Damage Calculation
The game’s damage calculation uses multiple separate multipliers. The source describes the formula as:
Final Damage = Base DMG × Ability × STR/INT/DEX × DMG Type × Basic/Strong Attack × Conditional × Crit
Each term is a separate multiplier.
Damage Multipliers
Base Damage
Base Damage is calculated as:
Base DMG = Weapon DPS / Weapon Speed + Damage
For the examples below, the base damage is 100.
Ability Multiplier
An ability’s percentage is converted into a multiplier.
For example, a level 10 Moon Strike that deals 220% damage uses:
220% = 2.20
Main Stat
STR, INT, or DEX increases damage according to the relevant main stat.
For example:
100 STR = +100% damage
The multiplier is:
1 + 100 / 100 = 2.0
The source also describes the main stat as affecting every attack that uses it.
Damage Type
Damage bonuses such as Physical Damage are converted into multipliers.
For example:
100% Physical DMG
1 + 100 / 100 = 2.0
The source notes that a damage-type bonus only buffs attacks using that damage type. For example, Fire Damage only increases Fire Damage.
Basic/Strong Attack Damage
A 100% Basic/Strong Attack DMG bonus gives:
1 + 100 / 100 = 2.0
Crit Damage
A 100% Crit DMG bonus gives:
1 + 100 / 100 = 2.0
Boss Damage
A 100% Boss DMG bonus gives:
1 + 100 / 100 = 2.0
Vulnerable Damage
The source gives Vulnerable Damage as having 50% base Vulnerable DMG.
With an additional 100% Vulnerable DMG:
50% + 100% = 150%
The resulting multiplier is:
1 + 150 / 100 = 2.5
Conditional Damage
The source describes Conditional as the combination of Boss Damage and Vulnerable Damage:
100% Boss DMG + 50% Base Vulnerable DMG + 100% Vulnerable DMG = 250%
It then gives the calculation:
1 + 250 / 100 = 3.5
However, the later total-damage example uses 3.0 as the Conditional multiplier rather than 3.5. The source does not explain this difference, so both values are retained here without resolving the discrepancy.
The Damage Trap
Because the damage terms are multiplied together, increasing one stat while neglecting another can result in less total damage than distributing bonuses between multiple multipliers.
For example:
100 × 2.20 × 2.00 × 2.00 × 2.00 × 2.00 × 3.00 = 10,560
Another example changes the main stat and Fire Damage:
100 × 2.20 × 2.50 × 1.50 × 2.00 × 2.00 × 3.00 = 9,900
In this example, INT is increased by 50 while Fire Damage is reduced by 50 percentage points. Despite gaining 50 INT, the resulting damage decreases from 10,560 to 9,900, which is approximately a 6% decrease.
The reason is that every term is multiplicative. A stat becomes relatively more valuable when its current multiplier is lower. Increasing a multiplier that has already been heavily stacked provides less benefit than increasing a neglected multiplier.
For example:
2.0 × 2.0 = 4.0
while:
2.5 × 1.5 = 3.75
Both pairs have the same combined additive value, but the more balanced multipliers produce the larger result.
The source’s conclusion is therefore to spread damage bonuses across the relevant multipliers rather than stacking only a small number of stats.
Full Damage Example
The source gives the following example when fighting a boss, against a vulnerable target, with the ability dealing critical damage:
Total DMG = Base DMG × Ability × STR × Physical × Basic/Strong Attack × Crit × Conditional
Using a base damage of 100:
100 × 2.20 (Moon Strike) × 2.0 (STR) × 2.0 (Physical DMG) × 2.0 (Basic/Strong Attack DMG) × 2.0 (Crit DMG) × 3.0 (Conditional)
The resulting damage is:
Total DMG = 12,320
The source uses 3.0 for the Conditional multiplier in this calculation, despite previously deriving 3.5 from the listed Conditional components.
Damage RNG
The final damage is affected by a random multiplier ranging from 90% to 110%:
Final DMG = Total DMG × RNG Roll
Using the source’s 12,320 Total DMG example:
Minimum DMG = 12,320 × 0.90 = 11,088
Maximum DMG = 12,320 × 1.10 = 13,552
The predicted damage range is therefore:
11,088 to 13,552 damage
The source states that the damage calculation is accurate for the most part, but actual in-game damage may vary slightly or fall just above or below the predicted thresholds because of minor in-game rounding.

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