RF455-154 [RF 4.55] Force Attack Damage Scaling Bug — Server Calculates Almost 3× the Character Information Attack Stats
[RF 4.55] Force Attack Damage Scaling Bug — Server Calculates Almost 3× the Character Information Attack Stats
Game: RF Online 4.55 Dragonborn Server Version: GoMMO v0.5.1 Category: GameServer / Combat Damage Calculation Severity: High — Combat Balance
Bug Description
I discovered a significant discrepancy between the Force Attack stats displayed in Character Information and the attack values calculated by the GameServer.
The GameServer applies additional Force ratio and mastery multipliers, resulting in offensive Force attack values approximately 2.4× to 2.8× higher than the displayed Character Information stats.
This can result in extremely high Force damage, particularly when using Level 80 endgame weapons, upgraded equipment, accessories, potions, and attack buffs.
Actual Test Results
Test Weapon: Level 80 Awakened Absolute Staff
Test 1 — Without Attack Potion
- Character Information Max Force Attack: 71,177
- Original Server Calculated Attack: 196,020
- Difference: Approximately 2.75×
Test 2 — With 55% Attack Potion
- Character Information Force Attack: 72,220–108,460
- Original Server Calculated Attack: 303,672
- Raw Force Damage Against Monster: 286,868
- Difference: Approximately 2.8×
The calculated attack value is significantly higher than the maximum Force Attack displayed to the player.
Root Cause Investigation
The original server Force attack calculation uses additional multipliers:
- Weapon-derived attack range
- Force ratio: 1.375
- Mastery multiplier F: approximately 2.0 at mastery level 99
- Additional attack bonuses
- Flat +99 mastery contribution
These calculations increase the server's offensive Force attack value substantially beyond the displayed Force Attack range.
The investigation also identified a bonus-stacking discrepancy.
The Character Information display uses additive stacking:
Force Attack = Weapon Attack × (1 + Potion Bonus + Force% Bonus + General% Bonus)
However, the original server calculation can apply bonuses multiplicatively, introducing another discrepancy.
Isolated Lab Verification
I tested a separate experimental correction designated F4c.
The corrected attack calculation uses the dynamically calculated attack values corresponding to Character Information, without the additional Force ratio and mastery amplification.
The following equipment and bonus combinations were tested:
- Armor and accessories
- Attack potions
- Necklaces and rings
- Jet ski
- Cape
- Attack skill buffs
- +7 Staff
- Full equipment with active attack potion
Across the tested configurations, the corrected F4c server attack range matched the Character Information values within approximately ±1 point.
For the full equipment test, the combined attack bonus multiplier reached 8.66, and the client displayed approximately 339,904 attack.
The experimental calculation preserved dynamic scaling from the equipped items and active attack bonuses.
This was an isolated investigation and local correction, not an official upstream fix.
Expected Behavior
The server's offensive Force attack source should be consistent with the Force Attack stats displayed in Character Information, including legitimate bonuses from:
- Weapons and upgrades
- Accessories
- Rings and amulets
- Jet ski and cape
- Potions
- Attack skill buffs
Additional offensive skill modifiers, where intended, should be handled separately and documented.
The same equipment and active bonuses should not produce an unexplained 2.4×–2.8× difference between displayed attack stats and the server's base attack calculation.
Request to Old School Ops Developers
Could you please investigate whether the additional Force ratio and mastery amplification is intentional in the original GameServer implementation?
If it is not intended, please review the offensive Force attack calculation to ensure it matches the server-authoritative equivalent of Character Information stats.
Please also verify whether the same excessive scaling affects other combat damage types.
This issue appears to have a major impact on PvE and PvP damage balance, especially with high-level endgame equipment.
Thank you!