Monster/Damage and Healing

When attacking Monsters in Castle Age, the damage done is calculated according to a few formulas. Each monster also has its own scaling factor to damage done and party health healed.

=Monster Damage=

Damage Formula
For most monsters, you can estimate the amount of damage that will be done when attacking with the following function: $$\text{Damage} = (200+5.52 \cdot (gAtk+eqAtk+.3 \cdot (gDef+eqDef))+1000\cdot(Atk-BreakPoint)^0.25) \cdot bonus \cdot (.58 \cdot pHP%Max \cdot pHP%Left+. 42) \cdot stamina$$ Where:
 * Atk = Attack (broken down below)
 * gAtk = General Attack
 * gDef = General Defense
 * eqAtk = total equipment attack
 * eqDef = total equipment defense
 * Breakpoint = Monster value, from table
 * pHP%Max = percentage that party health has been strengthened
 * pHP%Left = percentage of party health left
 * stamina = the amount of stamina used
 * bonus = any modifiers to damage, like Barbarus’ bonus or a Monster Hunting percentage bonus

Example Curves
In these curves, the x-axis is the (Att-Breakpoint) value, to show how damage increases both in the short-term and the long-term after passing the breakpoint.

Attack Values
When attacking monsters, the damage formula uses the player’s attack stat, along with any bonuses to the stat. These include the Attack rune, if forged to an item and equipped, the attack portion of Item Archives, if they are enabled, and any Attack or Monster Attack bonus from the currently equipped General.

When attacking monsters that use class-based actions, if the class you are playing at is at least level 3, you will receive a bonus of 10 attack when attacking monsters, which is also included in your monster attack.

Player Defense does not play any role in monster damage. Piercing also does not play any role in base damage, instead being applied afterwards if the player has insufficient piercing power. Having excess piercing will not increase damage. Having a damage rune equipped also does not play a role in damage done.

Equipment and generals
Equipment and Generals both do unscaled damage - they aren’t affected by the monster armor/breakpoint and are constant between monsters. Because of this, it is worthwhile to level up generals that you use beyond level 4.

When choosing equipment, any elements and piercing resistance that the monster has should be taken into account first, along the weapon that the attack rune is equipped onto, if possible. Any Dragonhunter items should be taken into account also, if the increased critical percentage is desired. After that, the player should attempt to bring equipment with the best stats (emphasizing attack) in order to maximize damage done.

Notable generals
For attacking monsters, the best generals tend to be those that add to player attack.Since general stats play a role in damage dealt, aggressive generals will tend to be better choices than defensive generals. Below is a table including several generals that are useful either for increasing player attack or for increasing damage in other ways.

Increase Critical Chance
Heroes in this category can upgrade their abilities through the General Alliance function.

Increase Attack vs. Monsters
Heroes in this category can upgrade their abilities through the General Alliance function.

When leveled up with Hero Crystals, each additional level past level 4 gives an additional 30 attack vs. monsters, allowing attack bonuses to increase quickly.

Multiply stamina used
These generals are useful for using more stamina in one click, as well as for reducing overall damage to party health.

Others
=Monster Healing=

Healing Formula
For monsters with party health, you can estimate the amount of health that will be healed by the following function: $$\text{Heal} = 3040 + 8260 \cdot (Defense - breakpoint)^0.253 \cdot (\frac{energy used}{20})$$ Where: If the monster has a beneficial status for warriors/clerics, the corresponding classes will get a 10% boost to healing for the duration of the status.
 * Defense = the player's defense, as described below
 * Breakpoint = the breakpoint, from the table below

What this means: Before you pass the breakpoint for the monster, you will do a minimal amount of healing. After you pass it, your healing will quickly increase for the first 100 defense or so, after which the rate of increase will slow down.

Example Curves
In these curves, the x-axis is the (Defense-Breakpoint) value, to show how healing increases both in the short-term and the long-term after passing the breakpoint.



Strengthening vs. Healing
While Strengthening uses the same formula as healing, each part of the strengthen action only gets a fraction of the amount healed by a cleric. If the monster has not been fully strengthened, you will strengthen the maximum party health for one-sixth of the calculated value. The Warrior/Ranger will also heal the party for one-half of the calculated value.

Defense Values
When healing on monsters, the healing formula uses the player’s defense stat, along with any bonuses to the stat. These include the Defense Rune, if forged to an item and equipped, the defense portion of Item Archives, if they are enabled, any Tinkerer items from the Conquest Path Shop, if they are equipped, and any defense bonus from the currently equipped General.

Equipment and Generals
Since equipment is not a part of the healing formula at this time, the primary goal for choosing equipment is to maximize player defense, rather than maximizing equipment stats or dealing with elemental aspects. Generally, this means including equipment with a Defense rune, and equipping any Tinkerer equipment that is owned. It’s important to remember that while Resistance is useful for PvP defense, it does not play any part in healing, and equipping items that have resistance will not affect the amount healed.

Notable generals
Since healing depends on defense, counting general modifiers, there are several generals that are useful for healing on monsters.

=Breakpoints= Each monster has a set 'breakpoint', where attack/defense values below the point will do a fixed amount of damage, and values above the point will increase quickly before flattening out.

* Unverified

=More Info=

Forum Threads

 * Monster Damage Curve
 * Monster Healing Curve
 * Monster Att/Def Breakpoints