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Aion 2 stats and damage

Aion 2 stats for global will differ from these KR percents. Double Chance leads his endgame sheet. Attack beats Max Attack, which beats Attack Bonus.

Researched by Kanon. Organized and formatted by CoGM.

The findings are his, out of his progression doc, updated September 20, 2026. He did not write these pages and does not maintain them. We split the doc into sections, laid it out and added the headings, and we have not retested any of it. About 1,000 hours on KR, mostly Brawler, under 900,000 combat power. Global numbers can move. Find him on Twitch and YouTube.

These are KR numbers from the start of season 1: level 50, Lava Heart armor, on a finished build, with support buffs included. Kanon credits the Korean channel Aion Research Lab for a lot of the equations. CoGM has not retested them. Diminishing returns mean global, with fewer stats on the character, will not match the percents below. The first 10% of Front or Back Damage Boost starts from 0%. The first 10% of Critical Damage starts from a 50% base. The fresh stat wins that comparison.

Class buffs move the curve too. A Gladiator already holding a Critical Damage buff gets less from another point of the same stat. Read the table as his KR snapshot, then use the order, not the hundredths, when global gear is thinner.

The order

Double Chance, then Front or Back Attack Boost, then Weapon Damage Boost, then Critical Damage Boost in the same neighborhood, then Damage Boost.

Attack, then Max Attack, then Attack Bonus, then every other attack stat. For the derivation he points at 1:16 in this video. Max Attack is the stat he writes as 최대공격력. Attack Bonus is 추가공격력.

What one more percent was worth

KR endgame, his figures
StatDamage from 1%
Damage Boost0.35% at about 180% total. Can fall to 0.30% if the class already has more. Endgame sheets pass 200%.
Weapon Damage Boost0.50% to 0.55%. Own bucket. Scales with Pure Attack.
Critical Damage Boost0.40% to 0.60%. Starts from a 50% base. Boss crit resistance is about -25%.
PerfectAbout 0.10%. Forces the max of your weapon range.
Double ChanceAbout 0.80% at 50% sheet, 0.65% at 70%, 0.60% at 80%. Highest offensive stat in his notes.
Front or Back Attack Damage Boost0.57% to 0.65%, assuming you hold the positional about 75% of the time. Starts at 0%.
PvP Damage Boost0.60%. Included because he listed it. This is still a PvE page.

Damage Boost is the weak one of that group because it adds into a bucket that already holds Boss, PvE, and Species damage boost. His working total of 180% already includes about -50% boss resistance. Weapon, Front or Back, and Critical Damage each have a cleaner bucket, so the same 1% does more.

Critical Damage moves with the class. Sheets around 120%, which is what you get with a crit-damage buff, land near 0.40% per extra 1%. Sheets around 90%, without that buff, land near 0.60%. He puts Gladiator (Murderous Burst), Chanter (Wind's Promise), Ranger (Hunter's Resolve and Bow of Blessing), Assassin (Assault Stance and Illusive Clone), and Cleric (Earth's Grace) in the 0.40% to 0.45% band. A guaranteed crit can push the value up toward 0.60%. No crit-damage buff and no guaranteed crit sits near 0.50%.

Perfect also hides a small piece, about 5%, that touches Pure Attack. He says almost nobody had written that down and that his tests kept showing it. Treat it as his claim.

Double Chance, worked out

Double Chance is a chance to deal double damage. Going from 0% to 1% is a 1% damage gain. Going from 1% to 2% is smaller, because you are adding one doubled hit onto a pile that is already 101, not 100. That step is about 0.99%.

Bosses from Dying Dramata onward have 30% Double Chance resistance. His high-end example starts at 80% on the sheet. After 30% resistance and +12% from two support buffs he does not translate, the real rate is 62%. One more sheet-percent, 62% to 63%, is 162 damage to 163 over 100 hits if a normal hit is 1. That is about 0.617% damage. The +12% is his KR example. Leave it off a global buff list.

Front or Back Damage Boost is the new post-50 stat, in its own multiplier, which is why classes that are not positional still stacked it. He expects it to be changed before global. Wing choice on KR followed this stat. See wings.

Attack stats

AmountDamageWhere it sits
10 Attack0.17%Pure Attack. Weapon Damage Boost multiplies it.
10 Max Attack0.1325%Raises the top of the weapon range, so the average moves too. Second to Attack.
10 Attack Bonus0.10%Added after Pure Attack is multiplied by Weapon Damage Boost, then multiplied again by Attack Increase.

Two yellow Attack lines on a manastone are in the neighborhood of 1% Damage Boost. His Max Attack example: a weapon range of 641 to 709 averages 675. Adding 20 Max Attack makes it 641 to 729, average 685. Perfect's chance to roll the top of that range is part of why Max Attack is priced where it is.

Attack Bonus sits here
(((Pure Attack × Weapon Damage Boost) × Multi-Hit × Power Shard) + Attack Bonus) × Attack Increase

The Stat Info Attack number does not include Weapon Damage Boost. Take that stat off the Marchutan Daevanion board and the Attack figure does not change.

Pure Attack

Pure Attack is not printed on the character. It is the attack that Weapon Damage Boost multiplies. Everything else called attack is added later and is worth less.

  • Weapon attack, guard attack, accessory attack.
  • Attack stat lines.
  • Manastone and soulstone attack.
  • Closet. The outfit percent applies to the average of the weapon's min and max attack, and that product is part of Pure Attack. His fist example is 6.7% of a 500 attack weapon.
TierStats
1Attack and Max Attack, which are Pure Attack. Attack Bonus, which is inside Attack Increase.
2PvE Attack and Boss Attack. Added after Attack Increase.
3Front or Back Attack, Species Attack, and Critical Attack. Added only when the condition is true. Species is the mob type.

The damage formula

This is the formula he published. He says every part has been tested except where Multi-Hit sits. It might belong outside Attack Increase. PvP uses 0.01 in place of 0.1 on the defense term.

Final damage, in his bracket order
1. (((Pure Attack × Weapon Damage Boost) × Multi-Hit × Power Shard) + Attack Bonus) × Attack Increase
   + PvE Attack + Boss Attack + Species Attack + Front/Back Attack
2. Step 1 × Skill Coefficient
3. Step 2 - (Defense - Penetration) × 0.1
4. Step 3 × (Damage Boost + PvE Damage Boost + Boss Damage Boost + Species Damage Boost)
   × Critical Damage Boost × Double Chance × Front/Back Damage Boost × Skill Additional Damage

Defense comes off before the damage-boost, crit, double, and front/back multipliers. In PvP, the 0.1 on the defense term is 0.01. If Multi-Hit moves, step 1 is the line that changes. He still has it inside Attack Increase, and he says that placement is the unconfirmed part.

Multi-hit and power shards

Multi-Hit is a chance for 1 to 4 extra hits. Each extra hit is 5% of the damage. On KR endgame sheets, around 36% to 40% Multi-Hit, one more percent is about 0.33% damage. He still wants more tests before the stat's place in the formula is closed.

Power shards are the consumable you equip. They have a little diminishing return against the PvE attack bucket. A regular shard is about 4.65% more damage. A yellow superior shard is about 8.9%, which is 4.05 points over a regular. Genus lines that say Power Shard Bonus are feeding this button. If you are under the crit or accuracy cap, he would rather have those stats than the shard bonus. See pets.

Accuracy, block, and crit

Accuracy cancels block one for one. Cover the target's block and you stop getting parried. The stat diminishes. One hundred accuracy is about 6% to 7% until the curve bends. Parry caps at 80%, and a gap of 1,200 is what it takes to reach that cap. His example: a target with 2,000 block against 1,000 accuracy still parries about 60% to 70% of the time.

Critical hit and critical resist use the same shape, including the 80% cap. Skill passives add. If you have 70% crit and a passive gives 30%, you are at 80%. A skill that is already crit-capped does not want a crit specialty perk.

The raid targets that fall out of this (Ludra, Corroded, Muspel) are on stat lines. They are not confirmed for global.

Defense, penetration, tolerance, endurance

Penetration subtracts from defense. What is left reduces damage by 10% of that value in PvE, and by 1% of that value in PvP. Penetration is a low-value stat because of that. His example: 500 damage, 100 penetration, 200 defense. Defense left is 100. Ten percent of 100 is 10, so PvE damage is 490. The PvP version of the same hit is 499.

Damage Tolerance cancels the matching Damage Boost. In PvE the tolerances that matter are the plain one, Boss Damage Tolerance, and PvE Damage Tolerance, because bosses do have damage boost and the amount is hard to measure. Bosses do not have Front or Back Damage Boost, Weapon Damage Boost, Critical Hit, or Multi-Hit. The tolerances and resists for those four do nothing in PvE. That is the same reason two Daevanion tiles get skipped on the board page.

Endurance is a chance to take half damage. Only Endurance Penetration turns it off. Bosses have no Endurance Penetration, so the percent on your sheet is the chance you get.

Combat speed and ping

He stacks Combat Speed as far as it will go. Ping and frame rate tax it. In his test, a gap of 150 to 200 ping lined up with about 50% to 70% damage. He does not say whether that is the damage left or the damage lost. Templar, Brawler, and Assassin came out similar. Spiritmaster may not, because of pet damage. That test is his, on KR. CoGM has not rerun it. It is also why a low-percent theostone is worse on a bad route: fewer real hits, fewer procs. See enhancement.

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