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Aion 2 Damage Calculator & Stat Priority

Global server only · crit cap 50% · free, no login, no install · last verified 2026-10-13

This Aion 2 damage calculator turns your character sheet into a stat priority list: fill in three steps and it ranks your next stat point by how much damage it adds. Results update as you type, and the share link stores your whole sheet.

1 Class

2 Target

Dummy: no Smite resist, no crit damage tolerance. Boss: 30% Smite resist, 25% crit damage tolerance (community values).

3 Your character sheet
Advanced settings

Warning: Korean Lv25 tooltip values; Global buffs are likely lower.

Your next point, ranked

    What each stat is worth in Attack

    StatEquals

    Manastone comparison

    Enter the lines you are choosing between. Values are yours; we do not assume roll ranges.

    Option A

    Option B

    Option C

    Warnings

      Relative estimates from a community model; not in-game damage.

      Each bar shows the damage gain from one more unit of a stat: +1% for percentage stats, +10 for Attack and Attack Bonus. The longest bar is your best next upgrade.

      Gains shrink as a bucket fills. Stats in the same bucket (for example Damage, PvE and Boss damage boosts) add together, so your fifth point of Damage Boost is a smaller relative increase than your first. A stat sitting in its own bucket, like Smite or Attack Increase, keeps more of its value. The same logic decides between manastones: use the comparison block to test the exact lines you own.

      Greyed-out bars are dead stats. The usual causes are crit rate already at 50%, front/back boost on Sorcerer or Spiritmaster, and Smite that does not yet exceed the boss’s resist. Against a boss with 30% Smite resist, a sheet with 25% Smite gets nothing from the next point, but once party buffs push it past 30% every point counts in full.

      The model follows the bucket structure that English and Korean community researchers agree on. Everything is relative: we compare your damage before and after a change, so skill coefficients and boss defense cancel out.

      Attack = (Pure Attack × (1 + Weapon Dmg Boost) + Attack Bonus) × (1 + Attack Increase) + Flat situational attack
      Pool = 1 + Damage Boost + PvE + Boss + Party − Target Damage Tolerance
      Crit = 1 + c_eff × (50% + Crit Dmg Boost − Target Crit Dmg Tolerance)
      c_eff = g + (1 − g) × min(Crit Rate, 50%) g = guaranteed-crit share
      Smite = 1 + max(0, Smite + Party Smite − Target Smite Resist) × (2 − 1)
      Dir = 1 + Front/Back Boost × uptime
      Damage = Attack × Pool × Crit × Smite × Dir × (1 + Combat Speed)
      StatBucketStatus
      Attack, Weapon Damage Boost, Attack Bonus, Attack IncreaseAttackConfirmed structure
      Damage / PvE / Boss Damage BoostShared poolConfirmed structure; boss tolerance unknown
      Crit rateCrit (50% Global cap)Confirmed by client tooltip
      Crit damageCrit (base +50%)Confirmed; boss tolerance 25% is an assumption
      Smite (Double Chance)Own bucket, ×2×2 confirmed; resist model disputed
      Front/back damage boostOwn bucketConfirmed; uptime is your estimate
      Combat speedSpeed multiplierLinear is a simplification
      PerfectWeapon rollDisputed, off by default
      Multi-hit—Disputed, not modelled

      Some skills always crit, so part of a class’s damage ignores crit rate. No source publishes this share for Global. We back-solved it from a community published Global stat weights (crit chance vs crit damage at 1,800 attack and 45% crit): Gladiator needs roughly 60% guaranteed-crit share to match its low crit-chance weight (+0.20% per point vs +0.44–0.61% for others), while the other seven classes match with 0%. Treat these as estimates and override them under Advanced if your Combat Analysis says otherwise.

      The crit cap is the biggest difference. Korea caps crit rate at 80%; Global caps it at 50%. With the higher cap, Korean players eventually reach a point where crit damage overtakes crit chance, so many Korean videos favour crit damage. On Global most classes hit the 50% wall first, so crit chance stays the better buy until then. Korean party-buff values also come from higher skill levels than Global currently allows, so this calculator never assumes them unless you click the Korean preset.

      Gladiator – Overhead Slam always crits. Crit damage beats crit chance from the first point; directional boost is live.
      Templar – Typical crit profile: crit chance to 50% first. Front boost is the live directional stat while tanking. Brings party damage buffs.
      Assassin – Crit-damage passive raises the value of every crit point. Back attack boost pays if you hold position.
      Ranger – Crit chance to the cap, then crit damage. Set front/back uptime to how often you actually flank.
      Sorcerer – Front/back boost does nothing. Smite, Attack Increase and crit chance lead.
      Spiritmaster – Front/back boost is dead. Spirits make combat speed and ping less important than for melee.
      Cleric – Crit-damage passive group. Brings party damage and Smite buffs (Global values unconfirmed).
      Chanter – Crit-damage passive group. Mantra buffs party damage, Smite and crit damage.
      • Not modelled: defense and penetration, multi-hit, skill coefficients and rotations, PvP, elemental boosts.
      • Defaults: boss Smite resist 30% (subtractive), boss crit damage tolerance 25%, boss damage tolerance 0%, melee front/back uptime 75%, no party buffs, Perfect off, combat speed linear.
      • Attack Increase is taken straight from your sheet; we do not derive it from Might or Daevanion boards, because per-point values for Global are unconfirmed.
      • Output is a relative estimate. It ranks choices; it does not predict the numbers you will see in game.

      Open Combat Analysis (Ctrl+X, or from the ESC menu on Global). Attack a training dummy for a fixed time, for example 60 seconds with the same rotation, and note total damage. Swap one item or manastone, repeat two or three times, and compare averages. If the change you measured disagrees with the calculator, adjust the advanced settings (uptime, guaranteed-crit share, target values) until it matches.

      How is damage calculated in Aion 2?

      Community research models damage as a chain of buckets. Stats inside one bucket add together; the buckets multiply with each other. Attack (pure attack × weapon damage boost, plus attack bonus, × attack increase) is multiplied by the damage-boost pool, the crit multiplier, the Smite multiplier and the front/back multiplier. That is why a stat in a small bucket is usually worth more than one in a crowded bucket.

      What is the crit cap on the Global server?

      The Global client tooltip states a 50% maximum critical hit rate, further reduced by the target's critical hit resist. The Korean server uses 80%, so Korean crit advice does not carry over directly.

      Should I take crit chance or crit damage?

      Below the 50% cap, crit chance gives more for almost every class. Gladiator is the exception: a big share of its damage comes from skills that always crit, so crit damage wins from the first point. Above 50%, crit chance does nothing.

      What is Smite (Double Chance) and why does it do nothing on bosses?

      Smite, shown as Double Chance in the client, is the chance for a hit to deal double damage in PvE. Later bosses are reported to resist about 30% of it, subtracted from your total. If your Smite plus party Smite is at or below that resist, it adds nothing on that boss. The subtractive model is the majority view; one Korean test suggests the resist is multiplicative instead.

      Is Damage Boost a bad stat?

      Not bad, just crowded. Damage, PvE and Boss damage boosts all share one additive pool, so each extra point is a smaller share of the total. At mid-level gear 1% Damage Boost is worth roughly 14 Attack.

      Which manastone should I use?

      It depends on your sheet, which is why the calculator has a comparison block: enter the two or three line sets you are choosing between and it recomputes your damage for each. Sorcerers and Spiritmasters should skip front/back lines entirely.

      Does accuracy matter, and how much do I need?

      Accuracy is not part of the damage formula, but missed, blocked and parried hits cost more than any stat here adds. The projected Global target for the Ludra raid is about 1,200 accuracy; treat that number as unconfirmed.

      Is combat speed worth it?

      Combat speed acts like a near-flat damage multiplier, so it ranks highly. The real gain depends on ping and animation breakpoints; Korean tests point to a breakpoint around 89–90%. The calculator treats it as linear and warns you from 85%.

      What about Perfect and multi-hit?

      Perfect pushes hits toward the top of your weapon roll and is worth only around 0.1% damage per 1% at a typical roll range; you can enable it under Advanced. Multi-hit is not modelled because its formula is still disputed.

      Does Aion 2 have a DPS meter? How do I check the results?

      Yes. The built-in Combat Analysis window (Ctrl+X on PC on Global) records your damage. Hit a training dummy for a fixed time, swap one piece of gear, repeat, and compare the totals.

      Last verified 2026-10-13. NC has not published the damage formula. The model and its values are compiled from community damage research and in-game tooltips, so every result here is an estimate (Unverified). We cite official NC channels only, and none covers the formula yet.

      Changelog: 2026-10-13 – first release (Global, crit cap 50%).