
100 Weapon Attack
Maxed 2nd job mastery
1. Determine the weapon you'll be using:
- 1H Sword, primary stat is STR, and secondary is DEX
2. Insert your values for your primary stat, secondary stat, and attack.
- MULTIPLIER * (4 * 600 + 100) * (100 / 100)
3. Look up your multiplier (given in first spoiler) and insert that into the equation
- It's 1.1, so: 1.1 * (4 * 600 + 100) * (100 / 100)
4. Perform the calculation
1.1 * (4 * 600 + 100) * (100 / 100) <-- remove 100/100, multiplying by 1
1.1 * (4 * 600 + 100) <-- Finish parenthesis
1.1 * 2500 <-- Finish multiplication
2750
5. Round to the nearest whole number. This is your maximum damage.
- 2750 doesn't need to be rounded as it's a whole number
6. Determine your total mastery (also in first spoiler)
- I'm melee, so that's 20% base mastery. I also maxed Mastery in second job. So Total Mastery = 20% + 50% = 70%
7. Multiply your total mastery with the maximum damage.
- 2750 * 0.7 = 1925
8. Round to the nearest whole number. This is your minimum damage.
- 1925 doesn't need to be rounded as it's a whole number
My damage range is 1925 ~ 2750
Damage Formula Cheat Sheet
| Weapon Type | Base Mastery | Max Damage Formula |
|---|---|---|
| 1H Sword | 20% | 1.20*(4 * STR + DEX) * (Weapon Attack / 100) |
| 1H Axe | 20% | 1.20*(4 * STR + DEX) * (Weapon Attack / 100) |
| 1H BW | 20% | 1.20*(4 * STR + DEX) * (Weapon Attack / 100) |
| Dagger | 20% | 1.30*(4 * LUK + STR + DEX) * (Weapon Attack / 100) |
| Wand | 25% | 1.00*(4 * INT + LUK) * (Magic Attack / 100) |
| Staff | 25% | 1.00*(4 * INT + LUK) * (Magic Attack / 100) |
| 2H Sword | 20% | 1.32*(4 * STR + DEX) * (Weapon Attack / 100) |
| 2H Axe | 20% | 1.32*(4 * STR + DEX) * (Weapon Attack / 100) |
| 2H BW | 20% | 1.32*(4 * STR + DEX) * (Weapon Attack / 100) |
| Spear | 20% | 1.49*(4 * STR + DEX) * (Weapon Attack / 100) |
| Polearm | 20% | 1.49*(4 * STR + DEX) * (Weapon Attack / 100) |
| Bow | 15% | 1.20*(4 * DEX + STR) * (Weapon Attack / 100) |
| Crossbow | 15% | 1.35*(4 * DEX + STR) * (Weapon Attack / 100) |
| Claw | 15% | 1.75*(4 * LUK + DEX) * (Weapon Attack / 100) |
| Knuckler | 20% | 1.70*(4 * STR + DEX) * (Weapon Attack / 100) |
| Gun | 15% | 1.50*(4 * DEX + STR) * (Weapon Attack / 100) |


.