How is damage calculated? - Blogs

Damage.

damage for this card = [servantAtk * npDamageMultiplier * (firstCardBonus + (cardDamageValue * (1 + cardMod))) * classAtkBonus * triangleModifier * attributeModifier * randomModifier * 0.23 * (1 + atkMod - defMod) * criticalModifier * extraCardModifier * (1 - specialDefMod) * {1 + powerMod + selfDamageMod + (critDamageMod * isCrit) + (npDamageMod * isNP)} * {1 + ((superEffectiveModifier - 1) * isSuperEffective)}] + dmgPlusAdd + selfDmgCutAdd + (servantAtk * busterChainMod)

FROM YOUR SERVANT


* servantAtk = {Your servant's current Atk value}
* classAtkBonus = {class bonus}
* triangleModifier = {triangle bonus}
* attributeModifier = {attribute bonus}

FROM CARDS


* firstCardBonus = {0.5 if first card is a Buster card, 0 otherwise. No bonus to NPs}
* cardDamageValue
First Second Third
Arts 100% 120% 140%
Buster 150% 180% 210%
Quick 80% 96% 112%
** cardDamageValue for Extra card is 1
** NP cards act as a First card of the appropriate type.
* busterChainMod = {0.2 if it's a Buster card in a Buster Chain, 0 otherwise}
* extraCardModifier = {2 if Extra card in a Brave Chain, 3.5 if Extra card in a Buster/Quick/Arts Brave Chain, 1 if neither}

FROM RNG


* randomModifier = {random from 0.9 to 1.1}
* criticalModifier = {2 if crit, 1 if not}

FROM NP PROPERTIES


* npDamageMultiplier = {NP's damage multiplier (or 1 if it's not an NP)}
* superEffectiveModifier = {NP super effective modifier}
* isSuperEffective = {1 if the enemy qualifies (via trait or status), 0 otherwise}

FROM BUFFS


For those dumbasses that can't use basic logic, you add up all buffs of a given type before including the term. This obviously means they'll stack additively.
* cardMod = {X% [Card] Power Up/Down}
* atkMod = {X% Attack Up/Down}
* defMod = {X% Defense Up/Down), Def Up (but not Def Down) is skipped if the NP ignores defense}
* specialDefMod = Given to some enemies like Quetz's in Babylon or Gawain in Camelot. Defense Ignore NPs do not bypass this value.
* powerMod = {X% Power Up/Down}
* selfDamageMod = {No buff currently uses this. It's like Power Up but on the enemy's side.}

* isCrit = {1 if crit, 0 otherwise}


* critDamageMod = {X% Critical Damage Up/Down}

* isNP = {1 if NP attack, 0 otherwise}


* npDamageMod = {X% NP Power Up/Down}

* dmgPlusAdd = {X Damage Plus/Minus} // Note the lack of %. Divinity and Waver's 3rd skill, for example.


* selfDmgCutAdd = {X Damage Up/Cut} // Also a straight number. Waver's 2nd skill and Mashu's first, for example.

Remember, 10% = 0.1.


* You'll note Attack and Defense buffs are direct and opposite buffs. +10% attack is straight +10% damage and +10% def is -10% damage.
* [Anti-X] buffs will obviously only count if they match you/the enemy. So Power Up [Anti-Dragon] only works if you're hitting an enemy with the Dragon trait and so on.
* Minimum damage is 1 lol. (But only if Atk > Def)