Weapons

Every weapon in the game with its sharpness and its moves per style, and a damage calculator that uses the game's own formula. Read from the client's data files (client patch). Pick a type, then a weapon.

These are the game's own values; what the server changes is on Balance changes.

Weapon list

Damage calculator

Blademaster weapons

Pick a weapon in the list to fill in its numbers, or type them in.

Weapon
Skills
Monster

Monster hitzones come from the game's data, per rank, state and part.

MoveStylesHitsMV per hitNo critCritExpected

How the damage is worked out

One hit, as the game client computes it (found in the client's hit function and checked against its code):

  • True attack = weapon attack + bonus, × Adrenaline+2 (1.5) or Worry (0.7), × weapon technique (Novice 0.8, Kaiden 1.1, top level 1.2; Sword and Shield 1.2 and 1.3; Magnet Spike top level 1.03), × Dual Swords demon mode (1.0 to 1.2), × 99/80 with the Long Sword spirit gauge; at most 3000.
  • MV = the move's motion value per hit, + the Charge Attack Up bonus on charged moves, × 1.2 with Fencing+2 on the moves it covers (Tonfa; Long Sword in Storm and Extreme).
  • Crit: the MV × 1.25 (1.35 with Starving Wolf+2, plus 0.10 to 0.20 with Ceaseless); negative affinity gives MV × 0.75. The chance is the affinity, at most 100%. Below green sharpness there are no crits at all, negative ones included.
  • Raw = MV × hitzone / 100 × sharpness (red 0.6, orange 0.85, yellow 1.1, green 1.325, blue 1.45, white 1.6, purple 1.7, sky 1.8) × true attack / 100, rounded down, at least 1.
  • Element = element hitzone / 100 × true element × the same sharpness numbers × element skill, rounded down. Each hit is raw + element; Expected weighs crits by the affinity.

Not counted: monster defence and rage multipliers, quest modifiers, status build-up, gunner shots, Lance's top-level technique bonus and other skills whose numbers are not mapped. Open details: rounding inside the attack build-up (rounded down after each step here), the order of Fencing+2 and the crit, and each move's hit class (a ×1.05 on some hits; taken as 1.0). Damage type: the game takes the larger of cut and impact, each scaled by the weapon's share; pick the one the move deals.