In the previous document, we multiplied a series of decimal form variables against each other. In our newest revision of the formula, we found better accuracy when each function produced a whole integer instead of a decimal value. For this reason, formulas will look slightly different from their How to be Math Wizard - Second Edition variation.

Functions are arbitrarily named components used in large formulas. For example, if you look at the formula below:


Damage = ⌊ Potency · f(DET) · f(AP) ⌋ / 100 ⌋ / 1000 ⌋

Everything listed as f(x) is considered a function. These components are often used across multiple formulas, so it is easier to reference them as their own equation.

Weapon Damage: f(WD)

Function of weapon damage is the contribution of your weapon’s damage rating. It includes your base determination, your job’s attribute modifier, and your weapon’s Physical Damage or Magic Damage rating.

The attribute used for your job’s attribute modifier depends on whether the action uses your Attack Power, Magic Attack Potency, or Healing Magic Potency and what attribute affects that property.

For example, a Summoner’s Physick uses Healing Magic Potency. Summoner’s MND affects Healing Magic Potency; therefore, MND is the job attribute modifier.

Like your attribute modifier, the weapon damage you select depends on whether the action uses Attack Power, Attack Magic Potency, or Healing Magic Potency. If it uses Attack Power, then you use the weapon’s Physical Damage. Otherwise, you use the Magic Damage. So when an Astrologian auto-attacks, they are using the hidden Physical Damage stat on their weapon. Why? Auto-attacks use Attack Power.

All weapons have a Physical and Magical Damage value even though one of them is hidden.


f(WD) = ⌊ ( LevelModLv, MAIN · JobModJob, Attribute / 1000 ) + WD ⌋

Attack Power: f(AP) & f(MAP)

Function of Attack Power is the contribution of either your Attack Power (AP) or Magic Attack Potency (MAP). In the following formulas, replace AP with MAP if applicable. Furthermore, Tank Mastery, despite its wording, decreases this value.

Lv. 80 f(AP)

f(AP) = ⌊ 165 · ( AP - 340 ) / 340 ⌋ + 100

Lv. 51-70 f(AP)

f(AP) = ⌊ ( Level - 50 ) · 2.5 + 75 ⌋ · ( AP - LevelLv, MAIN) / LevelLv, MAIN⌋ + 100

Lv. 1-50 f(AP)

f(AP) = ⌊ 75 · ( AP - LevelLv, MAIN) / LevelLv, MAIN⌋ + 100

Tanks Lv. 80 f(AP)

f(AP) = ⌊ 115 · ( AP - 340 ) / 340 ⌋ + 100

Determination: f(DET)

Function of Determination is your total Determination’s contribution to damage and healing output as a rational number (rather than percentage). Its final value will never exceed three decimal places.


f(DET) = ⌊ 130 · ( DET - LevelModLv, Main )/ LevelModLv, DIV + 1000 ⌋

Tenacity: f(TNC)

Function of Tenacity is the impact of your character’s total Tenacity towards damage, mitigation, and healing. Your character’s total Tenacity and level affect this multiplier. Its final value will never exceed three decimal places.


f(TNC) = ⌊ 100 · ( TNC - LevelModLv, SUB )/ LevelModLv, DIV + 1000 ⌋

Speed: f(SPD)

Function of Speed is the bonus granted by Skill Speed or Spell Speed in decimal form. It is commonly associated with your GCD, auto-attacks, and damage-over-time actions. Your character’s total Skill Speed or Spell Speed and level affect this multiplier. Its final value will never exceed the thousandths three decimal places.


f(SPD) = ⌊ 130 · ( SPD - LevelModLv, SUB )/ LevelModLv, DIV + 1000 ⌋

Critical Hit Damage: f(CRIT)

Function of Critical Hit is the bonus granted by landing a critical hit. At this time, it is assumed that bonus is the same for both damage and healing.

The value of this bonus depends on your Critical Hit and level. This number will return 1400+ and you might think you did something wrong, but that is actually the number you want. During damage calculation, you will divide this number by 1000, so it will become a multiplier you are familiar with. If you want to know that multiplier beforehand, just divide the result by 1000.


f(CRIT) = ⌊ 200 · ( CRIT - LevelModLv, SUB )/ LevelModLv, DIV + 1400 ⌋

Defense: f(DEF) & f(MDEF)

Function of Defense determines how much damage you mitigate through Defense and Magic Defense. It is affected by your Defense or Magic Defense and your character’s level. Its final value will never exceed two decimal places.


f(DEF) = ⌊ 15 · Defense / LevelModLv, DIV


f(MDEF) = ⌊ 15 · Magic Defense / LevelModLv, DIV

Block Strength: f(BLK)

Function of Block Strength is the percent of damage your block mitigates. You can see this value in your flying text, but this formula will predict that value without having to test a given shield.

In 5.0, the multiplier for Block Strength was halved from 30 to 15.


f(BLK) = ⌊ 15 · Block Strength / LevelModLv, DIV ⌋ + 10

Auto-Attacks: f(AUTO)

Function of Auto-attacks incorporates your weapon’s delay, as a decimal multiplier, to either increase or decrease the damage dealt by auto-attacks. Your level, job attribute modifier, your weapon damage and your weapon delay affect this value.

Its structure is similar to that of f(WD), but includes a weapon delay component. The attribute selected for JobModJob, Attribute depends on the attribute that affects your “Attack Power”.

For most jobs, “Strength” affects your “Attack Power”, but notable exceptions include Bard, Ninja and Machinist.


f(AUTO) = ⌊ ( ⌊ LevelModLv, Main · JobModJob, Attribute / 1000 ) + WD ⌋ · ( Weapon Delay / 3 ) ⌋

Healing Magic Potency: f(HMP)

Function of Healing Magic Potency the multiplier through which your Healing Magic Potency affects your healing output.

In 5.0, f(HMP) was reduced, so heals are technically weaker ceteris paribus.

Lv. 80 f(HMP)

f(HMP) = ⌊ 100 · ( HMP - 340 ) / 304 ⌋ + 100

Lv. 70 f(HMP)

f(HMP) = ⌊ 100 · ( HMP - 292 ) / 264 ⌋ + 100