All guides Damage model
How the damage model works
Why the weapon at the top is often not the one with the highest attack value.
Tibia gives you a weapon's attack value. It does not tell you what that weapon does to the creature in front of you. This site puts the two together — here is how it reasons, so you can judge whether to trust the order.
- 1
Soulshredder +10.7% - 2
Naga Sword +4.0% - 3
7 Crypt Slicer Prof 7 +1.4% - 4
7 Crypt Slicer
earth Prof 7 +0.8%
How a hit is worked out
- A weapon has a physical part and often an elemental one. Each is judged against how this creature handles that type — the strip below.
- The two are added, then lifted by the fighting skill the weapon grants, which raises the elemental half as much as the physical one.
- 0% is absolute immunity. No piercing opens it, so an elemental weapon there is worth only its physical half.
Fire 80%
Ice 90%
Earth 110%
Energy 120%- Physical 95%
Death 105%
Holy 0%
Armor 91
So a Fire Sword beats its attack value against something that burns, and carries dead weight against something that resists fire. Two weapons with identical attack are never equally good against anything — which is the entire reason this site exists.
Fighting skill
Most weapons grant skill in their own type, and it scales the whole hit. Weapon Proficiency grants more, counted only where the level offers no alternative — then every carrier has it, so a Soulcutter reads +4 on its page and swings at +5. Skill offered as one perk among two or three belongs to some builds and not others.
What a point is worth depends on how much skill you already have, so the model uses a single weight calibrated for the levels these weapons are really played at. It applies to every weapon alike, moving the gaps rather than any one weapon's standing.
Elemental piercing
Proficiency also grants piercing, which raises the target's sensitivity to that element. It does not simply add — the part of the bonus that carries a creature past 100% counts for half:
90% sensitivity + 20% piercing -> 105% (half the bonus wasted) 120% sensitivity + 45% piercing -> 142.5% (already past neutral, all of it halved)
So piercing is worth most against a creature that already resists your element, and least against one already weak to it — the opposite of what most people expect.
An elemental imbuement converts half a weapon's physical attack into its element, which is why an imbued row and a plain row of one weapon can rank far apart. See Weapon variants.
Armor penetration
Armor is the one thing that reduces a hit by a flat amount rather than a percentage, so penetration is a term of its own: worth nothing against an unarmoured creature, a great deal against a heavy one, and costing a small hit proportionally more than a large one.
It is credited conservatively, on purpose — enough to separate weapons that were otherwise tied, never enough to overturn a ranking on an assumed fighting skill. Where nobody has recorded a creature's armor (139 of the 999, and neither wiki has them), a penetrating weapon gets no bonus at all.
What this is not
Estimates, not official numbers. CipSoft publishes no damage formula, so nobody outside the company has one. What this site has is the wikis' data, the parts CipSoft has explained, and a lot of time spent watching these weapons land.
What it is good for is comparison: every weapon goes through the same reasoning against the same creature, so the ordering is worth far more than any single number in it.