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What's MyCharacter?

MyCharacter is the one character the whole site knows about. Set a class, a level, stats and gear once, and every other page works from them:

  • Library: every item shows whether your character can wear it, and why not.
  • Monsters: hits to kill use your own main attack and accuracy, not a basic hit.
  • Quests and Crafting: marked by what your level and class can take on or use.
  • Training: MyCharacter sits first under Classes, with spots picked for your level.
  • Market and Profile: your characters are on your page, and you pick which one sells.

Signed in, it saves to your account and follows you to any device. Signed out, it stays in this browser. Share build gives anyone a link to it.

Formulas

The 30 formulas behind the numbers on this site, each with a worked example. The examples are calculated by the same code the planner, the Library and the tracker use, so they always match what you see there.

The combat formulas were read from the game client by Ohmi. Shout out Ohmi!

1

Your damage

How the range on your character sheet is worked out, before any monster is involved.

Physical damage range

From the client

Every warrior, bowman and thief attack starts here. Your main stat is multiplied by your weapon's multiplier, mastery lowers only the bottom of the range, and the whole thing scales with weapon attack.

Min=Skill% × (80 + Primary × WepMult × Mastery + Secondary + AttackPower × 2) ÷ 100 × WeaponAttack
Max=Skill% × (100 + Primary × WepMult + Secondary + AttackPower × 2) ÷ 100 × WeaponAttack
Example

One-handed sword swing, STR 150, DEX 40, weapon attack 60, mastery level 10, no skill

196.74 – 246 per hit

Breakdown6 terms · table · 3 notes
Primary / Secondary
STR / DEX for warriors, DEX / STR for bowmen, LUK / DEX for thieves (claw and thief daggers add STR to Secondary).
WeaponAttack
The weapon attack on everything you wear, plus your throwing stars' attack for claw attacks.
AttackPower
Attack from everything else: passives such as Claw Mastery, potions and buffs like Rage.
WepMult
Your weapon's multiplier for the motion it makes (table below).
Mastery
From your weapon mastery skill: see Mastery.
Skill%
The skill's damage ÷ 100. A plain hit is 1.
Weapon multipliers
WeaponSwingStabShootBlend used
1H Sword1.81.8–1.8
2H Sword2.52.5–2.5
1H Blunt Weapon2.41.2–1.92
2H Blunt Weapon32–2.6
1H Axe2.41.2–1.92
2H Axe32–2.6
Spear1.53.5–2.3
Polearm3.51.5–2.7
Bow112.52.5
Crossbow112.52.5
Claw112.52.5
Dagger12–1.4
Wand1.81.8–1.8
Staff1.81.8–1.8
Barehanded1111
  • Melee weapons swing 60% of the time and stab 40%, and the two motions have different multipliers, so the sheet shows the weighted blend.
  • Arrows are not added to weapon attack; throwing stars are.
  • Not modelled: Combo orbs, Armor Crash, Shadow Partner's split, ignore-defence effects.

Mastery

From the client

Mastery only raises the minimum of your range. The skill's level text names a mastery level, and that level becomes a multiplier.

Mastery=(0.1 + MasteryLevel ÷ 10) × 0.7
Shown on the skill as (10 + 5 × MasteryLevel)%
Example

Mastery levels 0, 5 and 10

level 0 → ×0.07 · level 5 → ×0.42 · level 10 → ×0.77

Breakdown1 terms · 1 note
MasteryLevel
Read from the skill's own description ("Mastery level N"). An unlearned mastery is level 0.
  • Wands and staffs have no weapon mastery; a spell's mastery comes from the spell.

Lucky Seven

From the client

The physical formula with two numbers forced: the weapon multiplier is 3.0 and mastery is 0.5, whatever your Claw Mastery level.

Min=Skill% × (80 + LUK × 3.0 × 0.5 + STR + DEX + AttackPower × 2) ÷ 100 × WeaponAttack
Max=Skill% × (100 + LUK × 3.0 + STR + DEX + AttackPower × 2) ÷ 100 × WeaponAttack
Example

LUK 200, STR + DEX 80, weapon attack 50, attack power 20, 150%

375 – 615 per star, two stars a use

Breakdown2 terms
WeaponAttack
Your claw plus your stars.
Hits
2 per use.

Spell damage

From the client

Magic uses half your INT plus your magic attack, scaled by the spell's basic attack, and INT widens the range again.

Core=BasicAttack ÷ 100 × (⌊INT ÷ 2⌋ + MagicAttack)
Min=Core × (INT × Mastery ÷ 125 + 1)
Max=Core × (INT ÷ 125 + 1)
Example

INT 300, magic attack 100, basic attack 90, mastery level 5

451.8 – 765 per hit

Breakdown4 terms
INT
Your total INT, gear and buffs included.
MagicAttack
Magic attack from gear only. The INT half is already in the formula.
BasicAttack
From the spell's level text.
Mastery
From the spell's own mastery level.

Heal against the undead

From the client

Heal hurts only monsters weak to Holy. Against anything else the site prices your next best attack instead.

HealBase=((INT × Roll + LUK) ÷ 1000 + 2.5) × (⌊INT ÷ 2⌋ + MagicAttack) × Recovery% × ((Targets − 1) × 0.5 + 1)
Damage=⌊HealBase⌋ ÷ Targets ÷ 1.5, Roll from 0.1 (min) to 1.2 (max)
Example

INT 200, LUK 30, magic attack 80, 100% recovery, one monster

229.33 – 249

Breakdown1 terms · 1 note
Targets
Everyone it reaches, you included: 2 for you and one monster.
  • Marked partly verified by the source. It counts as Holy and goes against magic defence.

Critical hits

Site estimate

Every character crits 5% of the time for +20%. Critical Shot, Critical Throw and the mastery skills that add crit raise it.

Average with crits=Average × (1 + CritRate × CritDamage)
Max with crits=Max × (1 + CritDamage)
The minimum does not change
Example

An average hit of 300 with 20% crit rate and +15% crit damage

309 average

Breakdown2 terms · 1 note
CritRate
5% plus your crit skills and gear, at most 100%.
CritDamage
+20% plus your crit skills.
  • Against a monster, crits are applied after defence, element and the level penalty.

Buffs

Site estimate

With buffs counted, flat buffs add to attack before the formula and percentage buffs multiply the result.

Flat (Rage, Dragon Blood, Meditation…): added to AttackPower or MagicAttack, then the formula runs again
Percentage (Shadow Partner, Element Amplification, Combo Attack, a charge): Result × (1 + Bonus%)
Breakdown1 note
  • Only one White Knight charge counts: the best one you have learned. Boosters, summons and crit skills are not damage buffs here.
2

Against a monster

What happens to your hit when it reaches a monster, in the order the game applies it.

The order

From the client

Each hit goes through four steps, then crits, then the misses are counted.

1. Monster defence
2. × element
3. Level penalty, if the monster is above you
4. Clamp to a whole number between 1 and 99,999

Monster defence

From the client

Defence divides your hit rather than subtracting from it, so every hit that lands takes something off.

Damage × 100 ÷ (Defence + 100)
Example

A hit of 500 into 30 defence

384.62

Breakdown1 terms
Defence
The monster's weapon defence, or magic defence for spells and Heal.

Element

From the client

A monster can be weak, neutral, strong against or immune to an element. A skill blending two elements averages them.

One element: Weak ×1.25 · Neutral ×1 · Strong ×0.75 · Immune ×0
Two elements: 0.25 × (R1 + R2), with R = Immune 0, Strong 1, Neutral 2, Weak 3
Example

Fire into a fire-weak monster; Fire + Poison into fire-weak, poison-strong

×1.25 · ×1

Breakdown1 note
  • Monsters with no elemental data count as neutral.

Level penalty

From the client

A monster above your level takes less from every hit. Being above the monster gives no bonus.

Gap=Monster level − Your level (nothing at 0 or below)
Gap under 10: Damage ÷ (Gap² × 0.005 + 1)
Gap 10 or more: Damage ÷ (Gap × 0.05 + 1)
Example

A hit of 1,000 at gaps of 5, 10 and 15

5 → 888.89 · 10 → 666.67 · 15 → 571.43

Breakdown1 note
  • Damage over time always takes the second line.

Final clamp

From the client

The last step: the decimals are dropped, and a hit is never below 1 or above 99,999.

⌊ min(99,999, max(1, Damage)) ⌋
Example

0.4, 123.9 and 150,000

1 · 123 · 99,999

Uses to kill

Site estimate

How many times you press the attack to kill one monster, misses included. MyCharacter's monster panel can count it on your lowest hit instead (Min damage only).

Per use=Average hit (after the steps above) × Hits per use × Hit rate
Uses to kill=⌈ Monster HP ÷ Per use ⌉
EXP per use=Monster EXP ÷ Uses to kill
Example

Lucky Seven at 375 – 615 a star, against a level 32 monster with 3,000 HP and 40 defence, never missing, you level 30

262 – 430 a star after defence → 5 uses

Breakdown1 note
  • Over 300 uses is shown as not worth the fight: about five minutes on one monster.
3

Accuracy and hitting

Whether your hit lands at all. Spells roll the same test as weapons.

Accuracy from your stats

From the client

Each class turns DEX, LUK and level into accuracy with its own divisor. Gear and skill accuracy are added on top.

Common=DEX × 1.2 + Level × 2 + LUK × 0.6
Beginner ⌊Common ÷ 2.5 + 5⌋ · Warrior ⌊Common ÷ 2.5 + 10⌋
Bowman ⌊Common ÷ 4.8 + 20⌋ · Thief ⌊Common ÷ 4 + 15⌋
Magician ⌊(INT × 1.2 + Level × 2 + LUK × 0.6) ÷ 5.1 + 20⌋
Example

DEX 100, INT 100, LUK 50, level 40

Beginner 97 · Warrior 102 · Magician 65 · Bowman 67 · Thief 72

Hit rate

From the client

Your accuracy is compared with the monster's avoid, with a random spread, and monsters above your level are harder to hit. Far enough over the avoid, you never miss.

Gap=max(0, Monster level − Your level)
Base=Accuracy × 100 ÷ ((Gap × 2 + 51) × 5)
Never miss if Base − Avoid ≥ 25 + Gap × (Your level ÷ 2 + 15)
Spread=0.15 + 0.2 ÷ (1 + e^((Base − Avoid) ÷ 12))
Hit rate=(1 + Spread − Avoid ÷ Base) ÷ (2 × Spread), between 0% and 100%
Example

Accuracy 100 against avoid 30, monster level 35, you level 30

67.82%

Accuracy to never miss

From the client

The smallest accuracy where the hit rate reaches 100%, found by searching the formula above.

The lowest Accuracy where Hit rate = 100%
Example

A monster with 20 avoid, at your level and five levels above you (you level 30)

66 at your level · 79 five above

Breakdown1 note
  • The Library shows it on every monster, for its level and for 5 to 20 levels below.
4

Taking hits

What a monster's touch does to you.

Touch damage

From the client

A monster's attack rolls between 1.1× and 1.5×, and your defence takes a share off that depends on your level.

Raw=Monster attack × Roll (1.1 to 1.5)
Taken=Raw ÷ (1 + Defence ÷ (5 × Level + 200 + 1.2 × Raw))
Example

Monster attack 100, your defence 50, level 30

99 – 137 (typically 118)

Breakdown1 terms · 1 note
Defence
Your weapon defence (magic defence for a magic attack). Yours is gear + ⌊STR ÷ 4⌋, magic defence gear + ⌊INT ÷ 4⌋.
  • This is the hit when it lands: the monster's miss roll, shield guard and Guardian are not counted.
5

Experience

How much each level costs, and how long it takes.

EXP to the next level

From the client

The level table follows four rules. It gets steep at 90, where each level costs about twice the last.

Levels 1–5: (⌊Level² ÷ 2⌋ + 15) × Level
Levels 6–50: Q × (Q + 19), with Q = ⌊Level² ÷ 3⌋
Levels 51–89: ⌊previous × 1.0548⌋
Levels 90–99: ⌊previous × 2.1⌋
Example

Levels 5, 30, 57 and 90

5 → 135 · 30 → 95,700 · 57 → 1,031,036 · 90 → 11,938,059

Party bonus and kills to level

From the client

Partying adds a bonus to every kill. Kills to level is the EXP you need over what one kill gives.

Party bonus: 1 → +0%, 2 → +10%, 3 → +20%, 4 → +30%, 5 → +30%, 6 → +30%
Kills=⌈ EXP needed ÷ (Monster EXP × (1 + Party bonus)) ⌉
Example

Level 30 to 35, a 50 EXP monster, party of 3

621,146 EXP → 10,353 kills

Kills per hour

Site estimate

The Training route's estimate: how fast you kill, capped by how fast the map refills.

Seconds per kill=Uses to kill × 0.8 + 2
Yours=3600 ÷ Seconds per kill
The map's=Spawns × 3600 ÷ (Respawn + Seconds per kill)
Kills per hour=the smaller of the two
Example

4 uses to kill, 11 spawns, 7.56 s respawn

5.2 s a kill → 692 kills an hour

Breakdown1 note
  • 0.8 seconds a use and 2 seconds of walking and looting are guesses. Your own Grind Tracker runs are the real answer.

AP and SP

From the client

Points you get from levelling.

AP=25 + 5 × (Level − 1)
SP per job=1 + 3 × (levels in that job); jobs start at 10, 30 and 70
6

Grind Tracker

What the tracker's numbers mean and how they are worked out from your screen.

EXP per hour, % per hour, time to level

Measured

The clock starts at your first reading and stops for pauses and AFK, and the rates show after the first minute.

EXP / hour=EXP gained ÷ Hours
% / hour=EXP / hour ÷ EXP to next level × 100
Time to level=EXP left in this level ÷ EXP / hour
Mesos / hour and Net mesos / hour the same way; Net = Mesos − Pots used
Example

30 minutes, 45,000 EXP, level 40 at 25%

90,000 EXP/h · 30.59% / h · next level in 2h 27m

Breakdown1 note
  • AFK: two minutes with no EXP freezes the clock until the next gain.

Pace

Measured

The last five minutes against the whole run.

Rolling rate=EXP in the last 5 minutes × 12
Pace=Rolling rate ÷ Run rate − 1 (within 3% shows as steady)

How EXP is read

Measured

From the EXP number on your status bar, checked against its percentage. From level 57, where a level costs a million or more, the percentage is the reading.

Below a million: the figure, if it agrees with the percentage
From a million: EXP = Percentage × Level cost
A change of more than 3 points must read the same twice
No reading counts more than 2% of a level a second

Pots and net mesos

Measured

Your HP and MP are read four times a second. A rise the size of a potion you carry is counted as one drunk.

Restores=Potion amount × (1 + your recovery bonus)
A rise counts if it matches 1–3 potions, within 1%
Pot cost=Shop price × Potions used
Net mesos=Mesos picked up − Pot cost
Example

A White Potion (500 HP) with +20% recovery

600 HP

Best Maps averages

Measured

From shared tracker runs. A run counts once it is five minutes on one map, and a map shows once three runs from two players stand behind it.

A map's EXP / hour=the average of its counted runs
Not counted: faster than clearing the whole map every 6 seconds
7

Drops, scrolls and gear

The odds and ranges shown on item and monster pages.

Drop chance

From the client

A drop chance is shown as a percentage and as one in N kills.

1 in N=1 ÷ Chance
Example

A 0.003% drop

1 in 33,333

Breakdown1 note
  • Rates come from the old Classic data unless players have confirmed them; see Community proven on each monster.

When "I never got it" counts

Site estimate

A report that a drop is missing counts once enough kills have been reported that you would have had a 95% chance of seeing it.

Kills needed=⌈ ln 0.05 ÷ ln(1 − Chance) ⌉
Example

A 40% drop and a 1 in 33,333 drop

6 kills · 99,856 kills

Breakdown1 note
  • Three players seeing a drop confirms it.

Scrolling a full item

From the client

For every slot on an item, the average gain and the chance that all of them pass.

Average gain=Slots × Success rate × Stat per scroll
All pass=Success rate ^ Slots
Example

A 60% scroll giving +2, on 7 slots

+8.4 on average · all pass 2.80%

Breakdown1 note
  • Only Chaos scrolls can destroy the item on a failure (50%).

Equipment stat range

From the client

An item drops with each stat rolled around its base value.

Base ± min(⌈Base × 10%⌉, 5)
Example

Base 17 and base 55

15–19 · 50–60