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Council Transcript

Council Session

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.

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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:**

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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%:**

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.

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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:

**Pick race modifier only if:**

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:

**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.

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Race Modifiers vs Size Modifiers

Race Modifiers

Size Modifiers

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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

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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:

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.