Contents

## General Damage Formula

*By Arkkus.*

The general damage formula is as follows:

For critical hits, also multiply by the Agent’s Crit DMG% for calculation. To calculate the average expected DMG including critical hits:

### Stats

Calculating stats may result in a small variance. This is due to rounding errors as the menu only displays integers for non-percentage stats.

Final ATK% is generally found on Disc Drive 4p set effects and W-Engine passives. **This is not the same as ATK%**, which is found on Disc Drive 2p set effects, main stats, substats, and W-Engine secondary stats. However, this “rule” is not applied consistently (thanks Hoyo) and can vary by source. Unfortunately, there is no consistent way to differentiate ATK% from Final ATK% based on description alone.

### Base DMG

The Base DMG of a given skill is calculated as follows:

Scaling Stat should be substituted for the relevant stat, usually ATK. Skill MV is the motion value, or multiplier, of the skill and can be found in Agent Skill descriptions.

### DMG%

All DMG% bonuses are added together and in one place in the DMG equation as follows:

Only include DMG% multipliers if they are relevant to the calculation. These include DMG% bonuses such as Attribute, Basic, Skill, Chain, Dash Attack, Style, All-Type, etc.

### DMG Taken

All DMG Taken effects are added together and in one place in the DMG equation as follows:

These include vulnerability effects placed upon the enemy as well as enemy all damage reduction. Note that vulnerability (or “DMG Taken”) effects are usually debuffs placed upon the target while DMG% effects are usually buffs placed upon the attacker. They are different multipliers in the formula.

### DEF

The DEF Multiplier is calculated as follows:

The Level Coefficient is based on the attacker’s level. Effective DEF cannot go below 0.

### RES

The RES Multiplier is calculated as follows:

### Stun

The Stun Multiplier is calculated as follows:

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 also increase this multiplier while an enemy is Stunned.

### Distance

When using ranged attacks, the damage will be reduced the further away the attacker is from the target. Exact data is unknown for how damage attenuation is scaled, but it is noticeable when using ranged attacks when far from the target.

### Impact & Daze

While Impact has no effect on normal damage calculation, building up Daze to Stun enemies will allow Agents to deal more damage to the Stunned target. Impact affects the rate that Daze is inflicted upon enemies, which is calculated by the following equation:

Daze MVs are found in Agent Skill descriptions. The amount of Daze required to Stun an enemy will vary between enemies and depends on their Level.

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.

## Attribute Anomaly Formulas

The Attribute Anomaly damage formula is as follows:

Some notes about Attribute Anomalies:

- Attribute Anomalies cannot critically hit.
- For all Anomalies, the Base DMG and Multipliers are determined proportionally by the stats of all Agents who apply the Anomaly. For example, if Anby applies 30% of Shock and Grace applies the other 70%, then the damage will be determined based on 30% of Anby’s and 70% of Grace’s stats.
- Attribute Anomaly damage snapshots the appliers’ stats.

### Anomaly DMG%

All DMG% bonuses are added together and in one place in the DMG equation as follows:

Only include DMG% multipliers if they are relevant to the calculation. These include DMG% bonuses such as Attribute, All Anomaly, Burn, Shatter, Shock, Corruption, Assault, etc.

### AP Bonus

The AP Bonus is calculated as follows:

### Buff Level Multiplier

The Buff Level Multiplier is based on the attacker’s level. The multiplier can be approximated with the following equation:

Note: Using this approximated equation will yield slight rounding errors. It is recommended to directly lookup the values on the scaling table instead.

### Anomaly Buildup

The rate that Anomalies accumulate is based on an Agent’s Skills and their AM stat.

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. For example, two Fire Agents can work together to trigger Burn but neither will affect an Electric Agent’s buildup for triggering Shock.

The threshold trigger an Anomaly increases by 2% of the current threshold for each time it’s applied to them. The threshold caps at the 10th application of the same Anomaly and only resets after a certain period of time:

### Burn

Burn deals continuous Fire damage to the afflicted enemy based on the following equation:

A single application of Burn deals damage **1 time per 0.5 seconds over 10 seconds with a limit of 20 procs**. Organic enemies will also be unable to move while Burned.

### Shock

Shock deals Electric damage to the afflicted enemy when they’re hit based on the following equation:

A single application of Shock can deal damage up to **1 time per second and lasts 10 seconds with a limit of 16 procs**. Machine enemies will also be paralyzed while Shocked.

### Corruption

Corruption deals Ether damage to the afflicted enemy when they’re hit based on the following equation:

A single application of Corruption can deal damage up to **1 time per 0.5 seconds and lasts 10 seconds with a limit of 20 procs**. Energy enemies will also attack their allies while Corrupted.

### Freeze, Shatter & Frostbite

Upon being Frozen, enemies are inflicted with Frostbite and will take Ice damage upon being Shattered based on the following equation:

Frostbite **increases Crit DMG taken by 10% for 10 seconds**. A single application of Shatter deals damage **1 time**. Note this debuff is additive with Crit DMG and should not be considered a “DMG Taken” multiplier.

### Assault & Flinch

Upon being Assaulted, enemies are inflicted with Flinch and will take Physical damage based on the following equation:

Flinch **increases Daze Taken by 10% for 10 seconds**. A single application of Assault deals damage **1 time**.

### Disorder

When an Anomaly of a different Attribute is applied to an enemy currently suffering from an Anomaly (or their respective debuffs in the case of Freeze/Assault), Disorder will be inflicted upon the enemy while dispelling the original Anomaly. Disorder accumulates Daze and deals damage based on the original Anomaly that was dispelled.

**Fire Disorder**: Deals damage equal to the remaining procs of Burn.**Electric Disorder**: Deals damage equal to the remaining procs of Shock plus an additional 6 procs.**Ether Disorder**: Deals damage equal to the remaining procs of Corruption.**Ice Disorder**: Deals roughly 500% MV as Ice damage, but decays over time since Freeze application, down to 90% of original.**Physical Disorder**: Deals roughly 500% MV as Physical damage, but decays over time since Assault application, down to 90% of original.

For example, if an enemy was inflicted with Burn and the Burn has dealt damage 4 times, the damage dealt upon applying Disorder will be equal to the 16 remaining instances of Burn damage.

I appreciate your time and hope this little tutorial was helpful.

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