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=== The damage calculation formula === {| class="wikitable" style="margin: 0 0 0 1em; float:right;" |+ <big>'''Table 1: Damage calculation variables'''</big> |- ! {{-}}Description{{-}} |- | {{-}}DMG<sub>b</sub> = Base damage |- | {{-}}I<sub>1</sub>   = 0.05 × ([[Attack]] - [[Defense]]) (if A β₯ D) |- | {{-}}I<sub>2</sub>   = 0.10, 0.25, 0.50 for basic, advanced, expert [[Archery]]<br>         = 0.10, 0.20, 0.30 for basic, advanced, expert [[Offense]]{{-}} |- | {{-}}I<sub>3</sub>   = 0.05 × I<sub>2</sub> × hero level for Archery/Offense [[Hero_specialty#Secondary_skill_specialties|specialty]]      = 0.03 × (hero '''÷''' creature level) for [[Adela]]'s [[bless]]<br> |- | {{-}}I<sub>4</sub>   = 1.00 for [[luck]]y strikes |- | {{-}}I<sub>5</sub>   = 2.00 for [[Cannon]]{{-wh}} triple damage<br>      = 1.00 for [[Death Blow]], [[Ballista]] or cannon{{-wh}} double damage<br>      = 1.00 if [[Elemental]] attacks opposite [[Elemental]] type<br>      = 0.50 for [[hate]]<br>      = 0.05 × [[hex]]es travelled for [[Cavalier]]s, [[Champion]]s |- | {{-}}R<sub>1</sub> = 0.025 × ([[Defense]] - [[Attack]]) (if D β₯ A) |- | {{-}}R<sub>2</sub> = 0.05, 0.10, 0.15 for basic, advanced, expert [[Armorer]] |- | {{-}}R<sub>3</sub> = 0.05 × R<sub>2</sub> × hero level for Armorer [[Hero_specialty#Secondary_skill_specialties|specialty]] |- | {{-}}R<sub>4</sub> = 0.15, 0.30 for basic, advanced/expert level [[Shield]]<br>    = 0.25, 0.50 for basic, advanced/expert level [[Air Shield]] |- | {{-}}R<sub>5</sub> = 0.50 if attacker has [[range penalty|range]] or [[melee penalty]]{{-}} |- | {{-}}R<sub>6</sub> = 0.50 if target is behind a wall ([[obstacle penalty]]){{-}} |- | {{-}}R<sub>7</sub> = 0.50 for retaliation after being [[Blind]]ed<br>    = 0.75 for retaliation after advanced [[Blind]]<br>    = 0.50 for shooter with basic [[Forgetfulness]]<br>    = 0.50 for shooter's melee attack with [[Forgetfulness]] |- | {{-}}R<sub>8</sub> = 0.50 for Psychic Elemental vs. [[mind spell]] immunity<br>    = 0.50 for Magic Elemental vs. lvl 1-5 [[spell immunity]]<br>    = 0.50 if target is [[Petrify|petrified]]<br>    = 0.75 for retaliation after being [[paralyze]]d |- | {{-}}R<sub>9</sub> = 0.50 for [[Luck|unlucky]] {{wh}} strikes |} Mathematical formula for calculating the final damage (DMG<small>f</small>) is: {{Math|DMG<sub>f</sub> <nowiki>=</nowiki> DMG<sub>b</sub> × (1 + I<sub>1</sub> + I<sub>2</sub> + I<sub>3</sub> + I<sub>4</sub> + I<sub>5</sub>) × (1 - R<sub>1</sub>) × (1 - R<sub>2</sub> - R<sub>3</sub>) × (1 - R<sub>4</sub>) × (1 - R<sub>5</sub>) × (1 - R<sub>6</sub>) × (1 - R<sub>7</sub>) × (1 - R<sub>8</sub>) × (1 - R<sub>9</sub>{{wh}})}} Primary determinant for the final damage is the base damage (DMG<sub>b</sub>), which is affected by the number of attacking creatures and their damage range. All other variables are basically modifiers of the base damage. Variables are denoted as I if they (i)ncrease damage and as R if they (r)educe it. I<sub>1</sub> and R<sub>1</sub> are mutually exclusive, but all other variables may simultaneously affect the final damage (DMG<sub>f</sub>). A brief summary of the variables have been given in the table on the right. To summarize the above formula, the content in the first parentheses increase the base damage by multiplying it with a modifier varying from 1.00 to 8.00, and the content in the second parentheses reduces the damage with a modifier varying from ~0.01 to 1.00.
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