📑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:
GeneralDamageRatePvP→DamageRatePvPof 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 (includingCastleSiegeDamageRate1/2) are conditionally compiled and do not exist in the standardGameServer.exe. Modifying these keys inside the regularGameServer\directory has no effect; they only work within theGameServerCS\directory.Global caps (
Max...Rate) always limit the values before applying individual class multipliers (ReflectDamageRate, etc.) — never after.
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