Calculating Magic Damage

actual dmg = floor(floor(floor(floor(floor(floor(D * resist) * staff bonus) * DWB) * (MAB/MDB)) * Magic Burst bonus) * target magic dmg reduction)

resist = 1, 1/2, 1/4, 1/8, 1/16, or 0

Staff bonus: HQ Staff matching element = 1.15 NQ Staff matching element = 1.1 No staff = 1.0 NQ Staff opposite element = 0.9 HQ Staff opposite element = 0.85

DWB (Day / Weather Bonus) is calculated as: 1.0 +0.1 for the correct day +0.1 for single weather +0.25 for double weather This is capped at 1.3 in the event of double weather + day.

MAB is as we know it. Correct element potency merits at +2 MAB per merit.

MB bonus is 30% for a 2-WS renkei, gaining 20% per extra WS in the renkei series.

Target magic dmg reduction is as it seems. Note: that most HNMs don't have this effect, but rather a huge MDB value (ex. Tiamat = 200, Jormungand = 224...)

Calculation of D: Each magic tier has an inherent mutliplier value M. Each magic spell has a base value V. Let dINT be caster int - target int.

For dINT < 0: D = V + dINT (when dINT is a penalty, the tier mult. is always 1) For dINT > 0, but less than some inflection point: D = V + (dINT * M) For dINT > 0, but after some inflection point: D = V + (const + (dINT-const) * M / 2)) (above some critical value, adding INT becomes half as effective) For dINT > 0, but after some cap: D = cap

M = 1.0 for all -ga spells up to Blizzaga2 M = 1.5 for all -ga spells Thundaga2 and beyond M = 1.0 for all I/II single target nukes M = 1.5 for all III single target nukes M = 2.0 for all IV and AM spells. M = ?.? for all AM2 spells.