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How damage works: stat buckets, Double Chance and the formula

How the stat buckets multiply, what each point is worth, and a calculator for your own sheet.

5 min readUpdated Oct 10, 2026

NC hasn't published Aion 2's damage formula. This is the community's working model, tested by the streamer kanonxo and the Korean channel Aion Research Lab, and confirmed apart from where multi-hit sits. The per-stat numbers come from Korea's endgame, where characters carry far more stats than anyone will at global launch.

The short version

  • Offensive stats, best to worst per point: Double ChanceKorea calls this Smite, front/back damage boost, weapon damage boost, critical damage boost, then damage boost.
  • Flat attack, best to worst: Attack, Max Attack, Attack Bonus, then PvE and boss attack.
  • Combat speed is always worth stacking. Ping takes a big bite out of it.
  • Hit your accuracy and crit targets first. A miss or a lost crit costs more than most upgrades add.

Why stats sit in buckets

Stats inside a stage add together, then the stages multiply each other. That's why two "+1%" stats can be worth very different amounts.

Damage boost, PvE, boss and species damage boost all share one bucket, and endgame characters already carry well over 100% of it, so one more point barely moves the total. Double Chance and front/back damage boost each sit alone in their own.

attack = ((pure attack × weapon damage boost × multi-hit × power shard) + attack bonus)
         × attack increase
         + PvE, boss, species and positional attack

damage = (attack × skill coefficient + skill additional damage − (defense − penetration) × 0.1)
         × (damage boost + PvE + boss + species damage boost)
         × critical damage × Double Chance × Perfect × front/back damage boost
         × skill specialty enhancement

That last multiplier is the one you buy with skill levels rather than gear, and it's where most of the spread between two players at the same Combat Power sits. Same Combat Power, twice the damage works through it.

Pure attack isn't a stat you'll find in game. It's the attack from your weapon, guard and accessories, attack stat lines, mana stones and closet: the part weapon damage boost multiplies. The Attack figure on your character sheet leaves weapon damage boost out.

Diminishing returns

Double Chance gives each hit a chance to deal double. With none of it, 100 hits deal 100 damage; at 1%, 101. Once you're doubling half your hits, 100 hits deal 150 and the next point adds 0.67%.

Every multiplier behaves this way, which is why a balanced build beats one maxed stat.

The word Smite still turns up in the game, but only in skill names: Shield Smite, Glacial Smite and three more. None of them is this stat.

What each stat is worth

Measured on an ideal Korean endgame build, with support buffs:

StatDamage addedWhy
+1% Double Chance0.6–0.65%Own bucket; bosses resist 30%
+1% Front/back damage boost0.57–0.65%Own bucket; assumes you land about 75% of positionals
+1% Weapon damage boost0.5–0.55%Multiplies pure attack
+1% Critical damage boost0.4–0.6%Starts at 50%; lower for classes with crit-damage passives
+1% Damage boost0.3–0.35%Shares a crowded bucket
+1% Perfectabout 0.1%Rolls your weapon's top damage
+10 Attackabout 0.17%Pure attack
+10 Max Attackabout 0.13%Raises the top of your weapon range
+10 Attack Bonusabout 0.1%Added before attack increase

Global characters start with less of everything, so early on the gaps are wider, especially front/back damage boost, which starts at zero. For the same numbers run per class, see stat weights.

Accuracy and crit targets

Accuracy cancels a target's block point for point. The chance to be parried tops out at 80%, which takes a 1,200-point gap, so every 100 accuracy you're short costs roughly 6–7% more parries. Critical hit against critical resist follows the same curve, but global stops it at 50%. The client's own tooltip: "Max Critical Hit Rate is 50%, and this is reduced by target's Critical Hit Resist." Korea caps at 80%, and that gap is why Korean stat advice puts crit damage ahead of crit chance.

Approximate totals for Korean raids. PvE accuracy and block penetration count toward them, so your character sheet will read lower:

RaidAccuracyCritical hit
Ludraabout 1,500about 1,600
Corrodedabout 2,350about 2,500
Muspel (Hard)about 2,800about 3,150

Global's Ludra is projected lower, around 1,200 accuracy and 1,200 to 1,400 crit, because the cap it's reaching for is 50% rather than 80%. Those two figures aren't confirmed yet. Corroded and Muspel are Korean content.

Skill passives add critical chance on top. If a skill already crits 50% of the time, a crit-chance perk on it's wasted.

Hard caps

Five stats stop dead, and the client says so in the tooltip rather than leaving it to be worked out:

StatCap
Critical hit rate50%
Evasion rate30%
Move speed150%
Cooldown reduction60%
MP cost reduction60%

Cooldown reduction at 60% is the one that changes a build rather than a stat line, since Talisra's Wings are worn for it.

Defense, tolerance and endurance

  • Defense removes 10% of its value as flat damage in PvE, and 1% in PvP. Penetration only lowers that defense first, so it's a weak stat.
  • Damage tolerance cancels its matching damage boost. Bosses have no front/back, weapon, crit or multi-hit boosts, so those tolerances do nothing in PvE.
  • Endurance is a chance to take half damage. Bosses have no endurance penetration, so the value on your sheet is your real chance.

Combat speed and ping

More hits means more of everything else. Combat speed also depends on your connection and frame rate: in testing, a 150–200 ms ping difference cost a large share of damage, and hit Templar, Brawler and Assassin about equally. Spiritmaster may be the exception, since its spirits keep attacking.

Calculator

Your stats
Weapon, guard, accessories, attack lines
Multiplies pure attack
Added before attack increase
Amp stats, Destruction, boards
Flat, added after attack increase
Damage, PvE, boss and species boosts
Caps at 50% on global
On top of the base 50%
After the boss's 30% Double Resist
Front or back attack damage boost
More hits per second
Damage index
9,334
Per hit
12,601
Speed-adjusted

Best single upgrade
  • +1% Double Chance+0.80%
  • +1% Attack incr.+0.76%
  • +1% Combat speed+0.74%
  • +1% Front/back+0.70%
  • +1% Damage boost+0.62%
  • +1% Weapon dmg+0.62%
  • +1% Crit chance+0.44%
  • +10 Attack+0.43%
  • +1% Crit damage+0.36%
  • +10 Attack bonus+0.34%

Relative numbers, not in-game damage. For class-specific advice, use the gear upgrade advisor.

It leaves out defense, multi-hit, perfect and skill coefficients, and assumes 25% boss critical-damage resistance and 75% positional uptime.

Sources

  • kanonxo, Aion 2 PvE and progression guide, chapter on how stats work (global revision of Oct 4, 2026)
  • The caps above are the client's own stat tooltips, as published by metabot.gg
  • Aion Research Lab (YouTube), who worked out much of the formula with kanonxo

Put this to work

Systems & mechanics

All Aion 2 guides