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MAG-008skill

Soul Strike Lv7 vs Demon-race target (magical race interaction)

Tests that race-targeted modifiers apply to MAGICAL damage just as they do to physical. Soul Strike is Ghost-element by default. Mage equipped with a card that adds '+% damage to Demon race' should see the bonus apply.

magicalDamageraceConditionalModifierghostElementdamageDealtScope
Action
skill
MG_SOULSTRIKE Lv7 in expected mode
skillId
MG_SOULSTRIKE
skillLevel
7
mode
expected
context.mapType
pve

Actors

Mage with Bathory-style card
player · mage · Lv50
attacker
Primary stats
str
1
agi
15
vit
20
int
60
dex
40
luk
10
Equipment
  • mainhand: rod · staff · +5 · ATK 15 · MATK 30 · 1 card
Skeleton Worker (Demon, Earth lv1)
monster · Lv38
defender
demonearth 1mediumnormal
HP 1109 / 1109
Hard DEF 12
Hard MDEF 5
Expected output
From the scenario fixture. Numerical values marked as null are placeholders pending rAthena verification.
hittotalDamage: pending

Two layered multipliers: (1) Ghost-vs-Earth element table (verify, may be 1.0x or higher), (2) +25% damage.dealt.race.demon from the card. Both must apply in the magical pipeline. If a developer wired up race-targeting modifiers in the physical pipeline only, this scenario will silently produce the wrong number — that's why this scenario exists.

Show full expected JSON
{
  "breakdown": {
    "category": "magical",
    "attackElement": "ghost",
    "elementMultiplier_present": true,
    "damageDealtMultipliers": {
      "race.demon": 1.25
    }
  }
}

Computed: MagicalDamageResult

Server-evaluated by calculateMagicalDamage() from @ro/core.

Outcome
hit
1 hit · 427 damage total · 427 per hit
427(1×427)
Pipeline breakdown
D-002 magical pipeline
baseMATK92
× (1 + 0.0% MATK%)92
× 3.80 skill349.6
× 1.00 element349.6
× (1 + 0.0% race/elem/size/class)437
− hard MDEF437
− soft MDEF428
× (1 − 0.0% taken%)428
floor + min(1) per hit427
× 1 hit427
Inputs
From attacker / defender ResolvedStats
StatusMATK92
WeaponMATK0
EquipMATK0
Skill mult3.80×
Element mult1.00×
Race%0.0%
Element%0.0%
Size%0.0%
Class%0.0%
Taken%0.0%

Each magical hit is identical in expected mode (no per-hit variance).