Council Report

Question: on Ragnarok Mobile Classic, tell me the computation of damage, the difference between race modifiers and size modifiers. (e.g. what to pick between race modifier +15% dmg or size modifier of 30% dmg

Contrarian

The user is asking about Ragnarok Mobile Classic damage computation, specifically about race modifiers vs size modifiers and how to choose between them. This is a game mechanics question that doesn't require any tools - it's a knowledge-based question about a specific game. Now I have good information about Ragnarok damage mechanics. Let me also search for more specific information about Ragnarok Mobile Classic specifically, since the user asked about "Ragnarok Mobile Classic" which is different from "Eternal Love". ## Ragnarok Mobile Classic — Damage Computation ### Core Formula Structure Damage uses **multiplicative stacking** across separate modifier categories. The general flow is: ``` Final Damage = Base ATK × (1 + ATK% Bonus) × (1 + Race% Bonus) × (1 + Size% Bonus) × (1 + Element% Bonus) × other_modifiers ``` Each modifier type (Race, Size, Element, ATK%) is a **separate multiplier** — they do not stack additively within their own category. --- ### Race vs Size Modifiers | Category | What It Does | Example Cards | |---|---|---| | **Race Modifier** | +X% damage vs specific monster race (Brute, Demon, Undead, etc.) | Thara Frog (+15% vs Demi-human), Strouf (+20% vs Demon), Peco Peco Egg (+15% vs Brute) | | **Size Modifier** | +X% damage vs specific monster size (Small, Medium, Large) | Desert Wolf (+25% vs Small), Skeleton Worker (+15% vs Medium), Minorous (+25% vs Large) | **Key distinction:** - **Race** is about the monster's *type* (e.g., Demi-human, Demon, Undead) - **Size** is about the monster's *physical category* (Small/Medium/Large) --- ### How to Choose: Race +15% vs Size +30% Because modifiers multiply, **diversification beats stacking the same category**. The general rule: ``` 1.15 (Race) × 1.30 (Size) = 1.495 → +49.5% total damage 1.30 (Race) × 1.15 (Size) = 1.495 → same result, order doesn't matter ``` vs. ``` 1.30 × 1.30 = 1.69 → +69% (if you somehow stacked two size modifiers) ``` **But practically**, cards of the same category that grant the same bonus type typically **add together** before multiplying. So two Minorous cards (+25% vs Large each) would give +50% size bonus, then multiply against other categories. ### Practical Decision Guide 1. **Check the target's race AND size first.** If a monster is Large + Demon, both a race card (+X% vs Demon) and size card (+Y% vs Large) apply and multiply. 2. **Prefer covering both categories over stacking one.** A +15% race modifier + +25% size modifier gives **more total damage** than +40% of the same type (because 1.15 × 1.25 = 1.4375 vs. 1.40). 3. **Your specific example — Race +15% vs Size +30%:** - If the monster is **Large**: Size +30% wins outright since it's the only modifier that applies (unless it's also a specific race you have a card for). - If the monster matches **both** a race card and size card you own: Take **both** — they multiply, giving ~+49.5% combined. - If forced to pick **one** for a general-purpose build: **Size +30%** is usually better because most MVP/boss monsters are Large, and the 30% outweighs 15%. 4. **Weapon size penalty matters too.** Daggers have penalties vs Large (50%), Katar has penalties vs Small (50%). A size modifier card can *offset* this penalty and then add on top. --- ### Summary | Scenario | Pick | |---|---| | Target is Large, only one choice | **Size modifier** (most MVPs are Large) | | Target matches specific race AND you have a size card | **Both** — they multiply | | Same category: +15% vs +30% | **+30%** (higher is always better within the same type) | | Diversifying across categories | Always better than stacking one category | The short answer to your example: **take the size modifier of +30%** if you can only pick one — it covers the most common boss/monster size (Large), and 30% > 15% even before considering that size is harder to cover from other gear sources than race.

First Principles Thinker

In Ragnarok Mobile Classic, damage calculation for physical attacks is roughly: **Final Damage ≈ (ATK − DEF/MDEF) × (1 + ∑ bonuses) × elemental multiplier** Where bonuses stack additively from: cards, weapon/armor enchantments, runes, skills, food buffs, etc. ### Race vs. Size Modifiers | | Race Modifier | Size Modifier | |---|---|---| | **Applies to** | One specific race (Brute, Demon, Insect, etc.) | All monsters of a size class (S / M / L) | | **Typical range** | Lower values (e.g., +5% to +20%) | Higher values (e.g., +10% to +40%) | | **Stacking** | Additive with other damage bonuses | Additive with other damage bonuses | Both race and size modifiers are **additive** with each other and with other damage bonus sources. They do not multiply each other; they sum into the same bonus term. ### How to Choose **Size modifier wins in almost every general case.** A 30% size modifier beats a 15% race modifier because: - 30% is double the value - Size covers all monsters of that size (typically broader coverage) - Race modifier only helps against one race **Pick race modifier only if:** - You are farming a specific race dungeon/instance and have no better size option - Your build already caps out size bonuses from other sources - The content you run is almost exclusively that race In practice, prioritize **size modifier > race modifier** due to higher values and broader applicability.

Expansionist

In Ragnarok Mobile Classic, damage computation uses multiplicative bonus layers: **Damage = Base × (1 + Race Bonus) × (1 + Size Bonus) × (1 + Element Bonus) × ...** **Race Modifiers** — Bonus against a specific race (Brute, Undead, Demon, etc.) regardless of the monster’s size. **Size Modifiers** — Bonus against a specific size (Small, Medium, Large) regardless of the monster’s race. **Between +15% race vs +30% size:** Choose the **size modifier of +30%** if you are fighting size-eligible targets, because the multipliers are multiplicative and **1.30 > 1.15**. If you already have that size bonus covered from another source (e.g., another card or equipment), then the +15% race modifier becomes valuable because it adds a *separate* multiplier on top of your existing bonuses. **Example:** Fighting a Large Demon with both bonuses: `Base × 1.15 × 1.30 = Base × 1.495` (~+49.5% total) If you must pick only one against the same target, the size modifier is strictly better numerically.

Outsider

## Damage Computation (Ragnarok Mobile Classic) The damage formula is roughly structured as: **Final Damage = Base ATK/MATK × Skill Multiplier × (1 + Race Bonus) × (1 + Size Bonus) × Element Modifier × Other Bonuses** ### Race Modifiers vs Size Modifiers | | Race Modifier | Size Modifier | |---|---|---| | **Targets** | Monster races: Demihuman, Brute, Undead, Demon, Angel, Dragon, Formless, Insect, Fish, Plant | Monster sizes: Small, Medium, Large | | **Typical Values** | 5% – 15% | 25% – 50% | | **Availability** | Cards, certain weapon/equip bonuses | Cards, certain weapon/equip bonuses, runes | ### How They Stack Race and size bonuses **stack with each other**; they do not override or conflict. They apply independently in the damage formula. ### Choosing Between +15% Race vs +30% Size **Size modifier is almost always better.** A 30% size bonus outperforms 15% race mathematically. More importantly: - You generally **do not have to choose** — optimize gear to stack both when possible. - Race bonuses only benefit against one specific race, while size bonuses apply to all monsters of that size. If your farming content has mixed races, race bonus becomes even less consistent. **Exception:** If your entire farming target is a single race and you have multiple sources of size bonus already (capped by content), a race bonus adds marginal value. But as a standalone choice, 30% size > 15% race.

Executor

I'll explain the damage formula and the key differences between race and size modifiers. ## Damage Formula (Ragnarok Mobile Classic) The core physical damage formula is: ``` Final Damage = (ATK × Skill Multiplier × Elemental Modifier) × (1 + Race Bonus + Size Bonus + Card Bonuses + Other Bonuses) × Defense Reduction ``` **Race modifiers and size modifiers are additive bonuses**, not multiplicative. They are summed together before being applied. --- ## Race Modifiers vs Size Modifiers ### Race Modifiers - Applied based on the **target's race** (Brute, Demon, Undead, Plant, Fish, Dragon, etc.) - Many skills, cards, and equipment bonuses are specific to one race - Example: "Increase damage against Demon race by +15%" - **Limitation**: Only works when fighting that specific race ### Size Modifiers - Applied based on the **target's size** (Small, Medium, Large) - Applies universally to all enemies of that size class - Example: "Increase damage against Large size by +30%" - **Limitation**: Only works when fighting enemies of that specific size --- ## Key Difference: Stacking Race and size modifiers **do NOT stack with each other** — they are both part of the same additive bonus pool. They **stack additively with all other damage bonuses** (cards, skill bonuses, etc.). ``` Total Damage Bonus = Race Modifier + Size Modifier + Card Bonuses + Equipment Bonuses + Skill Bonuses Final Multiplier = 1 + Total Damage Bonus ``` --- ## What to Choose: +15% Race vs +30% Size The answer depends on **what content you're farming**: | Scenario | Choose | |---|---| | You fight mixed sizes but one specific race | **+15% Race** if that race dominates the content | | You fight one size class consistently (e.g., all MVP/Boss = Medium) | **+30% Size** | | The race modifier targets the boss/MVP you fight | **+15% Race** (often better due to consistent uptime) | | Farming mobs of a single size class | **+30% Size** | ### Rule of Thumb: - **Size modifiers often appear as higher values** (20–40%) but are narrow in application - **Race modifiers are usually lower** (10–20%) but may apply to a whole dungeon's worth of mobs - In **endgame bossing**, race modifiers are generally preferred because MVPs are Medium-sized and you likely have other size coverage; targeting a boss's specific race (e.g., Demon) gives consistent value - In **farming maps**, pick whichever covers the majority of enemies you'll kill ### Example Calculation: ``` Base ATK: 1,000 Skill multiplier: 3.0x Race bonus: +15% Size bonus: +30% Card bonus: +20% Total bonus = 0.15 + 0.30 + 0.20 = 0.65 Final multiplier = 1.65 Damage = 1,000 × 3.0 × 1.65 = 4,950 ``` **Verdict**: Use **size modifiers for farming consistency** and **race modifiers for targeted bossing**. If both apply to the same content, they combine — so having both is ideal, not either/or.