Unfortunately, just like society on Earth, Theorycrafting In the land of the West (I’m including you aussies here!) and the Japanese are vastly different. Our core understanding of the games mechanics are very similar – We both recognise that Critical Hit Rating has Marginal Diminishing Returns and that Skillspeed is rather Exponential. We also both recognise that Weapon Damage is the highest contributing factor for damage and potency is essentially a percentage of our base damage… Also that the Global 3s timer for all DoTs are very problematic.
Of course, this is mainly due to how basic these rules are. Everyone who plays the game will understand these mechanics someway or another… Except for the actual formulas to calculate Critcal Hit Rating, Skillspeed, and especially Damage. The damage formula is the largest difference and their understanding of Determination is completely different, including another big shocker that I suspect 99% of you would never of guessed!
Majority of the Japanese Theorycrafting work can be found on this Gentleman’s blog, who goes by the alias “neetsha”. (I think Neetsha is a dude at least…)
You may also find him on Twitter via this link:
Before we go any further, I want people to understand that this document will become outdated by the 3.0 Heavensward Expansion and maybe even before then, as I’ll be going over the damage formula over the next few coming days/weeks/months/expansion packs (lol). When that time comparison, I’ll do another comparison post… But for now, enjoy!
We’ll start off with the Damage Formula as this is the juiciest portion of this entire topic. This is also the hardest to explain… and the longest to prove… and the hardest to understand as I have to use Googles shitty translator to help me read Japanese Blogs…
The Damage Formula
The first thing we should do is break down the Damage Formula. This isn’t supposed to be 100% accurate either, but rather, the formula gave an accurate damage measurement when compared against the collected data points. If you’ve done any reading of this games mechanics, you may of encountered this formula many times:
(WD * 0.2714745 + AP * 1.1006032 + (DTR-202) * 0.0241327 + WD * AP * 0.0036167 + WD * (DTR-202)*.0010800 – 1) * (Potency/100)
(AP, or Attack Power, = STR/DEX/INT)
Of course, you have to take into consideration order of operations (BODMAS) when using this formula to calculate expected damage.
Let’s take it apart. We have a few sections which are all independent of each other:
- WD*.2714745 – First, we’re seeing the impact of Weapon Damage on Damage on its own
- AP*1.1006032 – Then add the value Attack Power has on its own
- (DRT-202)*.0241327 – We do the same for Determination. We do DTR-202 to see the impact of Determination from our base-value at level 50. I’ll go more in depth why this is later on.
- WD*AP*.0036167 – Next, we’ll add on the impact Weapon Damage has on Attack Power
- WD*(DTR-202)*.0010800 – Plus the impact Weapon Damage has on Determination
- -1 – God knows why the solver which included the original data-points added this in.
- (Potency/100) – And as Potency is a percentage of damage, we divide it by 2, and multiply it by the overall base damage.
Time for some explanations.
A long time ago, if you’ve been playing since the Beta Phases and/or launch, you may remember a person going by the name “Valky”, who had a blog we call B.L.I.T.Z.B.A.L.L. We owe much work to this gentleman has he set the core foundations of everything we know about this game – this is also the same on the JP side.
He theorised these core rules:
- A change in Weapon damage alone will affect our Damage
- A change in Attack Power alone will affect our Damage
- A change in Determination alone will affect our Damage
- The both the value of Attack Power and Determination are independent of each other and do not affect each other.
- Weapon Damage affects the value of Strength and Determination.
His original stuff, whilst good, was inaccurate when accounting for high levels of Determination. Then a guy we all know as EasyModeX, with the help from people such as T0rin, Kenji1134 and Ein to gather data points, updated the formula to what we currently have.
As a result, this formula has given us even more interesting rules about how our stat’s work, but I’ll go over that later as well, so we can do a nice comparison with Japanese understanding of stats.
The core understanding of Weapon Damage, Attack Power and Determination are vastly different than the Japanese, which also means our Damage formula’s are waaaay different.
The most important thing about our Formula is that we value all of our stats to be rather independent – But what I feel is the most important thing is our calculation of Determination. We assume that Determination a value which provides us Linear Gains, however, the value or the weighting does not follow typical Linear gain rules, such as Critical Hit Rating. Linear Gains usually result in Marginal Diminishing Returns, but that simply isn’t the case with our formula, as observed in these two images.
The Japanese Formula
((WD * 0.26 + AP * (WD * 0.00366 + 0.0745) + 4.95) * ((DTR – 202) * 0.0005 + 1.00) * job * (Potency/100)))
Above is the Japanese damage formula.
Now, if I’ve been reading those poorly translated blog posts correctly, the Japanese assume that the value of Determination is derived from the impact your Attack Power. Because it’s a measurement of the impact of Attack Power, rather than the value of Attack Power itself, Weapon Damage is also a contributing factor in this.
Not only this, their formula assumes that Determination follows your typical Linear gains with marginal diminishing returns, similar to that of Critical Hit Rating.
As you can see, with an increase of 300+ Determination, the value of Determination decreased.
Because of this relationship between Determination and Attack Power, their formula is broken down into two sections.
- WD * 0.26 – Impact of Weapon Damage
- AP * (WD * 0.00366 + 0.0745) – Impact of Weapon Damage on Attack Power
- (DTR – 202) * 0.0005 – Correction Formula of the value Determination has
- + 1.00 – Because why not?
One thing I’ll point out now, is that the formula uses something we call a “correction formula”. Essentially, we’re guessing the impact of a variable from it’s maximum base level – in this case, we’re the guestimating impact determination has on damage from it’s base value at level 50, 202. This is why we do DRT-202. This also applies to both NA/EU and Japanese Formula and as a result, as our values of Determination increases, we’ll slowly have issues with both formulas and will need to be reworked, again.
Both of these sections are then multiplied together and… Voila. Damage. But, that isn’t the entire formula… what you might of noticed is the ( * job) coefficient in the formula.
The Japanese have a theory that every job has a different coefficient that scales up the damage slightly. In other words, if every job has equal Weapon Damage, Attack Power and Determination, each job will deal different values of damage. This originates to something Valky noticed a few eons ago.
Back in Phase 3 when Valky was creating the Damage formula, he noticed that different jobs were dealing different damage values above his own calculations. He formulated everything on his monk and the damage formula worked perfectly! However, the damage values for the Dragoon and Bard always ended up slightly greater than his formula.
This was eventually refuted by a lot of us on the NA/EU side, but the Japanese investigated this even further.
Above is a list of all of the Jobs and their damage modifiers that are used in the Japanese Formula. All you do is add the corresponding job coefficient into the formula and… It’s done!
Reading this kind of surprised me. I originally thought that each job did equal amounts myself, and that Valks Data was just due to rounding errors on his behalf.
One benefit of this that I can see, is that it makes job balancing exponentially easier. Instead of having to worry about job abilities constantly and their rotation performance, they can just alter a simple job coefficient… and job done!
I’ve also done some investigating about this myself and I’m still currently gathering a lot of data. I’ve made a write up in my blog about this, which you can find at this link:
So, we can derive these rules from the Japanese damage formula:
- Weapon Damage is the highest impact of Damage
- Attack Power is directly impacted by Weapon Damage
- The damage formula has been simplified so it doesn’t have two different variables of Attack Power impacting damage, (AP) + (WD*AP)
- Determination doesn’t have a value of it’s own, and is a resulting factor of the impact of damage Attack Power has
- Determination is 100% linear with marginal diminishing returns.
If you want to learn more about stat-weights, I suggest you go and read up on this post:
Now as I’ve already explained, there are differences in the calculations of stats on the NA/EU and JP side. As a consequence, there will be different stat-weightings for each job.
Let’s go back to our original understanding of values on the NA/EU side.
- We assume that Weapon Damage affects the value of Attack Power.
- We assume that Determination and Attack are independent of each other.
- We assume that Determination, whilst having linear gains, it’s a static value only affected by Weapon Damage
- Due to this static value of Determination, an increase or decrease in Determination will never change value. It’s only affected by Weapon Damage
- Therefore, we can make the statement that Determination works similarly to our Attack Power.
- A large WD:AP ratio will result in a lower Weapon Damage weighting. This is why Black Mages have 6.XX weighting for Weapon Damage.
- Both Weapon Damage and AP/STR directly affect Critical Hit Rating and Skillspeed. If there’s an increase/decrease in Weapon Damage and AP, Critical Hit Rating and Skillspeed will follow suit.
So pretty much, once we’ve calculated our stat-weights for a certain ilvl range, they’re fairly accurate and don’t budge, as long as you’re calculating weights within the baseline.
So as a comparison, here’s some Dragoon stat-weight calculations using the NA/EU and JP Damage Formula.
As you can see, the Japanese Value Determination much more, as it’s directly affected by the STR*WD value. The higher the STR*WD value, the greater DET will be… And inversely, the lower your Strength, the lower your Determination value will be:
The change in Weapon Damage, Skillspeed and Critical Hit Rating are expected and follows through with what we already know about stats, similar to that of NA/EU.
But what happens to Determination? I’ve already explained how it works in NA/EU land… So, let’s take a look! I’ll create the most extreme scenario and increase Determination by a whooping 300+
NA/EU +300 DET
JP Changes + 300 DET
Japanese version of Determination, as I stated previously, follows typical linear gains. Meaning, it has marginal diminishing returns when stacked up. Yes, the damage value is exactly the same per point of determination gained as it’s linear, but the percentage of damage decreases.
Okay, so what about if we increase Strength by 300?
NA/EU +300 STR
JP +300 STR
Okay. So as I explained earlier, when the WD:AP ratio is large, the weighting of Weapon Damage decreases. But as we’ve gained a lot of AP, this ratio is much lower. Therefore, the weighting of Weapon Damage increases. Similarly, as Attack Power has increases, the values of Skillspeed and Critical Hit Rating also increased. Determination on the other hand?
Well, there’s a difference. Where as NA/EUs Determination is static/constant, the Japanese Determination will always fluctuate depending on the value of Attack Power. As we have a much higher Attack Power (in extreme measures), Determinations value has exponentially increased.
The same can also be said if we look at an increase in Weapon Damage:
NA/EU +300 Weapon Damage
JP +300 Weapon Damage
And of course, with an increase in Weapon Damage, Determination for both NA/EU and JP increases.
I can seriously go on forever about this, but it’ll be too long. So I’ll end it here and continue later on about Japanese formula’s in another blog post.
If you’re interested in seeing all of the Japanese Formula’s, you can take a look at this spreadsheet I made:
That document should have every single Japanese Formula known and all resources are posted in the “resources” tab.