Difference between revisions of "Damage Formula (PSO2)"
(Rewrite Damage Type Reference, Damage Calculation Formula section and tables will need more reviews) |
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==Damage Composition== | ==Damage Composition== | ||
− | PSO2's damage is divided into | + | PSO2's damage is divided into the following: |
− | * Player | + | * Player Damage (Base Stats, Mag Stats, Special Abilities, etc.) |
− | * Weapon Element | + | * Weapon Element Damage |
* Weapon Damage | * Weapon Damage | ||
− | In the case of Techniques, "Weapon Element | + | In the case of Techniques, "Weapon Element damage" is not applicable. |
− | Damage variance only occurs in the "Weapon Damage" section. For this reason, there is no damage variance when attacking without | + | Damage variance only occurs in the "Weapon Damage" section. For this reason, there is no damage variance when attacking without a weapon equipped (AKA bare-handed). |
The minimum value of "Weapon Damage" section always ranges between 10% and 90%. | The minimum value of "Weapon Damage" section always ranges between 10% and 90%. | ||
When under conditions which are too good or too bad outside the range of 10-90%, the resulting minimum Weapon Damage will always be capped within 10%-90%. | When under conditions which are too good or too bad outside the range of 10-90%, the resulting minimum Weapon Damage will always be capped within 10%-90%. | ||
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'''Maximum damage on a critical hit (Criticals are shown as blue numbers in-game)''': | '''Maximum damage on a critical hit (Criticals are shown as blue numbers in-game)''': | ||
<div class="row"> | <div class="row"> | ||
− | <div class="col-7 col-md-4 p-2 mb-md-4 border bg-light">Player | + | <div class="col-7 col-md-4 p-2 mb-md-4 border bg-light">Player Damage</div> |
− | <div class="col-5 col-md-3 p-2 mb-md-4 border border-left-0 bg-light">Weapon Element | + | <div class="col-5 col-md-3 p-2 mb-md-4 border border-left-0 bg-light">Weapon Element Damage</div> |
<div class="col-12 col-md-5 p-2 mb-4 border border-left-0 bg-dark text-white">Weapon Damage 100%</div> | <div class="col-12 col-md-5 p-2 mb-4 border border-left-0 bg-dark text-white">Weapon Damage 100%</div> | ||
</div> | </div> | ||
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'''Non-critical damage under the best conditions''': | '''Non-critical damage under the best conditions''': | ||
<div class="row"> | <div class="row"> | ||
− | <div class="col-7 col-md-4 p-2 mb-md-4 border bg-light">Player | + | <div class="col-7 col-md-4 p-2 mb-md-4 border bg-light">Player Damage</div> |
− | <div class="col-5 col-md-3 p-2 mb-md-4 border border-left-0 bg-light">Weapon Element | + | <div class="col-5 col-md-3 p-2 mb-md-4 border border-left-0 bg-light">Weapon Element Damage</div> |
<div class="col-9 col-md-4 p-2 mb-4 border border-left-0 bg-dark text-white">Minimum Weapon Damage 90%</div> | <div class="col-9 col-md-4 p-2 mb-4 border border-left-0 bg-dark text-white">Minimum Weapon Damage 90%</div> | ||
<div class="col-3 col-md-1 p-2 mb-4 border border-left-0 bg-secondary text-white">Variance</div> | <div class="col-3 col-md-1 p-2 mb-4 border border-left-0 bg-secondary text-white">Variance</div> | ||
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'''Non-critical damage under the worst conditions''': | '''Non-critical damage under the worst conditions''': | ||
<div class="row"> | <div class="row"> | ||
− | <div class="col-7 col-md-4 p-2 mb-md-4 border bg-light">Player | + | <div class="col-7 col-md-4 p-2 mb-md-4 border bg-light">Player Damage</div> |
− | <div class="col-5 col-md-3 p-2 mb-md-4 border border-left-0 bg-light">Weapon Element | + | <div class="col-5 col-md-3 p-2 mb-md-4 border border-left-0 bg-light">Weapon Element Damage</div> |
<div class="col-3 col-md-1 p-2 mb-4 border border-left-0 bg-dark text-white">Min. 10%</div> | <div class="col-3 col-md-1 p-2 mb-4 border border-left-0 bg-dark text-white">Min. 10%</div> | ||
<div class="col-9 col-md-4 p-2 mb-4 border border-left-0 bg-secondary text-white">Variance</div> | <div class="col-9 col-md-4 p-2 mb-4 border border-left-0 bg-secondary text-white">Variance</div> | ||
</div> | </div> | ||
− | As shown above, the damage variance only applies to "Weapon Damage" section, thus it is less evident when observing only the total damage. Since Techniques do not have "Weapon Element | + | As shown above, the damage variance only applies to "Weapon Damage" section, thus it is less evident when observing only the total damage. Since Techniques do not have "Weapon Element Damage", it is slightly easier to notice the damage variance compared to other types of attacks. |
== Damage Variance == | == Damage Variance == | ||
+ | The above section can be summarized as the following table: | ||
<div class="table-responsive"> | <div class="table-responsive"> | ||
− | |||
{| class="wikitable table-bordered" | {| class="wikitable table-bordered" | ||
! colspan="4" class="text-center" | Maximum Damage | ! colspan="4" class="text-center" | Maximum Damage | ||
|- | |- | ||
− | | rowspan="2" class="text-center" | + | | rowspan="2" class="text-center" | Normals, Mag, Special Abillities, etc. |
+ | | rowspan="2" class="text-center" | Weapon Elemental Damage | ||
+ | | colspan="2" class="text-center font-weight-bolder" scope="col" | Weapon Damage 100% | ||
|- | |- | ||
− | | class=" | + | | class="table-dark" | Minimum Damage |
+ | | class="table-secondary" | Damage Variance | ||
|} | |} | ||
</div> | </div> | ||
− | |||
− | + | To determine the Minimum Damage, there are two broad categories. | |
− | * | + | * Rare weapons ({{Rarity|7}} and above) → '''fixed 90%''' |
− | + | ** Note that while it was previously possible to have less than 90%, it is no longer the case currently. | |
− | ** | + | ** The Invade OTs and Val series have the same minimum damage equivalent to "Non-rare Crafted Weapons". |
− | **Invade OTs | ||
− | + | * Non-rare, crafted weapons, Invade OTs, Val series → '''Calculated''' based on the difference in DEX between the player and the enemy, weapon rarity, and weapon grind. | |
+ | ** Silver tier or higher crafts, Invade OTs, Val series → calculated minimum damage has a large modifier, resulting in generally higher minimum damage. | ||
+ | ** Crafts that are below Silver tier, common, uncommon, Red and Blue weapons, non-main primary types (Vibrace Weapon's tech power) → calculated minimum damage has a small modifier, resulting in generally less minimum damage. | ||
− | In the case of non-rare | + | In the case of non-rare, the value of minimum damage is not dependent on weapon attack. If we were to compare between a weapon with 500 attack and another weapon with 1000 attack, under the same surrounding conditions (same difference in DEX between the player and the enemy, same weapon rarity, same level of weapon grind), the calculated minimum damage of both weapons would still be the same. |
= Damage Calculation Formula = | = Damage Calculation Formula = | ||
<div class="alert alert-warning" role="alert">Notice: The calculation formula is based off of <strong>information that can be verified in-game</strong>, not from any official sources.</div> | <div class="alert alert-warning" role="alert">Notice: The calculation formula is based off of <strong>information that can be verified in-game</strong>, not from any official sources.</div> | ||
− | In the event that the damage exceeds 1 million, even if you've factored in the variances introduced by buffs, craft mastery, etc, the final damage tally will be mismatched. In this case, you can match your critical (blue) damage by multiplying the coefficient of Shifta and/or any Drinks (if used) with that of your total combined attack power. | + | <!-- In the event that the damage exceeds 1 million, even if you've factored in the variances introduced by buffs, craft mastery, etc, the final damage tally will be mismatched. In this case, you can match your critical (blue) damage by multiplying the coefficient of Shifta and/or any Drinks (if used) with that of your total combined attack power. --> |
+ | <!-- I believe this section just says that our numbers are so high that small errors can snowball into huge miscalculation because of how numbers shown in-game are always rounded --> | ||
The enemy's defensive power is normally an integer, however the decimals introduced by a barrier or infection core are preserved as part of the multiplier of its defensive power. | The enemy's defensive power is normally an integer, however the decimals introduced by a barrier or infection core are preserved as part of the multiplier of its defensive power. | ||
+ | <!-- I think this is trying to say something similar that the game does calculate with decimals internally --> | ||
== Damage Type Reference == | == Damage Type Reference == | ||
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<dl class="row"> | <dl class="row"> | ||
<dt class="col-3">Attack Power</dt> | <dt class="col-3">Attack Power</dt> | ||
− | <dd class="col-9" style="margin-left:unset;">Increasing the attack | + | <dd class="col-9" style="margin-left:unset;">The attack stat from which the damage is calculated. Increasing the specified attack stat will increase damage. Other attack stats have no effect.</dd> |
− | <dt class="col-3"> | + | <dt class="col-3">Defense Power</dt> |
− | <dd class="col-9" style="margin-left:unset;"> | + | <dd class="col-9" style="margin-left:unset;">The enemy's defense stat against which the damage is calculated. The higher the specified defense stat, the less damage can be dealt to the enemy. Similarly, other defense stats have no effect.</dd> |
− | <dt class="col-3">Weapon Element | + | <dt class="col-3">Weapon Element</dt> |
− | <dd class="col-9" style="margin-left:unset;">The | + | <dd class="col-9" style="margin-left:unset;">The attack stat from which the Weapon Elemental Damage is calculated. This is dealt as elemental damage and is affected by elemental part boost multiplier. For example, when attacking an enemy with fire weakness with a fire element weapon, the Weapon Elemental Damage is increased by the enemy's fire part boost multiplier.</dd> |
− | <dt class="col-3">Part Boost | + | <dt class="col-3">Part Boost</dt> |
− | <dd class="col-9" style="margin-left:unset;">The part of the enemy | + | <dd class="col-9" style="margin-left:unset;">The specific type of part boost multiplier used. This differs for each part on the body of the enemy hit by the attack. If the part boost is specified as "Ranged", the damage will be affected by headshot multiplier when attacking the head of an enemy. If the part boost is specified as "Elemental Attribute", the damage is considered as elemental attribute damage. Note that this is independent from Weapon Elemental Damage which is affected by elemental part boost multiplier.</dd> |
<dt class="col-3">Final Attack Type</dt> | <dt class="col-3">Final Attack Type</dt> | ||
− | <dd class="col-9" style="margin-left:unset;"> | + | <dd class="col-9" style="margin-left:unset;">The final damage type of the attack. This is used to determine the effects of class skills, Skill Rings, Potentials, etc. For example, if the Final Attack Type is "Ranged", the damage will be boosted by Ranger's skill "Weak Hit Advance".</dd> |
</dl> | </dl> | ||
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=== Base === | === Base === | ||
{| class="wikitable table-bordered" | {| class="wikitable table-bordered" | ||
− | ! class="text-center" | Method of Attack !! class="text-center" | Attack Power !! class="text-center" | Defense Power !! class="text-center" | Weapon Element | + | ! class="text-center" | Method of Attack !! class="text-center" | Attack Power !! class="text-center" | Defense Power !! class="text-center" | Weapon Element !! class="text-center" | Part Boost !! class="text-center" | Final Attack Type !! class="text-center" | Notes |
|- | |- | ||
| class="text-center" | Normal Strike Attack || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking Damage || | | class="text-center" | Normal Strike Attack || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking Damage || | ||
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=== Class Skills & Others === | === Class Skills & Others === | ||
{| class="wikitable table-bordered" | {| class="wikitable table-bordered" | ||
− | ! class="text-center" | Method of Attack !! class="text-center" | Attack Power !! class="text-center" | Defense Power !! class="text-center" | Weapon Element | + | ! class="text-center" | Method of Attack !! class="text-center" | Attack Power !! class="text-center" | Defense Power !! class="text-center" | Weapon Element !! class="text-center" | Part Boost !! class="text-center" | Final Attack Type !! class="text-center" | Notes |
|- | |- | ||
| class="text-center" | Guard Arts || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center" | None || class="text-center bg-striking" | Striking || class="text-center" | None || | | class="text-center" | Guard Arts || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center" | None || class="text-center bg-striking" | Striking || class="text-center" | None || | ||
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| class="text-center" | Thundering Blades || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking Damage || | | class="text-center" | Thundering Blades || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking Damage || | ||
|- | |- | ||
− | | class="text-center" | Mysterious | + | | class="text-center" | Mysterious Conjurer || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking Damage || |
|- | |- | ||
| class="text-center" | Dissipating Wave || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking || class="text-center bg-ranged" | Ranged Damage || | | class="text-center" | Dissipating Wave || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking || class="text-center bg-ranged" | Ranged Damage || | ||
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=== Photon Art & Technique Exceptions === | === Photon Art & Technique Exceptions === | ||
{| class="wikitable table-bordered" | {| class="wikitable table-bordered" | ||
− | ! class="text-center" | Method of Attack !! class="text-center" | Attack Power !! class="text-center" | Defense Power !! class="text-center" | Weapon Element | + | ! class="text-center" | Method of Attack !! class="text-center" | Attack Power !! class="text-center" | Defense Power !! class="text-center" | Weapon Element !! class="text-center" | Part Boost !! class="text-center" | Final Attack Type !! class="text-center" | Notes |
|- | |- | ||
| class="text-center" | Physical Moves from TMG PAs || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | R-DEF || class="text-center bg-ranged" | Ranged || class="text-center bg-striking" | Striking || class="text-center bg-ranged" | Ranged | | class="text-center" | Physical Moves from TMG PAs || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | R-DEF || class="text-center bg-ranged" | Ranged || class="text-center bg-striking" | Striking || class="text-center bg-ranged" | Ranged |
Revision as of 08:16, 20 May 2020
Damage Composition and Variance
Damage Composition
PSO2's damage is divided into the following:
- Player Damage (Base Stats, Mag Stats, Special Abilities, etc.)
- Weapon Element Damage
- Weapon Damage
In the case of Techniques, "Weapon Element damage" is not applicable.
Damage variance only occurs in the "Weapon Damage" section. For this reason, there is no damage variance when attacking without a weapon equipped (AKA bare-handed). The minimum value of "Weapon Damage" section always ranges between 10% and 90%. When under conditions which are too good or too bad outside the range of 10-90%, the resulting minimum Weapon Damage will always be capped within 10%-90%. A critical hit removes this variance, resulting in 100% of Weapon Damage being applied.
Maximum damage on a critical hit (Criticals are shown as blue numbers in-game):
Non-critical damage under the best conditions:
Non-critical damage under the worst conditions:
As shown above, the damage variance only applies to "Weapon Damage" section, thus it is less evident when observing only the total damage. Since Techniques do not have "Weapon Element Damage", it is slightly easier to notice the damage variance compared to other types of attacks.
Damage Variance
The above section can be summarized as the following table:
Maximum Damage | |||
---|---|---|---|
Normals, Mag, Special Abillities, etc. | Weapon Elemental Damage | Weapon Damage 100% | |
Minimum Damage | Damage Variance |
To determine the Minimum Damage, there are two broad categories.
- Rare weapons ( and above) → fixed 90%
- Note that while it was previously possible to have less than 90%, it is no longer the case currently.
- The Invade OTs and Val series have the same minimum damage equivalent to "Non-rare Crafted Weapons".
- Non-rare, crafted weapons, Invade OTs, Val series → Calculated based on the difference in DEX between the player and the enemy, weapon rarity, and weapon grind.
- Silver tier or higher crafts, Invade OTs, Val series → calculated minimum damage has a large modifier, resulting in generally higher minimum damage.
- Crafts that are below Silver tier, common, uncommon, Red and Blue weapons, non-main primary types (Vibrace Weapon's tech power) → calculated minimum damage has a small modifier, resulting in generally less minimum damage.
In the case of non-rare, the value of minimum damage is not dependent on weapon attack. If we were to compare between a weapon with 500 attack and another weapon with 1000 attack, under the same surrounding conditions (same difference in DEX between the player and the enemy, same weapon rarity, same level of weapon grind), the calculated minimum damage of both weapons would still be the same.
Damage Calculation Formula
The enemy's defensive power is normally an integer, however the decimals introduced by a barrier or infection core are preserved as part of the multiplier of its defensive power.
Damage Type Reference
When calculating damage, there is an implied understanding to what the damage type an attack is.
There are several PAs and attacks that differ in various ways on how they output damage.
Key:
- Attack Power
- The attack stat from which the damage is calculated. Increasing the specified attack stat will increase damage. Other attack stats have no effect.
- Defense Power
- The enemy's defense stat against which the damage is calculated. The higher the specified defense stat, the less damage can be dealt to the enemy. Similarly, other defense stats have no effect.
- Weapon Element
- The attack stat from which the Weapon Elemental Damage is calculated. This is dealt as elemental damage and is affected by elemental part boost multiplier. For example, when attacking an enemy with fire weakness with a fire element weapon, the Weapon Elemental Damage is increased by the enemy's fire part boost multiplier.
- Part Boost
- The specific type of part boost multiplier used. This differs for each part on the body of the enemy hit by the attack. If the part boost is specified as "Ranged", the damage will be affected by headshot multiplier when attacking the head of an enemy. If the part boost is specified as "Elemental Attribute", the damage is considered as elemental attribute damage. Note that this is independent from Weapon Elemental Damage which is affected by elemental part boost multiplier.
- Final Attack Type
- The final damage type of the attack. This is used to determine the effects of class skills, Skill Rings, Potentials, etc. For example, if the Final Attack Type is "Ranged", the damage will be boosted by Ranger's skill "Weak Hit Advance".
Base
Method of Attack | Attack Power | Defense Power | Weapon Element | Part Boost | Final Attack Type | Notes |
---|---|---|---|---|---|---|
Normal Strike Attack | S-ATK | S-DEF | Striking | Striking | Striking Damage | |
Normal Ranged Attack | R-ATK | R-DEF | Ranged | Ranged | Ranged Damage | |
Technique | T-ATK | T-DEF | None | Elemental Attribute | Tech Damage | |
Bare hands | S-ATK | S-DEF | Striking | Striking | Striking Damage | |
Talis Attack | T-ATK | T-DEF | Tech | Tech | Striking Damage | |
Takt Normals | T-ATK | T-DEF | None | Tech | Tech Damage | Attack Advance disabled |
Jet Boots (Without Switch Strike) | T-ATK | T-DEF | Tech | Striking | Striking Damage | |
Jet Boots (With Switch Strike) | S-ATK | S-DEF | Striking | Striking | Striking Damage | |
Pets (Without Switch Strike) | T-ATK | T-DEF | Tech | Tech | Tech Damage | Pets stats are used in lieu of weapons, not the stats of the Takt. |
Pets (With Switch Strike) | S-ATK | S-DEF | Striking | Tech | Tech Damage | Pets stats are used in lieu of weapons, not the stats of the Takt. |
Pets (With Switch Shoot) | R-ATK | R-DEF | Ranged | Tech | Tech Damage | Pets stats are used in lieu of weapons, not the stats of the Takt. |
Phantom Rod Normals | T-ATK | T-DEF | Tech | Striking | Striking Damage | Unlike other classes rod attacks, Phantom's is considered striking based. |
Class Skills & Others
Method of Attack | Attack Power | Defense Power | Weapon Element | Part Boost | Final Attack Type | Notes |
---|---|---|---|---|---|---|
Guard Arts | S-ATK | S-DEF | None | Striking | None | |
DS Whirlwind | S-ATK | S-DEF | Striking | Striking | Striking Damage | |
Katana Counter Edge | S-ATK | S-DEF | Striking | Striking | Striking Damage | |
Braver Combat Finish | S-ATK | S-DEF | Striking | Striking | Striking Damage | |
Snatch Step | S-ATK | S-DEF | Striking | Striking | Striking Damage | |
DB Photon Blades | S-ATK | S-DEF | Striking | Striking | Striking Damage | |
Hero Sword Weapon Action | S-ATK | S-DEF | Striking | Striking | Striking Damage | |
Ranger Tools (Traps, Bullets, Bombs) | R-ATK | R-DEF | None | Ranged | None | Standing Snipe, Moving Snipe, etc, not applicable |
S-Roll Arts | R-ATK | Ranged | R-DEF | Ranged | Ranged Damage | |
Phantom Marker Detonation (Rifle) | R-ATK | R-DEF | Ranged | Ranged | Striking Damage | |
Rod Shoot | T-ATK | T-DEF | Tech | Tech | Striking Damage | |
Tech Explosion | T-ATK | T-DEF | Tech | Elemental Attribute | Striking Damage | |
Ignition Skills | T-ATK | T-DEF | None | Tech | Tech Damage | |
JB Double Jump | T-ATK | T-DEF | None | Elemental Attribute | None | |
Elemental Burst | T-ATK | T-DEF | None | Elemental Attribute | None | |
Hero Talis Marking Shot | T-ATK | T-DEF | Tech | Tech | Striking Damage | |
Hero One More Jump | T-ATK | T-DEF | None | Tech | None | |
DB Snatch | S-ATK | S-DEF | Striking | Striking | Striking Damage | |
Just Reversal B | S-ATK | S-DEF | Striking | Striking | Striking Damage | |
Angelic Adept | S-ATK | S-DEF | Striking | Striking | Striking Damage | |
Retaliating Fist | S-ATK | S-DEF | Striking | Striking | Striking Damage | |
Hexing Spirit | S-ATK | S-DEF | Striking | Striking | Striking Damage | |
Thundering Blades | S-ATK | S-DEF | Striking | Striking | Striking Damage | |
Mysterious Conjurer | S-ATK | S-DEF | Striking | Striking | Striking Damage | |
Dissipating Wave | S-ATK | S-DEF | Striking | Striking | Ranged Damage | |
Antique Shot | R-ATK | R-DEF | Ranged | Ranged | Ranged Damage | |
Soaring Brilliance | R-ATK | R-DEF | Ranged | Ranged | Ranged Damage | |
Auxiliary Dart | R-ATK | R-DEF | Ranged | Ranged Damage | ||
Glance of Darkness | T-ATK | T-DEF | None | Elemental Attribute | Tech Damage | Treated as an uncharged technique |
SP Auto Action (S-ATK) | S-ATK | S-DEF | None | Striking | None | Not treated the same as a weapon |
SP Auto Action (R-ATK) | R-ATK | R-DEF | Ranged | Ranged | None | Not treated the same as a weapon |
SP Auto Action (T-ATK) | T-ATK | T-DEF | None | Elemental Attribute | Tech Damage | Treated as an uncharged technique with weapon scaling |
Photon Blast (S-ATK) | S-ATK | S-DEF | None | Striking | None | Not treated the same as a weapon |
Photon Blast (R-ATK) | R-ATK | R-DEF | None | Ranged | None | Not treated the same as a weapon |
Photon Blast (T-ATK) | T-ATK | T-DEF | None | Tech | None | |
Dash Panel Boost Kick | S-ATK | S-DEF | None | Striking | None | Power 250%, 3500%, 5000% |
Photon Art & Technique Exceptions
Method of Attack | Attack Power | Defense Power | Weapon Element | Part Boost | Final Attack Type | Notes |
---|---|---|---|---|---|---|
Physical Moves from TMG PAs | R-ATK | R-DEF | Ranged | Striking | Ranged | |
Crazy Smash Impact Slider Kick Kamikaze Arrow Kick Tritt Shooter Kick |
R-ATK | R-DEF | Ranged | Striking | Striking | |
Kamikaze Arrow Dash | R-ATK | R-DEF | Ranged | Ranged | Striking | |
Hero Talis PAs | T-ATK | T-DEF | Tech | Tech | Striking | |
Phantom Rod PAs | T-ATK | T-DEF | Tech | Striking | Striking | |
Vol Graptor Explosion Banish Arrow Explosion |
None | None | None | Attribute-less | Not Applicable | |
Zanverse Boost Effect | None | None | None | Applies Wind Attribute | None | Is not boosted by Wind Mastery skills |
Maximum Damage
Maximum Damage | |||
---|---|---|---|
Player Boost | Weapon Element Type | Weapon Damage 100% | |
Minimum Damage | Damage Variance |
- Weapon Calibration
-
- For non-rare weapons or Iro/Steel Crafts
- 50 × (Grind Level - 1)
- For Silver Crafts (Twin Daggers, Double Sabers, Gunslashes)
- 50 + 100 × (Grind Level - 1)
- For Silver Crafts (Other Weapons)
- 100 + 150 × (Grind Level - 1)
- For Invade OT, Val Weapons
- 150 + 200 × (Grind Level - 1)
- For Pets
- -50 (If self-inflicted damage, use 0 instead)
- Guaranteed Minimum
- (Your DEX x PA DEX Modifier - Enemy DEX + Weapon Calibration) x 2
- 90% Cap
- Weapon Attack Power x 90%
- 10% Minimum
- Weapon Attack Power x 10%
- Effective Attack Power
-
- Rare Weapon
- 90% Cap Limit
- If non-rare
- 90% Cap
- Guaranteed Minimum > 90% Cap
- 10% Minimum
- Guaranteed Minimum < 10% Minimum
- If neither
- Guaranteed Minimum only