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📑Character

GameServerInfo - Character.dat

Character combat formula constants: damage, success rate, defense, speed, recovery, and context-dependent damage multipliers (PvP, PvM, events, Castle Siege).

Damage Rates by Context

Key

What it is

DuelDamageRate

% of damage in duels (/duel).

GensDamageRate

% of damage in Gens warfare.

CustomArenaDamageRate

% of damage inside custom arena maps (Data\Custom\CustomArena.txt).

ChaosCastleDamageRate

% of damage inside Chaos Castle.

IllusionTempleDamageRate

% of damage inside Illusion Temple.

CastleSiegeDamageRate1

% of PvP damage inside Castle Siege between different sides (or with no defined side).

CastleSiegeDamageRate2

% of PvP damage inside Castle Siege between players on the same side.

CastleSiegeDamageRate3

% of damage against Castle Gates and Guardian Statues during Castle Siege.

GeneralDamageRatePvP

Global PvP damage % (applied before any of the context multipliers above).

GeneralDamageRatePvM

Global damage % against monsters.

ReflectDamageRatePvP / ReflectDamageRatePvM

% of reflected damage (via Reflect Damage/items) in PvP and PvM.

Damage Rates by Class

Key

What it is

DWDamageRatePvP – RFDamageRatePvP

Class damage % in PvP (multiplies on top of GeneralDamageRatePvP).

DWDamageRatePvM – RFDamageRatePvM

Class damage % against monsters.

Class × Class Damage Rates (PvP)

Key

What it is

<Class1>DamageRateTo<Class2> (e.g., DWDamageRateToDK)

% of damage when Class 1 attacks Class 2 in PvP — a complete 7×7 matrix (every combination of attacking class × target class).

Damage Stuck Rate (Flinch)

Key

What it is

DWDamageStuckRate – RFDamageStuckRate

Chance (%) for a hit from this class to momentarily stun/immobilize the target. Does not work against targets riding an Angel, Dinorant, Dark Horse, or Uniria (these pets grant immunity).

Damage Multipliers (DK/DL/RF)

Key

What it is

DKDamageMultiplierConstA

Used in DK's Twisting Slash/Rageful Blow multiplier: 200 + (Energy ÷ ConstA), capped by DKDamageMultiplierMaxRate.

DLDamageMultiplierConstA

Equivalent constant for the Dark Lord's skill multiplier.

RFDamageMultiplierConstA / ConstB / ConstC

Equivalent constants for the Rage Fighter's skill multiplier.

DKDamageMultiplierMaxRate / DLDamageMultiplierMaxRate / RFDamageMultiplierMaxRate

Maximum cap for each respective multiplier above.

Dark Spirit (Raven)

Key

What it is

DarkSpiritRangeAttackRate

Chance (%) for the Dark Spirit to perform a ranged attack.

DarkSpiritCriticalDamageRate

Critical damage chance (%) for the Dark Spirit.

DarkSpiritExcellentDamageRate

Excellent damage chance (%) for the Dark Spirit.

DarkSpiritAttackDamageMinConstA / ConstB / ConstC

Constants for the Dark Spirit's minimum damage formula.

DarkSpiritAttackDamageMaxConstA / ConstB / ConstC

Constants for the maximum damage formula.

DarkSpiritAttackSpeedConstA / ConstB / ConstC / ConstD

Constants for the Dark Spirit's attack speed formula.

DarkSpiritAttackSuccessRateConstA / ConstB / ConstC

Constants for the Dark Spirit's attack success rate formula.

Guardians (Pets) — Outgoing Damage Increase

Key

What it is

SatanIncDamageConstA

% damage increase when using a Satan pet.

DinorantIncDamageConstA

% damage increase when using a Dinorant.

BlackFenrirIncDamageConstA

% damage increase when using a Black Fenrir.

DemonIncDamageConstA

% damage increase when using a Demon pet.

SkeletonIncDamageConstA

% damage increase when using a Skeleton pet.

Guardians (Pets) — Incoming Damage Reduction

Key

What it is

AngelDecDamageConstA

% damage reduction when using an Angel pet.

DinorantDecDamageConstA / ConstB

% damage reduction when using a Dinorant (ConstB is only added if the Dinorant has the specific excellent option).

DarkHorseDecDamageConstA / ConstB

% damage reduction when using a Dark Horse (DL mount).

BlueFenrirDecDamageConstA

% damage reduction when using a Blue Fenrir.

MariaDecDamageConstA

% damage reduction when using a Maria pet.

Combo Skill Damage

Key

What it is

<Class>ComboDamagePvPConstA / ConstB

Extra damage constants for that class's combo in PvP.

<Class>ComboDamagePvMConstA / ConstB

Same as above, but against monsters.

Specific Skill Damage

Key

What it is

EarthquakeDamageConstA / ConstB / ConstC

Earthquake damage: (Strength÷ConstA) + (Command÷ConstB) + (Equipped pet level × ConstC).

ElectricSparkDamageConstA / ConstB

Electric Spark damage: (Command÷ConstA) + ConstB.

DLSkillDamageConstA / ConstB

Base damage for other Dark Lord skills: (Strength÷ConstA) + (Energy÷ConstB).

NovaDamageConstA / ConstB / ConstC

Nova (SU) damage: (ConstA × charge count × ConstB) + (Strength÷ConstC).

Plasma Storm Damage (by Class)

Key

What it is

<Class>PlasmaStormDamageConstA / B / C / D (and ConstE for DL only)

Base damage formula constants for that class's Plasma Storm, each dividing a different attribute (Strength/Agility/Vitality/Energy, in the order they appear in the file).

Base Damage (Physical and Magic) by Class

Key

What it is

<Class>PhysiDamageMinConstA / MaxConstA

Minimum/maximum physical damage: Strength ÷ ConstA.

FEPhysiDamageMinBowConstA / ConstB, MaxBowConstA / ConstB

Alternative Elf formula when using a bow: also factors in Agility.

MGPhysiDamageMinConstA/B, MaxConstA/B / DLPhysiDamageMinConstA/B, MaxConstA/B / RFPhysiDamageMinConstA/B, MaxConstA/B

Alternative formulas for these classes when calculations depend on two attributes (ConstB is the second divisor).

<Class>MagicDamageMinConstA / MaxConstA

Minimum/maximum magic damage: Energy ÷ ConstA.

Attack Success Rate (vs. Monsters)

Key

What it is

<Class>AttackSuccessRateConstA / B / C / D (and ConstE for DL only)

Formula: ((Level+MasterLevel) × ConstA) + ((Agility × ConstB) ÷ ConstC) + (Strength ÷ ConstD).

Attack Success Rate (PvP)

Key

What it is

<Class>AttackSuccessRatePvPConstA / B / C / D

Dedicated PvP formula: (((Level+MasterLevel) × ConstA) ÷ ConstB) + ((Agility × ConstC) ÷ ConstD) — uses different values than vs. monsters.

Attack Speed

Key

What it is

<Class>PhysiSpeedConstA

Physical attack speed: Agility ÷ ConstA.

<Class>MagicSpeedConstA

Magic attack speed: Agility ÷ ConstA.

Defense Success Rate

Key

What it is

<Class>DefenseSuccessRateConstA

Agility ÷ ConstA (against monsters).

<Class>DefenseSuccessRatePvPConstA / B / C

Dedicated PvP formula (constants independent of the one above).

Defense

Key

What it is

<Class>DefenseConstA

Base defense: Agility ÷ ConstA.

Dual Wielding

Key

What it is

<Class>TwoWeaponsDamageRate

% of damage when the character is wielding a weapon in each hand.

Global Maximum Caps

Key

What it is

MaxReflectRate

Maximum cap (%) for reflected damage, before applying the class ReflectDamageRate.

MaxDamageReductionRate

Maximum cap (%) for damage reduction.

MaxCriticalDamageRate

Maximum cap (%) for critical damage chance.

MaxExcellentDamageRate

Maximum cap (%) for excellent damage chance.

MaxDoubleDamageRate

Maximum cap (%) for double damage chance.

MaxTripleDamageRate

Maximum cap (%) for triple damage chance.

Reflect Rate by Class

Key

What it is

<Class>ReflectDamageRate

Reflect damage effectiveness % for that class, applied to the value already limited by MaxReflectRate.

Maximum Attack Speed

Key

What it is

<Class>MaxAttackPhysiSpeed / MaxAttackMagicSpeed

Maximum attack speed cap for physical/magic attacks for that class. 0 = no cap (default).

Automatic Recovery (Idle)

Key

What it is

<Class>HPRecoveryRate

% of maximum HP regenerated per cycle while standing still (out of combat). After 5 seconds without moving, grants an additional +5% fixed bonus.

<Class>MPRecoveryRate

Same logic, for Mana.

<Class>BPRecoveryRate

Same logic, for Shield (BP).

<Class>SDRecoveryRate

Same logic, for SD.

Notes

  • The priority order in which PvP damage multipliers are calculated is always the same: GeneralDamageRatePvPDamageRatePvP of the attacking class → <Class1>DamageRateTo<Class2> matrix → and finally only one of the special contexts (Duel, Gens, Custom Arena, Chaos Castle, Illusion Temple, or Castle Siege — in that specific priority order; the first one that matches is the only one applied).

  • Castle Siege code only truly exists in GameServerCS.exe — the mechanics for this event (including CastleSiegeDamageRate1/2) are conditionally compiled and do not exist in the standard GameServer.exe. Modifying these keys inside the regular GameServer\ directory has no effect; they only work within the GameServerCS\ directory.

  • Global caps (Max...Rate) always limit the values before applying individual class multipliers (ReflectDamageRate, etc.) — never after.

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