D M G = B a s e D M G × D M G B o n u s M u l t × D M G R e d u c t i o n M u l t × E n e m y D e f M u l t × E n e m y R e s M u l t × S t u n M u l t × A P B o n u s M u l t × B u f f L e v e l M u l t DMG = BaseDMG \times DMGBonusMult \times DMGReductionMult \times EnemyDefMult \\ \times \space EnemyResMult \times StunMult \times APBonusMult \times BuffLevelMult D MG = B a seD MG × D MGB o n u s M u lt × D MGR e d u c t i o n M u lt × E n e m yDe f M u lt × E n e m y R es M u lt × St u n M u lt × A PB o n u s M u lt × B u ff L e v e lM u lt Base Damage
A n o m a l y B a s e D M G = { 50 % × A T K , B u r n 125 % × A T K , S h o c k 62.5 % × A T K , C o r r u p t i o n 500 % × A T K , F r e e z e , S h a t t e r a n d F r o s t b i t e 713 % × A T K , A s s a u l t a n d F l i n c h AnomalyBaseDMG = \begin{cases} 50\% \times ATK, \space \space \space Burn\\ 125\% \times ATK, \space \space \space Shock \\ 62.5\% \times ATK, \space \space \space Corruption \\ 500\% \times ATK, \space \space \space Freeze, \space Shatter \space and \space Frostbite \\ 713\% \times ATK, \space \space \space Assault \space and \space Flinch\end{cases} A n o ma l y B a seD MG = ⎩ ⎨ ⎧ 50% × A T K , B u r n 125% × A T K , S h oc k 62.5% × A T K , C orr u pt i o n 500% × A T K , F reeze , S ha tt er an d F ros t bi t e 713% × A T K , A ss a u lt an d Fl in c h Freeze, Shatter and Frostbite
In the case of Disorder, the Base Damage formula is slightly different and accounts for the time, in seconds, left on the Anomaly.
D i s o r d e r B a s e D M G = { ( 450 % + T i m e 0.5 × A n o m a l y M u l t ) × A T K , B u r n , C o r r u p t i o n ( 450 % + T i m e × A n o m a l y M u l t ) × A T K , S h o c k , F r e e z e , A s s a u l t DisorderBaseDMG = \begin{cases} (450\% + \frac{Time}{0.5} \times AnomalyMult) \times ATK, \space \space \space Burn, \space Corruption \\ (450\% + Time \times AnomalyMult) \times ATK, \space \space \space Shock , \space Freeze, \space Assault\end{cases} D i sor d er B a seD MG = { ( 450% + 0.5 T im e × A n o ma l y M u lt ) × A T K , B u r n , C orr u pt i o n ( 450% + T im e × A n o ma l y M u lt ) × A T K , S h oc k , F reeze , A ss a u lt A n o m a l y M u l t = { 50 % , B u r n 125 % , S h o c k 62.5 % , C o r r u p t i o n 7.5 % , F r e e z e a n d A s s a u l t AnomalyMult = \begin{cases} 50\%, \space \space \space Burn\\ 125\%, \space \space \space Shock \\ 62.5\%, \space \space \space Corruption \\ 7.5\%, \space \space \space Freeze \space and \space Assault\end{cases} A n o ma l y M u lt = ⎩ ⎨ ⎧ 50% , B u r n 125% , S h oc k 62.5% , C orr u pt i o n 7.5% , F reeze an d A ss a u lt Damage Bonus
D M G B o n u s M u l t = 1 + Σ D M G % DMGBonusMult = 1 + \Sigma DMG\% D MGB o n u s M u lt = 1 + Σ D MG % Damage Reduction
D M G R e d u c t i o n M u l t = 1 − Σ D M G R e d u c t i o n % DMGReductionMult = 1 - \Sigma DMGReduction \% D MGR e d u c t i o n M u lt = 1 − Σ D MGR e d u c t i o n % Enemy Defense
E n e m y D e f M u l t = L e v e l C o e f f i c i e n t L e v e l C o e f f i c i e n t + E f f e c t i v e D e f EnemyDefMult = \frac{LevelCoefficient}{LevelCoefficient + EffectiveDef} E n e m yDe f M u lt = L e v e lC oe ff i c i e n t + E ff ec t i v eDe f L e v e lC oe ff i c i e n t E f f e c t i v e D e f = T a r g e t D E F × ( 1 − P E N % ) − F l a t P E N EffectiveDef = TargetDEF \times (1 - PEN\%) - FlatPEN E ff ec t i v eDe f = T a r g e t D EF × ( 1 − PEN % ) − Fl a tPEN Enemy Resistance
E n e m y R e s M u l t = 1 − A t t r i b u t e R E S % − A l l T y p e R E S % + R E S R e d u c t i o n % + R E S P E N % EnemyResMult = 1 - AttributeRES\% - AllTypeRES\% + RESReduction\% \\ + RESPEN\% E n e m y R es M u lt = 1 − A tt r ib u t e RES % − A llT y p e RES % + RESR e d u c t i o n % + RESPEN % Stun
S t u n M u l t = 1 + S t u n % StunMult = 1 + Stun\% St u n M u lt = 1 + St u n % Unless the enemy is stunned, the Stun% will be 0%. When stunned, the bonus will differ based on enemy type. Small and elite enemies usually have a 100% bonus, while bosses usually have a 50% bonus. Some agents can increase this multiplier while an enemy is stunned.
Anomaly Proficiency Bonus
A P B o n u s = A n o m a l y P r o f i c i e n c y 100 APBonus = \frac{AnomalyProficiency}{100} A PB o n u s = 100 A n o ma l y P ro f i c i e n cy Buff Level
Credits
Writer: arkkus
Formulas and Data: Dimbreath, arkkus, Carrier5by5, Kyle, 666bj
Editor and Transcriber: vladutsu
Last updated 9 months ago