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Metin2 damage calculation: status points, critical hits, penetrating hits, and what raises your damage
Metin2 damage calculation: what actually raises your damage

A lot of players read damage as one number on a weapon. It is not one number. Metin2 damage comes from status points, weapon values, skills, equipment bonuses, critical hits and penetrating hits, and each of those behaves differently depending on whether you are swinging normally, using a skill, fighting monsters, or fighting players. There is no single formula that covers all of it.

The values that feed your damage
  • Status points: VIT, INT, STR and DEX. You receive status points every level, and skill points on top of those.
  • Weapons and their upgrade level, materials, costs and actual values.
  • Skills and their level, plus buffs from skills or items.
  • Equipment bonuses, with the 6th and 7th bonus counting as a separate improvement tier.
  • Critical hit chance and penetrating hit chance.
  • HP absorption and MP absorption, which help you survive and manage resources but do not raise your attack value.
A damage calculator that only asks for one attack value is not enough. Gameforge's own damage calculator treats class and doctrine, status points, weapon values, skills and buffs, equipment bonuses, the sixth and seventh bonus, critical hits, penetrating hits, and the opponent's defensive values as separate inputs, because they do different things in the game.

Status points by class and doctrine

Which stats matter depends on your class and doctrine:
  • Warrior: VIT and STR carry the build. Body Warriors use Sword Aura to raise attack value, while Mind Warriors use Strong Body to improve defence.
  • Ninja, ranged and melee: VIT and DEX come first. INT and STR stay near their standard value.
  • Weapon Sura and Magic Sura: VIT and INT come first, with STR and DEX at standard value.
  • Shaman: VIT and INT are the core values, and DEX can follow once those are maxed.
  • Lycan: a melee class with the Instinct doctrine. Class, skills and equipment are the main drivers. Claws, sockets, spirit stones, bonuses and upgrade status all count.
Critical hits

A critical hit doubles the damage you would normally deal. If a normal hit deals 500 damage, a critical hit deals 1000. In PvM that means monsters go down faster. In PvP it is more situational, because it depends on your opponent, their defence and the state of the fight.

Penetrating hits

A penetrating hit adds your opponent's defence value to the damage. If a hit would normally deal 80 to 100 damage and the opponent has 500 defence, a penetrating hit deals 580 to 600. That makes penetrating hits the answer to high defence targets, while a critical hit is stronger when your normal damage is already high. Skills carry their own restrictions on penetrating hits, so normal attacks and skill damage should be judged separately.

HP and MP absorption

HP absorption adds a portion of the melee damage you deal to your own hit points. MP absorption adds a portion of the melee damage you deal to your own mana points. Both are limited to melee damage, and neither is a direct increase to attack value. They are about staying in a fight longer, not hitting harder.

Sources

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