Damage
For an interactive version of the damage formulas, save the worksheet at https://docs.google.com/spreadsheets/d/1WUsLGTgmI2FWORg-ngOCMA7Z9h_2nHOVxZBQHTCVEfQ/edit?usp=sharing.
Damage Dealt
Overview
Damage is based on 4 things:
- Base Effective Attack
- Base effective attack is calculated using the player's base stats, calculated differently based on the weapon:
- Striking Weapons: ATK
- Ranged Weapons: ATK/4 + ACC
- TEC Ranged Weapons: (TEC + ACC)/2
- Technic Weapons: TEC
- Base effective attack is calculated using the player's base stats, calculated differently based on the weapon:
- Weapon Effective Attack
- Effective Attack is calculated differently based on the weapon:
- Striking Weapons: ATK
- Ranged Weapons: ATK/4 + ACC
- TEC Ranged Weapons: (TEC + ACC)/2
- Technic Weapons: TEC
- Effective Attack is calculated differently based on the weapon:
- Elemental Correction
- When using a non-neutral weapon against an enemy of the opposite element, damage is increased.
- When using a non-neutral weapon against an enemy of the same element, damage is reduced.
- Element correspondance:
- <-->
- <-->
- <-->
- Enemy Defense
- Damage Multipliers
- Chain Damage Multiplier
- Photon Art/Charge Shot Multiplier
- Type Abilities
Damage Formula | |
---|---|
Strike | Base ATK + (Weapon ATK * Elemental Correction) - Enemy Defense)/5 * All Multipliers |
Ranged | (Base ACC + Base ATK/4 + ((Weapon ACC + Weapon ACC/4) * Elemental Correction) - Enemy Defense)/5 * All Multipliers |
TEC Ranged | (Base TEC/2 + Base ACC/2 + ((Weapon TEC/2 + Weapon ACC/2) * Elemental Correction) - Enemy Defense)/5 * All Multipliers |
Technic | Damage = (Base TEC + (Weapon TEC * Elemental Correction) - Enemy Defense)/5 * All Multipliers |
Elemental Correction
Elemental Correction = 100% +- (30% + Weapon % + Other corrections)
The Elemental Correction Bonus is applied to the effective ATK of the weapon.
- Elemental Correction only applies when using a weapon against an enemy of either the opposite element or the same element of the weapon.
- Positive if the opposite element, negative if the same element.
- A neutral non-TECHNIC weapon does not gain any elemental corrections
- A TECHNIC weapon checks the element using the element of the TECHNIC used:
- The % of the TECHNIC weapon is only applied if the element of the TECHNIC is the same as the weapon.
- Using a neutral rod to cast Foie on an Ice Enemy will gain 30% Elemental Correction.
- Using a Fire 20% rod to cast Zonde on an Ice Enemy will gain 0% Elemental Correction.
- Using a Fire 20% rod to cast Foie on an Ice Enemy will gain 50% Elemental Correction.
- A TECHNIC weapon also gains 5% Elemental Correction for each TECHNIC linked of the same element.
- Some weapons inherently adds Elemental Correction, such as Holy Sword Elsydeon.
- Using an Elemental Bullet on a ranged weapon adds Elemental Correction based on the Bullet's level (15% from Lv1 to Lv10, 20% from Lv11 to Lv20, 25% from Lv21).
- The Longbow's Elemental Bullets adds an extra 5% compared to other Elemental Bullets (20%, 25%, 30% respectively).
Damage Multipliers
Damage Multipliers can come from a variety of sources. These multipliers are directly applied onto the final damage, and multiple multipliers are multiplied.
Photon Arts/Charge Shots
Photon Arts and Charge Shots have a base damage multiplier, which is applied to the final damage. If the weapon has a PA modifier, this modifier is also applied to the final damage when the player uses Photon Arts.
Note that Charge Shots are not Photon Arts, and thus is not subject to the multiplier from the PA modifiers of weapons.
Chain Multiplier
When attacking using the button (Attack for Striking weapons, Bullets for Ranged Weapons, and Technics linked to for TECHNIC weapons), it builds chains on the enemy equal to the amount of hits you have done to it.
When attacking using the button (Photon Art Skills, Charge Shots, and Technics linked to ), and the chains on the enemy is above 1, the attack gains a multiplier based on the chain number. Any attack from gains that multiplier until the chain disappears from the enemy.
Chain Formula | |
---|---|
Story Mode | 200% + 12.5% * (Chain Number -1) |
Multi Mode | 200% + 7.5% * (Chain Number -1) |
Critical Hits
Attacks are capable of dealing critical hits, which increases the damage dealt by 25%.
However, there is no in-game indicator for when a critical hit occurs, and currently the chances of a critical hit occurring is unknown.
Perfect Attack
Striking Weapons, when attacking, has a small circle that gradualy shrinks on the bottom right corner at the commands. By pressing the attack button when the circle is the same size as the circle on the command, a Perfect Attack is performed. A successfully executed Perfect Attack adds 25% to the total damage and counts as a critical hit.
- A Perfect Attack must be the second or later attack in a series of attacks.
- The timing of a Perfect Attack differs from weapon category to weapon category, and is affected by attack speed or hitlag.
- It's possible to execute a Perfect Attack using a Photon Art Skill from a normal attack.
- It's possible to execute a Perfect Attack on the 2nd or later stages of a Photon Art Skill.
- A Photon Art without a 2nd stage can't chain into another Perfect Attack.
It's possible to perform Perfect Attacks using Nanoblasts' and attacks.
It's also possible to perform Perfect Attacks using attacks of Infinity Blasts. However, Perfect Attacks cannot be performed with their attacks.
Perfect Counter
After performing a Perfect Guard, the next attack the player uses within a short timeframe will gain a 25% additional damage.
It's possible to perform perfect counter to give a damage boost to the attacks of Striking Weapons, Ranged Weapons, Technic Weapons, and Infinity Blasts. It's also possible to give a damage boost to attacks of Striking Weapons and Technic Weapons, but not Ranged Weapon or Infinity Blasts, as their requires charging, and cannot be released before the perfect counter timeframe expires.
HP Affects Power ability of Weapons
Deals more damage the lower the HP the character has.
The damage multiplier is equal to [Current HP / Max HP x Rage Multiplier]%, and is directly applied to final damage.
Rage | Lv1 | Lv2 | Lv3 | Lv4 | Lv5 |
---|---|---|---|---|---|
Rage Multiplier | 15 | 20 | 32 | 45 | 50 |
Note that Charge Shots are not affected by any weapon abilities, and is not affected by this multiplier.
Ailment Matching
If an enemy has a Status effect, a bonus 35% damage is added to a Technic attack that has an attribute corresponding to that status ailment. The corresponding ailments are:
Attribute | Fire | Ice | Lightning | Ground | Light | Darkness |
---|---|---|---|---|---|---|
ailment | Freeze | Burn | Confuse | Shock | Infect | Sleep |
This multiplier only applies to Technic Attacks, and does not apply to anything else, such as using a Crimson to attack an Frozen enemy.
Other Multipliers
- Various Type Abilities
Examples
Traps
The damage is based on: N x (10 + Player Lv). (N is 6 for Burn, Freeze, and Stun traps, 7 for Virus traps, and 2 for EX traps).
This damage can be boosted via the Abilities Burst Bomber and Full Burst Bomber
Damage Taken
Formula | |
---|---|
Physical | ((Enemy ATK * Attribute Correction) - Player DEF)/5
|
Technic | ((Enemy TEC * Attribute Correction) - Player MND)/5
|
Attribution Correction: 1±(Attribute %/3)
Shield-weave attribute correction only applies if the enemy attack's attribute is the same or opposite to the shield-weave attribute.
Example
Assuming 1,000 enemy ATK, 500 player DEF and 60% shield-weave attribute:
Same Attribute | Other Attribute | Opposite Attribute |
---|---|---|
Att. correction: 1-(0.6/3) = 0.8 ((1000*0.8)-500)/5 (800-500)/5 300/5 = 60 damage
|
Att. correction: None (1000-500)/5 500/5 = 100 damage
|
Att. correction: 1+(0.6/3) = 1.2 ((1000*1.2)-500)/5 (1200-500)/5 700/5 = 140 damage
|
Resta
The amount recovered by Resta is dependent on the player's Base Tec, Weapon Tec, and the PA level of Resta used.
Formula | |
---|---|
Resta | Player Base TEC/10 + Weapon TEC + Resta Base Value (see table) * Weapon PA modifier |
LV1 | LV2 | LV3 | LV4 | LV5 | LV6 | LV7 | LV8 | LV9 | LV10 | |
---|---|---|---|---|---|---|---|---|---|---|
Base Value | 42 | 44 | 46 | 48 | 50 | 52 | 54 | 56 | 58 | 60 |
LV11 | LV12 | LV13 | LV14 | LV15 | LV16 | LV17 | LV18 | LV19 | LV20 | |
Base Value | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | 70 |
LV21 | LV22 | LV23 | LV24 | LV25 | LV26 | LV27 | LV28 | LV29 | LV30 | |
Base Value | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | 80 |
Empower Healing imcreases final heal amount by a certain percentage.
The Follow Advance Type ability increases final heal amount by 20%.
Handguns Charge Shot II
Handgun CS2's heal amount is dependent on the player's ATK and ACC, similar to the Ranged damage formula.
Formula | |
---|---|
Handgun CS2 | (Player Base ATK/4 + Player Base ACC + Weapon ATK/4 + Weapon ACC)/4 |
If the player Full Charge Shotted the CS2, the final heal amount is multiplied by 1.4.
Similar to other Ranged Weapons, it's possible to improve the heal amount by going into FPS mode, which increases the player's base ACC by 55%.