Damage

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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
    • The player can increase player's base stats using Shifta.
  • 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
  • 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
    • The player can reduce enemy defense using Zalure.
  • 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.
Element Matchups
  • 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

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.

Player Lv Trap used Damage
Example #1 10 Burn Trap 6 * (10 + 10) = 120
Example #2 20 Burn Trap EX, Burst Bomber 2 * (10 + 20) * 1.25 = 75

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)/5300/5 = 60 damage Att. correction: None(1000-500)/5500/5 = 100 damage Att. correction: 1+(0.6/3) = 1.2((1000*1.2)-500)/5(1200-500)/5700/5 = 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
Resta Base Value
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 8%.

Example

Base TEC Weapon Used Resta LV Calculation
100 Clarita Visas I (87 TEC, Empower Healing 15%) 15 (100/10 + 87 + 65) * 1.15 = 186
700 Caduceus (818 TEC, Empower Healing 30%), Follow Advance 30 (700/10 + 818 + 80) * 1.3 * 1.08 = 1359

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%.

Base ATK Base ACC Weapon Used Calculation
60 59 Handgun (50 ATK, 16 ACC) (60/4 + 59 + 50/4 + 16)/4 = 25
826 410 Ancient Sight (562 ATK, 264 ACC), Full Charged (826/4 + 410 + 562/4 + 264)/4 * 1.4 = 357