Article originally written at: Understanding the Mabinogi Damage System (Article Courtesy of Kakashi7)
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After playing Mabinogi for around two years, I noticed that many players have trouble choosing the ideal weapons and damage enchants for themselves because they are not very clear on how exactly maximum damage and minimum damage affect their overall damage outputs. Among the common questions that I hear are: does gladius’s high minimum damage make up for its lack in maximum damage in comparison to the broadsword? Or does muramasa and bastard sword egos’ max damage difference make up for their lacking in min compared to the gladius? To answer these questions, I’m going to attempt at explaining how damage works in this game.
In order to understand how maximum damage and minimum damage affect the average damage output, one has to first understand the concept of balance. I’m sure that most people have already noticed that the higher the balance a player has, the closer to his maximum damage the player hits. However, we have also noticed that even with low balance the player does damage close to his max on rare occasions. The consensus is that balance stabilizes damage and increases the average output.
So what is balance? Balance can be thought of as a weight determinant for the worth of maximum damage and minimum damage. The higher the balance a player has, the more his maximum damage will be worth in comparison to the minimum damage. Say if a player has 30% balance, his maximum damage would be worth 30% compared to his minimum damage which would be worth 100-30=70% in their contribution to the average damage output, a ratio of 3:7. This ratio means that at 30% balance a player can either gain 3 minimum damage or 7 maximum damage, and the additions would have the same effect on the average damage output. In other words, 3 minimum damage is worth 7 maximum damage. And with this it becomes obvious that minimum damage is of more importance than maximum damage if a player were stuck at 30% balance.
For a person with damage range of 50-100 at 30% balance, his average damage output can be calculated by adding together the weighted version of the min and max damage:
Average damage=Max*balance+min*(1-balance)
or for our example:
100*0.3+50*(1-0.3) = 65
or for our example:
100*0.3+50*(1-0.3) = 65
This means that on average this person will do 65 damage. The earlier equation can be simplified to: Average damage=(max-min)*balance+min, which is the formula on the wiki.
For most people however, their balance is capped at 80%. This means that the min to max ratio is 8:2, or simply 4:1. Every 4 minimum damage is worth 1 maximum damage when a player manages to cap his balance.
Mabinogi uses a standard normal distribution curve as the model to generate damage at random with the min~max as the range of the curve. The normal distribution curve of a person with 50~100 damage range at 50% balance would look like this (not to scale, the actual curve would be wider):
[Image: http://mabiumby.files.wordpress.com/2010/05/50balance.png]
Note that the mean of the distribution curve, or the average damage output of the player in this case is 75, half way point of the damage range.
While the normal distribution curve of a person with the same damage range at 80% balance would look like this (notice the difference in the mean):
[Image: http://mabiumby.files.wordpress.com/2010/05/80balance.png]
The mean of this curve is 90, this means that usually the damage output of a normal hit will be something close to 90 (when a player is dual wielding it’s according to the damage on each hand). Notice that the range at each side of the curve is not of the same scale due to the player’s balance, this shows that half of the time damage higher than the mean will appear while the other half of the time damage lower than (though usually close to) the mean will appear. Since the range on one side is much smaller than the range on the other, the probability of the player hitting for 90~100 is much higher than the probability of the player hitting for anything significantly lower than 90. This explains the stability that comes along with higher balance.
This is the basic statistics behind Mabinogi’s damage calculation system. You might ask yourself what the point of understanding all this is. Well for one, with this you would know which weapon or damage range would have the highest average damage output.
Battle Sword upgraded to 21-74 (upgrade not available until g10)
74*0.8+21*0.2 = 63.4
Gladius upgraded to 41-69
69*0.8+41*0.2 = 63.4
Broad Sword upgraded to 0-75
75*0.8+0*0.2 = 60
Bastard Sword upgraded to 32-77 (upgrade not available until g10)
77*0.8+32*0.2 = 68
Beholder Sword upgraded to 0-89
(89-0)x0.8+0 = 71.2
War Sword upgraded to 0-90
(90-0)x0.8+0 = 72
74*0.8+21*0.2 = 63.4
Gladius upgraded to 41-69
69*0.8+41*0.2 = 63.4
Broad Sword upgraded to 0-75
75*0.8+0*0.2 = 60
Bastard Sword upgraded to 32-77 (upgrade not available until g10)
77*0.8+32*0.2 = 68
Beholder Sword upgraded to 0-89
(89-0)x0.8+0 = 71.2
War Sword upgraded to 0-90
(90-0)x0.8+0 = 72
This does not mean that gladius is better than broadsword though, because even though the gladius has better damage output on average, the broadsword could dish out some higher damages on rare occasions.
You could also calculate the average damage output of bastard sword vs muramasa vs gladius ego at max stats to determine which is best damage wise.
Bastard Sword ego at capped level 40 stats is 54~156,
54*0.2+156*0.8 = 135.6
[LEFT]Muramasa ego at capped level 40 stats is ??~149, being a muramasa owner myself though, seems like the min wont hit much higher than 55 at lvl 40 dex/int.[/LEFT]
55*0.2+149*0.8 = 130.2
And finally the most popular Gladius ego becomes 87~145.
87*0.2+145*0.8 = 133.4
54*0.2+156*0.8 = 135.6
[LEFT]Muramasa ego at capped level 40 stats is ??~149, being a muramasa owner myself though, seems like the min wont hit much higher than 55 at lvl 40 dex/int.[/LEFT]
55*0.2+149*0.8 = 130.2
And finally the most popular Gladius ego becomes 87~145.
87*0.2+145*0.8 = 133.4
So as demonstrated above, damage wise bastard sword wins indisputably. Gladius is not very far behind and Muramasa falls to third place, at least for now. Considering the fact that one handed sword egos are mainly used for windmill damage, bastard sword’s lack in critical % is not such a big deal for pve in my opinion. On an unrelated note, a friend of mine has asked me why I am spending so much money on a muramasa ego even though it’s the worst off damage wise. The reason is simple, after uncap the subtle difference in maximum damage between gladius, bastard sword, and muramasa is going to become larger. With 1 maximum damage being worth 4 minimum, I think you will understand why the seemingly godly minimum damage growth of gladius will not be enough to make up for its severe lacking in max. However I am not saying the gladius is going to be the worst of the 3. Because of the random nature of mabinogi’s damage system, gladius’s future ~102 minimum damage will be useful in making sure that even on rare occasions the bad damage outputs will not be horrible. This stability will definitely be useful in many occasions.
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