Updated: 07/03/2024
The general damage formula is as follows:
Outgoing DMG = Base DMG * DMG% Multiplier * DMG Taken Multiplier * DEF Multiplier * RES Multiplier * Stun Multiplier
For critical hits, also multiply by the Agent’s Crit DMG%. To calculate the average expected DMG including critical hits:
Average Outgoing DMG = Base DMG * DMG% Multiplier * DMG Taken Multiplier * DEF Multiplier * RES Multiplier * Stun Multiplier * (1 + Crit Rate% * Crit DMG%)
Calculating stats may result in a small variance due to rounding errors as the menu only displays integers for non-percentage stats.
- Final ATK%: Found on Disc Drive 4p set effects and W-Engine passives.
- ATK%: Found on Disc Drive 2p set effects, main stats, substats, and W-Engine secondary stats.
Note: The distinction between ATK% and Final ATK% can vary by source and is not always consistent.
HP = ((Agent Base HP + WE Base HP) * (1 + HP%) + Flat HP) * (1 + Final HP%) + Final Flat HP
ATK = ((Agent Base ATK + WE Base ATK) * (1 + ATK%) + Flat ATK) * (1 + Final ATK%) + Final Flat ATK
DEF = ((Agent Base DEF + WE Base DEF) * (1 + DEF%) + Flat DEF) * (1 + Final DEF%) + Final Flat DEF
The Base DMG of a given skill is calculated as follows:
Base DMG = Scaling Stat * Skill MV
- Scaling Stat: Usually ATK.
- Skill MV: Motion value or multiplier of the skill (found in Agent Skill descriptions).
All DMG% bonuses are added together and included in the DMG equation:
DMG% Multiplier = 1 + ΣDMG%
Include relevant DMG% multipliers such as Attribute, Basic, Skill, Chain, Dash Attack, Style, All-Type, etc.
All DMG Taken effects are added together and included in the DMG equation:
DMG Taken Multiplier = 1 + ΣDMG Taken - DMG Reduction
These include vulnerability effects on the enemy and enemy all damage reduction. Note:
- Vulnerability (DMG Taken) effects are usually debuffs on the target.
- DMG% effects are usually buffs on the attacker.
The DEF Multiplier is calculated as follows:
DEF Multiplier = Level Coefficient / (Level Coefficient + Effective DEF)
Effective DEF = Target DEF * (1 - PEN Ratio%) - Flat PEN
Target DEF = Target Base DEF * (1 + DEF%) - DEF Reduction% + Flat DEF
Refer to the Level Scaling Sheet for more info on Level Coefficient and Enemy DEF Scaling. Effective DEF cannot go below 0.
The RES Multiplier is calculated as follows:
RES Multiplier = 1 - Attribute RES% * All Type RES% + RES Reduction% + RES PEN%
Please refer to the Level Scaling Sheet for more info on Enemy RES.
The Stun Multiplier is calculated as follows:
Stun Multiplier = 1 + Stun Bonus%
If an enemy is not Stunned, Stun Bonus is 0%. If an enemy is Stunned, Stun Bonus will vary based on the enemy but will usually be 50%. Certain Agents can increase this multiplier while an enemy is Stunned.
For ranged attacks, damage is reduced the further the attacker is from the target. Exact data for damage attenuation scaling is unknown but noticeable with ranged attacks from a distance.
Impact affects the rate that Daze is inflicted upon enemies, calculated by:
Daze Infliction = Daze MV * Impact * (1 - Daze RES) * (1 + Daze%)
- Daze MVs: Found in Agent Skill descriptions.
- Stun: Triggered by building up Daze to a certain threshold.
Hitting a Stunned Normal Enemy triggers 1 Chain Attack, hitting a Stunned Elite Enemy triggers 2 Chain Attacks, and hitting a Stunned Boss Enemy triggers 3 Chain Attacks.
The Attribute Anomaly damage formula is as follows:
Outgoing DMG = Base DMG * DMG% Multiplier * DEF Multiplier * RES Multiplier * DMG Taken Multiplier * Stun Multiplier * AP Bonus * Buff Level Multiplier
- Attribute Anomalies cannot critically hit.
- Base DMG and Multipliers are proportionally determined by the stats of all Agents who apply the Anomaly.
- Attribute Anomaly damage snapshots the appliers’ stats.
All DMG% bonuses are added together and included in the DMG equation:
DMG% Multiplier = 1 + ΣDMG%
Include relevant DMG% multipliers such as Attribute, All Anomaly, Burn, Shatter, Shock, Corruption, Assault, etc.
The AP Bonus is calculated as follows:
AP Bonus = AP / 100
The Buff Level Multiplier is based on the attacker’s level. Refer to the Level Scaling Sheet for more info. The multiplier can be approximated with:
Buff Level Multiplier = 1 + 0.0169 * (Level - 1)
Note: Using this approximation yields slight rounding errors. It is recommended to directly lookup values on the scaling table.
The rate that Anomalies accumulate is based on an Agent’s Skills and their AM stat. The buildup formula is:
Anomaly Buildup = Base Anomaly Buildup * AM Bonus * (1 + Anomaly Buildup Bonus%) * (1 - Anomaly Buildup RES)
AM Bonus = 1 + AM / 100
Base Anomaly Buildup will vary based on the Skill being used. Substitute the relevant Anomaly Buildup RES Multipliers.
Each Attribute accumulates independently and has a different threshold for triggering Anomalies.
Burn deals continuous Fire damage:
Base Burn DMG = 50% * ATK
A single application deals damage every 0.5 seconds over 10 seconds with a limit of 20 procs. Organic enemies are immobilized while Burned.
Shock deals Electric damage when hit:
Base Shock DMG = 125% * ATK
A single application deals damage every second over 10 seconds with a limit of 16 procs. Machine enemies are paralyzed while Shocked.
Corruption deals Ether damage when hit:
Base Corruption DMG = 62.5% * ATK
A single application deals damage every 0.5 seconds over 10 seconds with a limit of 20 procs. Energy enemies attack allies while Corrupted.
Upon being Frozen, enemies are inflicted with Frostbite and take Ice damage upon being Shattered:
Base Shatter DMG = 500% * ATK
Frostbite increases Crit DMG taken by 10% for 10 seconds. Shatter deals damage once per application.
Upon being Assaulted, enemies are inflicted with Flinch and take Physical damage:
Base Assault DMG = 713% * ATK
Flinch increases Daze Taken by 10% for 10 seconds. Assault deals damage once per application.
When a different Anomaly is applied to an enemy currently suffering from an Anomaly:
Disorder Damage = Remaining Procs of Original Anomaly + Additional Procs
- Fire Disorder: Damage equal to remaining Burn procs.
- Electric Disorder: Damage equal to remaining Shock procs + 6 additional procs.
- Ether Disorder: Damage equal to remaining Corruption procs.
- Ice Disorder: Roughly 500% MV as Ice damage, decays over time.
- Physical Disorder: Roughly 500% MV as Physical damage, decays over time.
- Writer: arkkus
- Formulas & Data: Dimbreath, arkkus, Carrier5by5, Kyle, 666bj
For corrections, contact Arkkus on Discord (arkkus).
Original Google Docs can be found here.
Thanks for reading!