GM Notes [GM Note] Damage Calculation Formula Overhaul
Black Desert
2025-07-17 06:14

Damage Calculation Formula Overhaul
Greetings, Adventurers.
We're here to share an update on the upcoming overhaul of the damage calculation formula, which we first announced at the recent Heidel Ball.
Our original plan was to gradually roll out these changes to the Black Desert Global Lab starting today, on July 11. However, due to the fact that every part of the combat system is deeply interconnected, testing would be less accurate if we applied only a portion of it first. Therefore, we've decided to apply all combat system improvements at once on July 18 (Fri) on the Black Desert Global Lab.
* We're aiming to roll out this update for Black Desert Console in August.
Since this patch includes a wide range of changes, today we'd like to give you an overview of the main improvements coming next week.
To make the transition as smooth as possible, we'll share detailed information on each change in next week's Black Desert Global Lab patch notes. We're committed to making sure everything is thoroughly prepared for a stable update.
Thank you.
We're here to share an update on the upcoming overhaul of the damage calculation formula, which we first announced at the recent Heidel Ball.
Our original plan was to gradually roll out these changes to the Black Desert Global Lab starting today, on July 11. However, due to the fact that every part of the combat system is deeply interconnected, testing would be less accurate if we applied only a portion of it first. Therefore, we've decided to apply all combat system improvements at once on July 18 (Fri) on the Black Desert Global Lab.
* We're aiming to roll out this update for Black Desert Console in August.
Since this patch includes a wide range of changes, today we'd like to give you an overview of the main improvements coming next week.
To make the transition as smooth as possible, we'll share detailed information on each change in next week's Black Desert Global Lab patch notes. We're committed to making sure everything is thoroughly prepared for a stable update.
Thank you.
* The following information is a preliminary overview of upcoming updates. It may be modified, expanded, or removed in the actual release.
Improved My Stats UI and Detailed Stats Addition
To make it easier and more intuitive to view your character's applied stats, the Equipment - My Stats UI will be improved, and a new Detailed Stats menu will be added.

* The image shown was taken from a development build and may be subject to change in future updates.

* The image shown was taken from a development build and may be subject to change in future updates.
Increase in Extra AP Against Monsters Based on Displayed AP
When your displayed AP reaches 310 or higher, you'll gain Extra AP Against Monsters +8 for each additional AP.
Monster Zone Balance Update
Following the changes to damage rules—such as the boost to Extra AP Against Monsters based on your displayed AP—the overall balance of monster zones will be readjusted.
This monster zone balance update will include the following changes:
1. Monster AP & DP and AP Limit Adjustments
- Each monster zone will now have more specific AP and DP requirements.
- If your AP goes over the max limit for a zone, only 5% of the extra AP will count.
- For named monsters in certain zones, 50% of your extra AP will be applied instead.
2. Loot Adjustment
- As stat requirements become more detailed, loot drops will be updated so your rewards match the zone’s difficulty.
3. Agris Fever Efficiency
- Before, only certain zones were optimized for Agris Fever.
- Now, Agris Fever will be equally effective in any monster zone matching your stats.
4. Tunkuta Zone Change
- Since fewer adventurers visit Tunkuta these days, it will be converted into a solo monster zone. This way, anyone after major loot like Flame of Despair can get in more easily.
This monster zone balance update will include the following changes:
1. Monster AP & DP and AP Limit Adjustments
- Each monster zone will now have more specific AP and DP requirements.
- If your AP goes over the max limit for a zone, only 5% of the extra AP will count.
- For named monsters in certain zones, 50% of your extra AP will be applied instead.
2. Loot Adjustment
- As stat requirements become more detailed, loot drops will be updated so your rewards match the zone’s difficulty.
3. Agris Fever Efficiency
- Before, only certain zones were optimized for Agris Fever.
- Now, Agris Fever will be equally effective in any monster zone matching your stats.
4. Tunkuta Zone Change
- Since fewer adventurers visit Tunkuta these days, it will be converted into a solo monster zone. This way, anyone after major loot like Flame of Despair can get in more easily.
Damage Reduction Stacking Rules Update
1. Damage reduction buffs granted by skills will no longer stack with each other.
- Example: If you're under the damage reduction buff from Protected Area, the damage reduction from Elements: Generate will not apply simultaneously.
2. The Bodily Rejection effect will be changed.
While the Bodily Rejection debuff is active, you will be unable to receive any damage reduction buffs that last 6 seconds or more and offer 50% or higher effects.
* For Corsair Awakening's Labao's Help, the current rule still applies: you won't be able to get the same effect twice because of a separate debuff. (You can still get Protected Area's effect, but not Labao's Help if you have Bodily Rejection.)
FYI: How Buffs Work in Black Desert
- If you get the same type of buff, the one with the higher effect takes priority. If the effects are equal, the one with the longer duration applies.
- Using a buff with the same effect as one you already have will refresh the duration.
- Applying a higher-value buff replaces the existing one; applying a lower-value buff has no effect.
- Example: If you're under the damage reduction buff from Protected Area, the damage reduction from Elements: Generate will not apply simultaneously.
2. The Bodily Rejection effect will be changed.
While the Bodily Rejection debuff is active, you will be unable to receive any damage reduction buffs that last 6 seconds or more and offer 50% or higher effects.
* For Corsair Awakening's Labao's Help, the current rule still applies: you won't be able to get the same effect twice because of a separate debuff. (You can still get Protected Area's effect, but not Labao's Help if you have Bodily Rejection.)
FYI: How Buffs Work in Black Desert
- If you get the same type of buff, the one with the higher effect takes priority. If the effects are equal, the one with the longer duration applies.
- Using a buff with the same effect as one you already have will refresh the duration.
- Applying a higher-value buff replaces the existing one; applying a lower-value buff has no effect.
Skill Add-on Effect Changes
The following effects will be removed from Skill Add-ons:
- Extra AP Against Monsters
- Increased Extra Damage to Humans
- Decreased Extra Damage to Humans
* The Extra AP Against Monsters formerly granted by Skill Add-ons will be removed. Consequently, monster zones will be rebalanced, and updates—such as increase in Extra AP Against Monsters when displayed AP exceeds certain thresholds—will be implemented.
* Extra Damage to Humans will now only work on monsters, and in PvP, the buff will be switched to "Extra AP Against Adventurers." So, the Extra Damage to Humans effects will also be removed from Skill Add-ons. (This change ensures Skill Add-ons work the same in both PvE and PvP.)
- Extra AP Against Monsters
- Increased Extra Damage to Humans
- Decreased Extra Damage to Humans
* The Extra AP Against Monsters formerly granted by Skill Add-ons will be removed. Consequently, monster zones will be rebalanced, and updates—such as increase in Extra AP Against Monsters when displayed AP exceeds certain thresholds—will be implemented.
* Extra Damage to Humans will now only work on monsters, and in PvP, the buff will be switched to "Extra AP Against Adventurers." So, the Extra Damage to Humans effects will also be removed from Skill Add-ons. (This change ensures Skill Add-ons work the same in both PvE and PvP.)
Accuracy & Evasion
As announced at the Heidel Ball, all skill Accuracy Rates and any Accuracy Rate increases from using skills (or on hits) will be removed. Skills that summon creatures will also lose their skill Accuracy Rate.
The previous Accuracy Rate +25% in each class's skills will be converted to Accuracy +100 and added to Infinite Mastery.
However, any Accuracy Rate increases from passive skills will be converted—every Accuracy Rate +1% becomes Accuracy +4. (This means classes with passive Accuracy increases will have better Accuracy overall.)
Effects that reduce Accuracy Rate, increase Evasion Rate, or decrease Evasion Rate will also be converted—each +1% becomes Accuracy or Evasion +4.
Accuracy Rate increases that affect allies will be switched to Accuracy, with their values adjusted accordingly.
The previous Accuracy Rate +25% in each class's skills will be converted to Accuracy +100 and added to Infinite Mastery.
However, any Accuracy Rate increases from passive skills will be converted—every Accuracy Rate +1% becomes Accuracy +4. (This means classes with passive Accuracy increases will have better Accuracy overall.)
Effects that reduce Accuracy Rate, increase Evasion Rate, or decrease Evasion Rate will also be converted—each +1% becomes Accuracy or Evasion +4.
Accuracy Rate increases that affect allies will be switched to Accuracy, with their values adjusted accordingly.
Class Damage Ratios
The class-specific damage modifiers (damage ratios) for PvP have been greatly streamlined. Instead of individual values for each attacker and defender, classes are now grouped into three categories based on their traits.
[Damage Ratio Groupings]
[Unified Damage Ratios for All Classes]
[Updated PvP Damage Reduction Wording]
The phrase related to PvP Damage Reduction Rate in skill descriptions will be changed.
[Damage Ratio Groupings]
Vanguard | Succession | |||||||
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Warrior | Berserker | Valkyrie | Striker | Guardian | Nova | Corsair | Drakania | |
Awakening/Ascension | ||||||||
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Valkyrie | Mystic | Shai | Guardian | Scholar |
Skirmisher |
Succession | |||||||
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Maehwa | Dark Knight | Mystic | Woosa | Maegu | Dosa | |||
Awakening/Ascension | ||||||||
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Warrior | Sorceress | Ranger | Berserker | Tamer | Musa | Wizard | Witch | |
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Ninja | Kunoichi | Striker | Lahn | Hashashin | Sage | Nova | Drakania |
Pulverizer | Succession | |||||||
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Sorceress | Ranger | Tamer | Musa | Wizard | Witch | Ninja | Kunoichi | |
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Lahn | Hashashin | Sage | ||||||
Awakening/Ascension | ||||||||
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Maehwa | Dark | Archer | Corsair | Woosa | Maegu | Dosa | Deadeye |
[Damage Ratio Group Relationships]
Vanguard - deal 5% more damage to Pulverizers.
Skirmisher - deal 5% more damage to Vanguards.
Pulverizer - deal 5% more damage to Skirmishers.
Skirmisher - deal 5% more damage to Vanguards.
Pulverizer - deal 5% more damage to Skirmishers.
[Unified Damage Ratios for All Classes]
All classes will use a unified damage ratio of 89.29%. To keep PvP balance, each class's PvP damage will be adjusted as needed.
Example: Dark Knight's current average ratio is 91.79%, so after this change, all her PvP skills will deal 2.5% more damage.
[Updated PvP Damage Reduction Wording]
The phrase related to PvP Damage Reduction Rate in skill descriptions will be changed.
Example: Damage -68% in PvP only → 32% damage applies in PvP only
Summon Adjustments
Summons will benefit from Special Attack Damage increases, raising their overall damage.
To keep things balanced, the damage of skills where summons attack directly will be adjusted so they don't become too powerful.
To keep things balanced, the damage of skills where summons attack directly will be adjusted so they don't become too powerful.
AP Increase, DP Reduction, and Special Attack Damage Effects Changes
Right now in Black Desert, even if two classes wear the same gear, their actual AP can vary due to class traits. Until now, we've balanced these differences via skill damage multipliers.
Going forward, however, monster DP will be fine-tuned, letting you get the best results in monster zones that match your AP. This means your AP will matter more than ever.
To accommodate this, we're narrowing the AP gap between classes and adjusting skill multipliers that were previously tuned to those differences.
DP Reduction and Special Attack Damage Increase effects will also have a bigger impact, so we're revising them as well. To stop %-based reduction skills from becoming too powerful in top-tier monster zones, all skills that lower DP by a percentage (such as Shai's Misty Haze) will instead use a fixed reduction value.
* Party-based zones such as Olun’s Valley will also see balance updates, and Shai's PvP performance will be improved with damage increases and related adjustments.
Special Attack Damage Increase effects will be reduced or removed, then replaced with new effects tailored to each class’ playstyle.
Going forward, however, monster DP will be fine-tuned, letting you get the best results in monster zones that match your AP. This means your AP will matter more than ever.
To accommodate this, we're narrowing the AP gap between classes and adjusting skill multipliers that were previously tuned to those differences.
DP Reduction and Special Attack Damage Increase effects will also have a bigger impact, so we're revising them as well. To stop %-based reduction skills from becoming too powerful in top-tier monster zones, all skills that lower DP by a percentage (such as Shai's Misty Haze) will instead use a fixed reduction value.
* Party-based zones such as Olun’s Valley will also see balance updates, and Shai's PvP performance will be improved with damage increases and related adjustments.
Special Attack Damage Increase effects will be reduced or removed, then replaced with new effects tailored to each class’ playstyle.
Class Balance Updates
Even after the damage formula overhaul, we will continue to monitor each class and make further balance adjustments if needed.
Resistance & Ignore Resistance Effect Adjustments
Effects that reduce or ignore resistance on hits or using skills will be removed. The Increase Grip skill, which grants Ignore Grapple Resistance, will also be deleted.
* The passive effects of the following skills will be updated.
* The passive effects of the following skills will be updated.
Class | Skill | ||
Musa / Maehwa | Precise Martial Arts | ||
Maehwa | Prime: Blooming Stride | ||
Hashashin | Prime: Seer of the Sands | ||
Dosa | Motion in Stillness | ||
Valkyrie | Prime: Noble Will |
* The buff effects of the following skill will be updated.
Class | Skill | ||
Hashashin | Prime: Blade's Pact | ||
Sorceress | Prime: Abyssal Vanguard | ||
Grim Reaper | |||
Warrior | Prime: Enhanced Spirit | ||
Executioner | |||
Berserker | Prime: Beast Form | ||
Titan Syndrome | |||
Tamer | Prime: Heuklang's Aura | ||
Heuklang: Berserk | |||
Musa | Prime: Eye of the Storm | ||
Musa's Soul | |||
Ninja | Prime: Malicious Cut | ||
Striker | Prime: Unleashing Potential | ||
Descent of Fury | |||
Mystic | Dragonize | ||
Nova | Quoratum's Protection | ||
Prime: Distorted Guard | |||
Sage | Electrify | ||
Corsair | Prime: Hydropower | ||
Dosa | Elemental Invocation |
Grab Changes Following Resistance Removal
[Grab Skill Effects]
All grab skills will have a unique visual effect, making it clear when a grab is being used.

Since this is a key aspect of PvP, we've made it visible in all environments, no matter your settings.
* Note: The effect won't appear if the opponent's character is outside your screen.
[Grab Skill Changes]
- Melee and ranged grabs will only let your character turn toward the camera right after you start the grab. After that, you can't rotate your character.
- For dash grabs, your character will only turn toward the camera at the start of the dash. Once your character is about to grab, rotation stops.
- Grab skills will no longer be affected by Attack or Casting Speed buffs or debuffs, whether you succeed or fail.
- Melee grabs will have a 0.3-second startup time before activating.
- Dash grabs will have a 0.3–0.4-second startup time (including the dash), depending on distance.
- Ranged grabs will take 0.4 to 0.7 seconds to activate, based on distance.
- After a failed grab, you'll be able to combo into another skill 0.4 seconds later.
All grab skills will have a unique visual effect, making it clear when a grab is being used.

Since this is a key aspect of PvP, we've made it visible in all environments, no matter your settings.
* Note: The effect won't appear if the opponent's character is outside your screen.
[Grab Skill Changes]
- Melee and ranged grabs will only let your character turn toward the camera right after you start the grab. After that, you can't rotate your character.
- For dash grabs, your character will only turn toward the camera at the start of the dash. Once your character is about to grab, rotation stops.
- Grab skills will no longer be affected by Attack or Casting Speed buffs or debuffs, whether you succeed or fail.
- Melee grabs will have a 0.3-second startup time before activating.
- Dash grabs will have a 0.3–0.4-second startup time (including the dash), depending on distance.
- Ranged grabs will take 0.4 to 0.7 seconds to activate, based on distance.
- After a failed grab, you'll be able to combo into another skill 0.4 seconds later.
Skill and Skill Preset Reset
To smoothly implement the damage calculation overhaul, all characters' skills will be reset when the update goes live.
* All your learned skills, saved skill presets, and skill add-ons will be reset. We appreciate your understanding, Adventurers.
* All your learned skills, saved skill presets, and skill add-ons will be reset. We appreciate your understanding, Adventurers.
Item Changes Following the Damage Calculation Formula Overhaul
With the new damage formula coming, we would like to inform you of the planned changes to existing items.
- 'The term "Extra Damage to Species" will be changed to "Extra AP Against Species."
- Since "Extra AP Against Humans" will no longer affect Adventurers, any main or awakening weapon with "Extra AP Against All Species" will now also grant "Extra AP Against Adventurers."
- Some items with Ignore Resistance effects will either have their effects changed or be removed entirely.
- All other effects on these items will remain unchanged.
- When the official server update goes live, any deleted items in your inventory will be compensated with Silver equal to their in-game value.
Item | Before | After |
Sub-weapon (Kutum, Blackstar, etc.) | Ignore All Resistance +10% | All Resistances +10% |
Rosar Main & Sub-weapon Set Effect | Ignore All Resistance +10% | All Accuracy +20 |
Manos White Coral Belt | Ignore All Resistance +7% | All Resistances +7% |
Alchemy Stones | Ignore All Resistance +N% | Delete |
Exquisite Cron Meal | Ignore All Resistance +4% | Delete |
Magic Crystals | Various Ignore Resistance Effects | Delete Magic Crystals with Ignore Resistance Effects |
(excluding Crystal of Elkarr, Visionary Crystal of Elkarr) | ||
Crystal of Elkarr | Accuracy +12 | Accuracy +18 |
Visionary Crystal of Elkarr | Accuracy +20 | Accuracy +30 |
Lightstone | Lightstones or Lightstone Combinations with Various Ignore Resistance Effects | Delete Lightstones and Combinations with Ignore Resistance Effects |
Kutum Lamp | Ignore All Resistance +5% | All Resistances +5% |
* When this update is applied to the official servers, the buff granted by the Kutum Lamp furniture will be removed.
- Due to the removal of certain Magic Crystals with the Ignore Resistance effects, the following items will also be deleted:
-
- Essence of Courage
- Fragment of Courage
- Heavenly Essence - Ignore Knockdown Resistance
- Heavenly Essence - Ignore Knockback Resistance
- Heavenly Essence - Ignore Grapple Resistance
- Heavenly Essence - Ignore Stun Resistance
-