$$ \begin{aligned}\text{技能實際傷害} = \Bigg(&\text{基礎技能傷害} \times \text{技能傷害\%} \\&+ \Bigg[\frac{ \text{技能面板傷害} - (\text{基礎技能傷害} \times \text{技能傷害\%})}{ \text{傷害\%}}\Bigg] \\&\times \Big[ \text{傷害\%} \\&+ \text{技傷\% \quad\quad\quad (提高XX技能傷害\%)} \\&+ \text{屬傷\% \quad\quad\quad (XX屬性技能傷害提高\%)} \\&+ \text{對屬傷\% \quad\quad (對XX屬性的傷害提高\%)} \\&+ \text{主武器傷\% \quad (主武器的傷害提高\%)}\\&+ \text{扣屬抗\% \quad\quad (受到XX屬性的傷害提高\%)}\\&+ \text{20\% \quad\quad\quad\quad(武器屬性同技能屬性)}\\&- \text{屬抗\% \quad\quad\quad (受到XX屬性的傷害降低\%)} \\&- \text{防禦減傷\%} \\&+ 0.005 \times (\text{自身等級}-\text{敵人等級})\\&- \text{25\% \quad\quad\quad\quad(技能屬性同敵人屬性)}\Big] \\&+ \text{祕石傷害}\Bigg) \\&\times (\text{爆擊傷害提高\%} - \text{受到爆傷降低\%}) \\&\times (1+\text{造傷\%) \quad\quad\quad (對XX目標的傷害提高\%)} \\&\times (1-\text{減傷\%) \quad\quad\quad (受到的傷害降低\%、提高\%)} \\&\times \text{浮動值} (0.9 \sim 1.1) \\&\times \text{連擊傷害\%\quad (連擊係數\%)}\\&\times \text{背擊(1.3)}\end{aligned} $$
$$ \begin{aligned} \text{技能面板傷害} = \text{基礎技能傷害} \times \text{技能傷害\%} + \text{角色面板傷害值} \times \text{傷害\%} \end{aligned} $$


$$ \begin{aligned} \text{角色實際傷害值} = \frac{ \text{技能面板傷害} - (\text{基礎技能傷害} \times \text{技能傷害\%})}{ \text{傷害\%}} \end{aligned} $$

