For description of skills, see Spells

Damage Formula[edit | edit source]

This formula can calculate the range of possible damage values for any attack, taking in account all possible variables including buffs/nerfs, elemental resistances, and critical hits.

Algorithm[edit | edit source]

  1. Choose an attack/skill to use;
  2. Take the actual value of the stat which the skill depends on, for the character who must use it (value indicated on EQUIP screen in the menu, which includes bonuses from weapon and accessories);
  3. Multiply the value by a coefficient, specific to the chosen skill;
  4. Multiply the result by another coefficient, the one describing the elemental sensibility of the target (100% in the Bestiary means a coefficient of 1,...);
  5. Multiply the result by another coefficient, the one describing the buffs/nerfs active on both attacker and target (including Guard status);
  6. Multiply the result by another coefficient, in case of critical hit (2 for critical, 1 otherwise);
  7. Keep the result, which represents the Inferior Bound ;
  8. Multiply the Inferior Bound by a last coefficient, specific to the chosen skill, thus getting the Superior Bound;
  9. The final/actual damage value should be situated between the Inferior Bound and the Superior Bound (both included).


Note that the elemental sensibility coefficient (Step 4) can be negative, meaning that the damage will end up negative as well; this is the instance in which the target is healed by the attack that should have damaged them, for a percentage given by the Algorithm.

Formula[edit | edit source]

STAT x M x E x S x C <  D  <  (STAT x M x E x C) x V

Where:

  • STAT is the actual value of the statistic related to the skill, including assets from equipment;
  • is the intrinsic power multiplier related to the skill;
  • is the multiplier of the target's degree of sensibility to the element of the skill. This is stated as a number between -1 and 2 (e.g., 1.25). 1 means the target is neutral to a given element, greater than 1 means it's weak, between 0 and 1 means it's resistant, 0 means immunity, and a negative number means the target absorbs (heals from) an element.
  • S is the multiplier due to the possible buffed/nerfed statuses affecting the attacker and the target. (*)
  • C is the critical multiplier: it equals 0 for a Miss, 1 for a normal hit, and 2 for a critical hit;
  • is the "variance" multiplier related to the skill.


Notes:

  • A more condensed way to approach to this Formula could be to first calculate the "potential" damage output Do:= STAT x ME x C and consider the final damage D being included between it and its variation:  Do < D < Do x V   ( or  ∈ [Do ; Do x V] ).
  • For skills that hit more than once (on one or several targets), the game recalculates the damage for each hit...  
  • (*)Important: There seems to be a glitch regarding the DEF/MDEF DOWN nerfs; in fact, they appear to have no effect at all! Neither on enemies nor on heroes (fixed in Steam release).
     

Examples[edit | edit source]

  • Example 1 : I decide to launch a standard physical attack (M=1, V=1.1) with a character who has an actual 300 of ATK stat (STAT=300), on an enemy whose physical sensibility is 100% (E=1) ; none of them is buffed/nerfed (S=1), and the hit is not critical (C=1). So we have:            Do = 300 x 1 x 1 x 1 x 1 = 300 , and  Do x V = 300 x 1.1 = 330. The final damage my character will deal to the target will then be D such as : 300 < D < 330.
  • Example 2 : An enemy with 265 of MAG (STAT=265) casts the skill Water I (M=1.4, V=1.2) on one of my characters, that I have equipped with a Water Charm (-20% for water) and a Helm (-5% for magic) (which adds up to -25% for water, remains 75%, that is to say E=0.75) ; still no (de)buff on anyone (S=1) and no critical hit (C=1). So we have:                                                                                                         Do = 265 x 1.4 x 0.75 x 1 x 1 = 278.25 (to round down to 278) , and  Do x V = 278.25 x 1.2 = 333.9 (to round up to 334). The final damage my character will take from the enemy's attack will then be D such as : 278 < D < 334.
  • Example 3 : I inconsiderately decide to cast Earth I (M=1.4, V=1.2) on an Earth Golem (E= -0.25), with a character who has an actual 949 of MAG (STAT=949) and buffed with Magic Up (S=1.8) ; the hit happens to be critical (C=2). So we have:                                                     Do = 949 x 1.4 x (-0.25) x 1.8 x 2 = -1195.74 (to round up to -1196), and  Do x V =-1195.74 x 1.2 = -1434.888 (to round up to -1435). The final damage my character will deal to the target will then be D such as : -1435 < D < -1196, Which means that the golem will be healed for 1196 to 1435 HP!

Coefficient Tables[edit | edit source]

After statistical experimentation (repeatedly recording damage dealt by characters/foes in identical conditions), I have already figured out the intrinsic coefficients M and V for a few skills.

(For coefficient E, see the Bestiary or Armors)

(For coefficient S, see Statuses)

Offensive Skills[edit | edit source]

  • It is assumed that a skill depending on ATK will result into physical damage, and one depending on MAG into magical damage; except for the [Element] Attacks which deal damage of a particular element based on the user's ATK stat.
  • Guesswork: It seems that elemental skills of same level (ex: Fire Attack / Earth Attack... , or Fire I / Water I... , or Earth III / Lightning III... , or Blizzard II / Storm II...) have the same coefficients within a group respectively.
  • An Eel is equivalent to casting Lightning I; it will react to buffs/nerfs and elemental resistance normally; the only difference is that the caster does not spend MP
Skill STAT which skill depends on M V
Standard Attack ATK 1 1.1
Bash ATK 1.4 1.4
Cleave ATK 1 1.4
Barrage ATK 0.5 1.4
Shockwave ATK 1.6 1.4
[Element] Attack ATK 1.4 1.2
Quick Attack ATK 1 1.1
Pilfer ATK 1 1.1
[Element] I MAG 1.4 1.2
[Element] II MAG 1.8 1.2
[Element] III MAG 2.2 1.2
[Elements] I MAG 1.2 1.2
[Elements] II MAG 1.6 1.2

Healing Skills[edit | edit source]

  • Their healing output do not depends on the sensibility or buffs applied to the ally target, but for the rest, they work the same way; you just have to give a value of 1 to the E factor.
    • Only Auto Raise does not depend on buffs of the character casting the spell. (see Special Cases)
  • With a Heal+ weapon equipped, multiply all values of M by 1.5.
Skill STAT which skill depends on M V
Quick Heal MAG 0.75 1.25
Heal MAG 1 1.25
Greater Heal MAG 1.5 1.25
Heal All (*) MAG 0.75 1.25
Holy Light MAG 1.5 1.25
Raise MAG 0.75 1.5
Raise All MAG 0.75 1.4

(*)Important: Characters buffed with MDEF UP and/or GUARD will heal less health from healing spells depending on which status. This glitch occurs because Healing spells are technically attacks dealing "negative damage" on another character, and defensive buffs will still multiply the damage to a different amount. (i.e. if Mari is buffed with MDEF UP, a healing spell will heal 33% less than normal, because her defense is at 150%.)

Weapon Skills & RS Items[edit | edit source]

These attacks follow the formula, but the stat in which the damage depends on is the higher stat of ATK and MAG. The damage is affected only by the appropriate buff; for example, if Lina's ATK is higher than her MAG, then ATK will increase her damage while MDEF UP on the target will not affect the damage. Since none of these attacks deal damage of a particular element (except for Magic Bullet), S=1 for all attacks. Each attack has a chance of being critical, but none of them can Miss.

Attack name M V Particularity
RS Fury 2 1.2
RS Bunch 1.4 1.2 Hits all enemies
Dragon's Roar 3.5 1.4
Dragon's Breath 5 1.4 Hits all enemies
Dragon's Rage 1 1.4 Hits random enemies 7 times total
Cursed Dagger 1 2 Hits all enemies and attempts to inflict Confuse and Poison. Damage from Poison depends on Lina's MAG stat, dealt in 30 increments of (MAG / 6)
Lucky Strike 1.3 7.5
Cyclone Dance 1 3 Hits random enemies 5 times total
Snipe 3.6 2
Magic Bullet 6 1.4 Damage output is one random element, which will attack all enemies, so E will vary.
Trigger Happy 1.6 1.2 Hits an enemy 5 consecutive times
Rend ≈2.75 ≈1.35 Attempts to inflict Poison based on Kaz's MAG Stat. Damage from Poison is in 30 increments of (MAG / 6)
Hurricane 4 1.4 Hits all enemies
Death's Gate 8 1.6

Enemy​ Skills[edit | edit source]

  • It is assumed that hero skills also known by enemies will work the same ways that they do for heroes (except for explicit exceptions, then included in the table below)
  • All poisoning skills seem to work like the Poison skill, whether they deal initial damage or not.(see Special Cases)
  • As it is not possible to directly know which Stat an enemy skill depends on, it is assumed that a skill dealing physical damage actually depends on ATK, and one dealing elemental damage depends on MAG; although some skills may be really doubtful about this: a few do not have any element of output, and the burst ones are torn between physical and magical...
Skill Element M V Particularity
Drain (*) None 1 1.4 Heals attacker for 100% of damage dealt
Bite (*) None 0.5 1.1 (See Poison below) Attempts to inflict poison. 30 increments with damages in increments of I = (1/6) x MAG

Large Talon and Poison Tentacles affect all party members (unlike Bite and Sting)

Sting 0 0
Large Talon
Poison Tentacles
Impale Earth 1 1.4 Stuns target
Entomb 1 1.4
Charm (*) None 0.8 1.4 Attempts to inflict Confuse on a character
Lick (*)
Confuse(*) 0.2 1.1
Wrap None 0 0 Attempts to Silence a character
Web Attempts to Slow a character
Stone Attempts to Stone a character
Double Attack Physical 0.7 1.4 Two consecutive attacks on the same or two different party members
Crab Claw Physical 0.75 1.1 Attacks all party members
Stampede Earth 0.15 1.4 Five consecutive attacks on all party members
Wing Sweep Wind 0.8 1.1 Attacks all party members
Roar Physical 0.5 1.5 Attempts to inflict ATK down on all party members
Blink Wind 0.75 1.5 Up to five consecutive attacks on random party members
Frost Nova Water 1 1.4 Deals magical Water damage to all party members and attempts to inflict SPD Down
Rend (*) None 1.75 1.4 Attempts to inflict Poison
Burst Fire 1.5 2.17 Deals Fire damage based on the enemy's ATK stat; Burst All attacks each party member once
Burst All 1.5 2.65
Flame Eater Fire 1 1.4 Deals magical fire damage to all party members and attempts to inflict DEF Down
Lullaby None 0 0 Attempts to put target to Sleep
Pollen
Spores
Lovesick(*) None 1 1.4 Attempts to inflict Silence and Confuse
Debuff (*) None 0.8 ≈1.86 Removes all buffs except Auto Raise and REGEN
Stun All None 0 0 Attempts to Stun all party members
Dargon Claw (*) None 1 1.4 Four consecutive hits on party members (like a Barrage); an identical nerf will attempt to be inflicted with each hit.
Dargon's Rage ? ? ? Unknown??? - (Deluxe Version Only)
Judgement None N/A N/A Always removes 95% of HP on all allies and removes all buffs except Auto Raise and REGEN, but does not counteract Last [x] items. Ability cannot kill, as it is a percentage attack. If a character has less than 5% of HP, it will always leave the character with 1 HP remaining.

(*): The damage is based on the MAG Stat of the user but deals magic damage of no particular element; this is similar to a Nerf. Damage will react to MAG UP/DOWN and MDEF UP/DOWN, but for some reason, not for equipped Helms/Full Armors...

Special cases[edit | edit source]

These are skills that do not obey the Formula, for various reasons; however, they still possess their own factor(s)/characteristic of their functioning.

If an Item+ weapon is equipped, multiply all values of M by 1.5 for Burst attacks.

Skill Particularity Important Values
Level 1 Burst Damage depends on the character's ATK stat. Damage is affected by buffs/nerfs.

M x S x C x E x ATK < D < V x (M x S x C x E x ATK)

M = 1.2

V = 2.0

Level 2 Burst Damage depends on the character's ATK stat. Damage is affected by buffs/nerfs. (Hits all enemies)

M x S x C x E x ATK < D < V x (M x S x C x E x ATK)

M = 1.4

V = 2.0

Level 3 Burst Damage depends on the character's ATK stat. Damage is affected by buffs/nerfs. (Hits random enemies 5 times)

M x S x C x E x ATK < D < V x (M x S x C x E x ATK)

M = 1

V = 2.0

[Nerf] / [Nerf] All Damage output depends on MAG, but not on target sensibilities, and is the same for any nerf, including 'All' versions (except Sleep and Poison). Damage is affected by buffs/nerfs: M x S x C x MAG < D < V x (M x S x C x MAG)   M = 0.2

V = 1.1

Poison / Poison All Primary damage outputs depends on MAG, but not on target sensibilities: M x S C x MAG < D < V x (M x S C x MAG); secondary output does not vary: works by 30 increments of I = (MAG / 6) M = 0.5

V = 1.1

Recovery / Regen Output depends on MAG of caster, but independent from buffs in battle; and does not vary; works by 30 increments of I = (MAG / 8)
Auto Raise Amount Healed after reviving the fallen wearer does not depend on their buffs (since they vanish when dead) nor on the caster, or anything else but the maximal HP of the wearer : H = (HP / 4)
Guard (See also Guard Weapons) With the GUARD PLUS bonus, the Guard status triggers reflected damage on any foe that attacked or used a skill on the caster ; this damage depends on ATK Stat of the caster, but not on buffs nor sensibilities of the attacker : D = (ATK x 0.75)

Increments of poison, regen, and all other skills that may result in a decimal damage value will always be rounded down. (ceiling function - i.e. the output is rounded to the greatest whole number that does not exceed its original value)

Nota Bene[edit | edit source]

These data and assumptions are just what was deduced from experimentation; if anyone manages to find that anything is wrong/inaccurate/missing, feel free to correct it as you like. When testing and trying to get a decimal answer, remember that M can only be rounded down and V can only be rounded up.

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