6A
  • Theorycrafting Library
  • Damage
    • General Formula
    • Anomaly Formula
  • Characters
    • Fire
      • Koleda
    • Ice
      • Soukaku
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  • Formula
  • Base Damage
  • Damage Bonus
  • Damage Reduction
  • Crit Multiplier
  • Enemy Defense
  • Enemy Resistance
  • Stun
  • Credits
  1. Damage

General Formula

Formula

DMG=BaseDMG×DMGBonusMult×DMGReductionMult×CRIT× EnemyDefMult×EnemyResMult×StunMultDMG = BaseDMG \times DMGBonusMult \times DMGReductionMult \times CRIT \\ \times \space EnemyDefMult \times EnemyResMult \times StunMultDMG=BaseDMG×DMGBonusMult×DMGReductionMult×CRIT× EnemyDefMult×EnemyResMult×StunMult

Base Damage

BaseDMG=ScalingStat×Skill%BaseDMG = ScalingStat \times Skill \%BaseDMG=ScalingStat×Skill%
ScalingStat=(BaseStat×(1+Stat%)+FlatStat) × (1+CombatStat%) +FinalCombatStatScalingStat = (BaseStat \times (1 + Stat\%) + FlatStat) \space \\ \times \space (1 + CombatStat\%) \space +FinalCombatStatScalingStat=(BaseStat×(1+Stat%)+FlatStat) × (1+CombatStat%) +FinalCombatStat

In the case of ATK, the Base ATK is the sum of the Agent Base ATK and the W-Engine Base ATK.

The "Combat" stats are buffs which are triggered only during battles and cannot be seen in the character page included with the other stats. They can only be observed if you check your stats during combat. They will be written in green text and summed up with other similar stats. These stats are usually found in W-Engines and 4-Pieces Drive Disks effects.

Damage Bonus

DMGBonusMult=1+ΣDMG%DMGBonusMult = 1 + \Sigma DMG\%DMGBonusMult=1+ΣDMG%

Damage Reduction

DMGReductionMult=1−ΣDMGReduction%DMGReductionMult = 1 - \Sigma DMGReduction \%DMGReductionMult=1−ΣDMGReduction%

Crit Multiplier

CRIT={1+CRITDamge%,   if Critical hit1+CRITRate%×CRITDamage%,   if Average1,   otherwiseCRIT = \begin{cases} 1+ CRITDamge\%, \space \space \space if \space Critical \space hit \\ 1 + CRITRate\% \times CRITDamage\%, \space \space \space if \space Average \\ 1, \space \space \space otherwise\end{cases}CRIT=⎩⎨⎧​1+CRITDamge%,   if Critical hit1+CRITRate%×CRITDamage%,   if Average1,   otherwise​

Enemy Defense

EnemyDefMult=LevelCoefficientLevelCoefficient+EffectiveDefEnemyDefMult = \frac{LevelCoefficient}{LevelCoefficient + EffectiveDef}EnemyDefMult=LevelCoefficient+EffectiveDefLevelCoefficient​
EffectiveDef=TargetDEF×(1−PEN%)−FlatPENEffectiveDef = TargetDEF \times (1 - PEN\%) - FlatPENEffectiveDef=TargetDEF×(1−PEN%)−FlatPEN

Enemy Resistance

EnemyResMult=1−AttributeRES%−AllTypeRES%+RESReduction%+RESPEN%EnemyResMult = 1 - AttributeRES\% - AllTypeRES\% + RESReduction\% \\ + RESPEN\%EnemyResMult=1−AttributeRES%−AllTypeRES%+RESReduction%+RESPEN%

Stun

StunMult=1+Stun%StunMult = 1 + Stun\%StunMult=1+Stun%

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.

Credits

Writer: arkkus

Formulas and Data: Dimbreath, arkkus, Carrier5by5, Kyle, 666bj

Editor and Transcriber: vladutsu

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Last updated 10 months ago

The Level Coefficient is based on the attacker's level. For specific values, please check .

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