What happens when a monster hits you?
Damage taken
About this page
The formulas were reverse engineered from the Public Release client by the players credited on each section, and published on the OSMS data explorer. The numbers they run on here (skill levels, monster stats, map footholds) come out of the client’s own data files, read by this site’s extractor.
Where the release changed something Closed Online Test 2 did, both are shown. Older versions of the game worked differently again, so a number remembered from somewhere else may not apply.
Does it hit you
Reverse engineered by @ohmi on Discord
A monster's regular attack rolls against your avoid first. It has a formula of its own, different from the one your attacks use.
1Monster accuracy
VerifiedChanged since CoT2LevelGap = PlayerLevel − MonsterLevel, or 0 if the monster is higher MonsterHitScore = MonsterAcc × 100 / ((LevelGap + 51) × 5) EffectiveAvoid = Avoid / (Avoid / 80 + 1) / (LevelGap / 40 + 1) Spread = 0.15 + 0.2 / (1 + exp((MonsterHitScore − EffectiveAvoid) / 12)) Roll = rand(1 − Spread, 1 + Spread) Hit if Roll × MonsterHitScore ≥ EffectiveAvoid If the roll fails and EffectiveAvoid > (1 + Spread) × MonsterHitScore: RescueChance = clamp(0.03 × exp((MonsterHitScore − EffectiveAvoid) / 18), 0.02, 0.03) Hit if rand(0, 1) < RescueChance If it still missed: hit 8% of the time anyway.
- Avoid runs into a wall. 100 avoid counts as 44, 300 as 63, and nothing ever counts as 80.
- Out-levelling a monster cuts its hit score and your effective avoid together, so it can hit you more often: at 100 accuracy against 100 avoid, its plain roll lands 25.44%, 39.88% and 50.49% at gaps of 0, 20 and 50 levels.
- Past the roll's reach you are hit 9.84% to 10.76% of the time: the 2–3% rescue, then the 8% on what is left. An Orange Mushroom lands 22.0% on a level 30 thief with 51 avoid.
- Some monsters carry a further 50% miss check on a roll that passed. Which attacks set it off is not pinned down, and the calculators leave it out.
CoT2: From Closed Online Test 2 (Beta 2). Not in the Public Release; kept here as a record. In Closed Online Test 2
A failed roll still landed 8% of the time, and that was it. The rescue roll is the release's, so a lot of avoid lets 2 to 3 more hits in 100 through than it did. CoT2's notes mention a flat 2% there that its formula leaves out; if that was real, little changed.
Try itIts chance to hit you
The monster
You
Orange MushroomLv 8 · Accuracy 62
21.99%
Chance it hits you
The roll lands 15.21%. The 8% fallback on a failed roll adds 6.78%.
- Hit score
- 16.99
- Your avoid counts as
- 20.09
- Roll lands
- 15.21%
- In CoT2
- 21.99%
A monster's skill attack skips this roll and always lands.
Only a regular attack rolls this. The guard rolls come after, on the hits that get through.
Guards
Reverse engineered by @ohmi on Discord
A hit that gets past your avoid can still be blocked outright. Guards only roll on a regular attack.
2Guard immunity
VerifiedA monster with invincible = 1 skips the shield and Claw Guard rolls.
- It only skips the guards. Your avoid still gets its roll first.
- In the release the flag is on 5 monsters, the jump-quest obstacles:
3Shield guard
VerifiedShieldDefense = Weapon Defense on the item in the shield slot Only if ShieldDefense > 0: GuardChance = max(0.05, ShieldDefense / (ShieldDefense + 500)) Guarded if GuardChance > rand(0, 1)
- Only the shield counts. Weapon defence from armour, rings or buffs does nothing here, but scrolls on the shield do.
- Any shield gives at least 5%, and 500 weapon defence on it gets you to 50%.
- A Red Cross Shield (110) blocks 18.0%. The Gold Ancient Shield (192), the best the release has, blocks 27.7%.
Try itYour shield's guard
Your shield
Red Cross ShieldWeapon def 110
18.03%
Guard chance
About 1 regular attack in 6 is blocked outright.
- For 10%
- 56
- For 25%
- 167
- For 50%
- 500
Pick a shield, then type its real weapon defence if you have scrolled it.
4Claw GuardCoT2: The skill behind this step is Closed Online Test 2’s; the release client still has the step.
VerifiedA Hermit skill from CoT2's third job. The release still has the check, hard-coded to the skill and to the Assassin line, but nobody can learn it.
Only for Assassin, Hermit and Night Lord, with a claw: Guarded if ClawGuardBlock / 100 > rand(0, 1)
- It reads the same random number as the shield, and only after the shield fails. With any shield on (5% or better) it can never fire.
- It also gave 20 to 60 weapon defence with a claw equipped.
| Skill level | Block chance |
|---|---|
| 1–6 | 3% |
| 7–13 | 4% |
| 14–20 | 5% |
How much it hurts
Reverse engineered by @ohmi on Discord
The client rolls the hit, then your defence, Invincible and any element resist cut it down.
5Incoming damage
VerifiedIncomingDamage = MonsterAttack × (1.1 + 0.4 × rand(0, 1))
- MonsterAttack is its physical attack for a regular attack and its magic attack for a skill attack, after its own buffs.
- An Orange Mushroom has 17 attack, so its hits come in between 18.7 and 25.5.
6Your defence
VerifiedChanged since CoT2Defense = Weapon Defense for a regular attack, Magic Defense for a skill attack
DamageTaken = IncomingDamage × (1 − Defense / (Defense + 2 × IncomingDamage + 300))
− Defense / 25 − PlayerLevel / 10- Two cuts: a share of the hit that shrinks as the hit grows, then a flat Defense / 25 and Level / 10 off the top. The flat part is what makes small hits tiny.
- A level 30 with 100 weapon defence takes 7 to 12 from an Orange Mushroom, 9.6 on average.
- Jr. Balrog's 972 attack against a level 60 with 300 weapon defence: 934 to 1,315.
CoT2: From Closed Online Test 2 (Beta 2). Not in the Public Release; kept here as a record. In Closed Online Test 2
DefenseScale = 5 × PlayerLevel + 200 + 1.2 × IncomingDamage DamageTaken = IncomingDamage / (1 + Defense / DefenseScale)
Small hits did a lot more: that Orange Mushroom hit for 14 to 20. Big hits did a little less, since the percentage cut held up better (915 to 1,286 from the Jr. Balrog). Your level also worked against you, shrinking what defence was worth; now it takes Level / 10 off every hit.
Try itYour defence, both builds
The monster
You
Orange MushroomLv 8 · Attack 17
9.6
HP per landed hit
From 18.7 to 25.5 incoming, before your defence.
Release7–12avg 9.6
CoT214–20avg 17
The release takes 7.3 less per hit than CoT2 did here.
Before Invincible and element. Assumes the hit landed.
7Invincible
VerifiedChanged since CoT2The Cleric buff. It takes a share off a regular attack after your defence.
Only for Cleric, Priest and Bishop, and only on a regular attack: DamageTaken = DamageTaken × (1 − InvincibleReduction / 100)
- A skill attack skips it, as the tooltip says: physical damage only.
- The values below are the skill’s own rows, read out of each client.
| Skill level | Release | CoT2 |
|---|---|---|
| 1 | 1% | 10% |
| 5 | 5% | 14% |
| 10 | 10% | 19% |
| 15 | 15% | 24% |
| 20 | 20% | 30% |
CoT2: From Closed Online Test 2 (Beta 2). Not in the Public Release; kept here as a record. In Closed Online Test 2
10% at level 1 up to 30% at 20. The release cut every level: a maxed Invincible now takes 20% off where it took 30%.
8Element resistCoT2: The skill behind this step is Closed Online Test 2’s; the release client still has the step.
Partly verifiedDamageTaken = DamageTaken × (1 − ElementResist / 100)
- Works on regular and skill attacks alike, straight after your defence, when the resist is above 0.
- The client reads it from four buff slots with no skill tied to them. The skills that look like they fill them, Elemental Resistance and Partial Resistance, are third job, so only CoT2 had them.
- Release monsters whose skill attack carries an element: Red Drake (Fire), Tauromacis (Lightning), Taurospear (Lightning) and Jr. Balrog (Fire).
The number you see
Reverse engineered by @ohmi on Discord
9Result
VerifiedDamageTaken = clamp(DamageTaken, 1, 50000000), truncated DamageTaken = 0 if the hit missed or was guarded
- A hit that lands always costs at least 1 HP, however much defence you have.
- A guard throws the whole hit away. The client still works the damage out first, then drops it, the same as for a miss.
- A monster skill attack takes another path: it always lands and is never guarded.
- There is also a fixed-damage path that skips your defence and this clamp. These steps are the ordinary hit.
Damage taken calculator
Reverse engineered by @ohmi on Discord
Every step above for one monster and one of you: the hit roll, the guard, your defence and Invincible.
Try itWhat a monster costs you
The monster
You
Wild BoarLv 25 · Attack 131
118.4
HP per landed hit
96 to 141.
- Gets past avoid
- 100%
- Guard chance
- 18.03%
- Per attack
- 97
Per attack counts the dodges and the guards: what each of its swings costs you on average.
Release formulas. Leaves out element resists and the 50% miss check some monsters carry.
Variables
- MonsterAcc
- The monster’s accuracy, from its own row in the client.
- MonsterLevel
- The monster’s level.
- LevelGap
- Your level minus the monster’s, or 0 when it is higher.
- Avoid
- Your avoid, the number on the Stats window.
- EffectiveAvoid
- Your avoid after the wall and the level gap. Never reaches 80.
- MonsterHitScore
- The monster’s accuracy scaled by the level gap: what its roll multiplies.
- RescueChance
- The release’s 2–3% second chance when your avoid is past the roll’s reach.
- ShieldDefense
- The weapon defence on your shield alone, scrolls included.
- GuardChance
- The chance a hit is blocked outright.
- ClawGuardBlock
- Claw Guard’s block chance for its level: 3, 4 or 5.
- MonsterAttack
- Its physical attack for a regular attack, its magic attack for a skill attack.
- IncomingDamage
- The rolled hit, before your defence.
- Defense
- Your weapon defence against a regular attack, magic defence against a skill attack.
- PlayerLevel
- Your level.
- InvincibleReduction
- Invincible’s percent for its level, from the skill’s own row.
- ElementResist
- Your resist to the attack’s element, in percent.
- DamageTaken
- The HP you lose.
