
Metin2 Build & Damage Simulator
Model class skills, PvM/PvP bonuses, weapon ranges and resistance layers with two independent builds.
Equipment board
Fight outcome
Build A vs Build B
Weapon & accessory comparison
Select one equipment category and compare two recorded items at the same or different enhancement levels. Item A is applied live to Build A and Item B is applied live to Build B, so Fight Outcome and Decision update as soon as you change an item or enhancement.
How to use the Metin2 build and damage simulator
Build a character, equip source-backed items, choose a skill and target, then test how weapon attack, class attributes, PvM/PvP bonuses and resistances change the result.
- 01
Choose your class and level
Select Warrior, Ninja, Sura, Shaman or Lycan. Enter the level and core VIT, INT, STR and DEX values that match the character you want to model.
- 02
Equip the current loadout
Open each equipment slot and select the weapon, armour, jewellery and other items. Set the enhancement level where the catalogue provides upgrade data.
- 03
Select the skill or normal attack
Choose the attack you want to test. The skill card shows its damage type, number of hits and the confidence level of the formula.
- 04
Configure the target
Choose a target or enter custom HP, defence and the resistance that applies to the selected damage type. Enter enemy attack to estimate incoming damage.
- 05
Choose PvE or PvP
Use PvE for monsters and PvP for player-versus-player testing. Mode-specific modifiers are applied before the final result is shown.
- 06
Read and compare the result
Review outgoing hit, incoming hit, sustained DPS and time to kill. Use Build A and Build B to isolate the effect of a single item or stat change.
For a clean item test, copy the same setup into Build A and Build B, then change only one weapon, accessory or upgrade level.
Plan Metin2 equipment around the damage source, not the item name.
A useful Metin2 comparison separates base weapon output, class attributes, monster or player bonuses, critical and piercing chances, and the defence that answers the selected attack. The notes below turn those layers into a repeatable testing method.
Class first
Warrior, Ninja, Sura, Shaman and Lycan profiles do not value STR, DEX and INT in the same way. Start with the correct class before judging equipment.
One damage family
Keep normal attack, skill damage and elemental or race bonuses separate. A weapon that wins one test may lose another.
Target-specific defence
Sword, two-handed, dagger, arrow, magic and elemental defences should be tested against the attack that actually reaches the target.
Controlled upgrades
Compare +0 to +9 or one bonus change at a time. Changing several pieces together hides the reason for the result.
Why bonuses need a controlled test
Metin2 equipment can combine default item values with added bonuses. Weapons may carry class attributes, critical or piercing chance, race damage and—in supported item families—average or skill damage. Armour and jewellery can answer the same fight from a defensive angle with HP, elemental resistance or weapon defence.
Because several bonuses can affect one attack at once, the highest visible attack value is not automatically the strongest setup. StatTuner keeps Build A and Build B independent so one weapon, talisman, bracelet or resistance change can be isolated against the same skill and target.
How to read weapon and jewellery changes
Use the item comparison table for source statistics, then verify the practical winner in the combat model. Bracelets often contribute attack speed plus another scaling attribute, earrings can add a class stat, and talismans are tied to elemental power. Those effects matter differently for normal attacks, skills and specialised PvM targets.
A clean test uses the same character level, class attributes, target defence and combat mode. Equip the first candidate to Build A and the second to Build B. The difference in outgoing average, sustained DPS and incoming pressure reveals whether the change is offensive, defensive or merely cosmetic in that scenario.
A practical resistance workflow
Start with the opponent profile you actually face. Enter the relevant defence or resistance, not a generic value. Then run the same skill with and without the item that supplies the resistance. This shows the marginal reduction rather than an abstract percentage.
For PvP, repeat the test with the enemy attack value filled in. A build can lose a small amount of outgoing damage while gaining enough mitigation to survive another hit. The better build therefore depends on time to kill and incoming average together, not DPS alone.
What should you compare?
Build laboratory FAQ
Why can a lower attack weapon deal more damage?
Its class scaling, average damage, skill damage, attack speed or target-specific bonuses may be more valuable for the selected attack.
Should I compare items at different upgrade levels?
You can, but first compare equal levels. A second test at the levels you can actually afford gives a more realistic buying decision.
Does one resistance protect against every attack?
No. Test the resistance that matches the selected damage family or weapon type.
Why are Build A and Build B equal?
Both builds start independently but may still contain identical stats and equipment. Change only one item or attribute to create a measurable difference.
Is the result an official server value?
Item values can be source-backed, while complete combat formulas may be calibrated when the publisher does not expose every server-side rule. Confidence is shown beside the result.
