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(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 parts:
+
PSO2's damage is divided into the following:
* Player Boosts (Base Stats, Mag Stats, Special Abilities, etc)
+
* Player Damage (Base Stats, Mag Stats, Special Abilities, etc.)
* Weapon Element Type
+
* Weapon Element Damage
 
* Weapon Damage
 
* Weapon Damage
In the case of Techniques, "Weapon Element Type" is not applicable.
+
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 equipping a weapon (AKA bare-handed).
+
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 Boost</div>
+
   <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 Type</div>
+
   <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 Boost</div>
+
   <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 Type</div>
+
   <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 Boost</div>
+
   <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 Type</div>
+
   <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 Type", it is slightly easier to notice the damage variance compared to other types of attacks.
+
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">
Above section as summarized:
 
 
{| 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" style="background-color:#999; color:#fff;" | Player Boost || rowspan="2" class="text-center" style="background-color:#999; color:#fff;" | Weapon Element Type || colspan="2" class="text-center font-weight-bolder" scope="col"| Weapon Damage 100%
+
| 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="bg-light" | Minimum Damage || Damage Variance
+
| class="table-dark" | Minimum Damage
 +
| class="table-secondary" | Damage Variance
 
|}
 
|}
 
</div>
 
</div>
There are three ways to determine the minimum damage of weapons.
 
  
*Rarity → fixed 90% (Should be noted that it was previously possible to obtain less than 90% in damage variance, however it is impossible to do so now)<br><small>The Invade OTs and Val series have the same minimum damage equivalent to "Non-rare Crafted Weapons".</small>
+
To determine the Minimum Damage, there are two broad categories.
  
*Non-rare crafts, Invade OTs, Val series → Variance calculated by the Dex difference between the player, enemy, weapon rarity and weapon grind.
+
* Rare weapons ({{Rarity|7}} and above) '''fixed 90%'''
**Silver tier crafts damage variance is boosted by a large amount.
+
** Note that while it was previously possible to have less than 90%, it is no longer the case currently.
**Crafts that are not Silver tier, common, uncommon, red and blue weapons, non-main damage type (Vibrace Weapon's tech power) → damage variance is the minimum amount.
+
** The Invade OTs and Val series have the same minimum damage equivalent to "Non-rare Crafted Weapons".
**Invade OTs, Val series minimum damage variance is wider spread.
 
  
With rare weapons, the damage variance is fixed at 90%.  
+
* 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 crafts, minimum damage is not dependant on the weapon attack power. Even if you have a weapon with 500 to 1000 attack power, even under the best circumstances (Weapon fully enhanced to its maximum, DEX between you and the enemy are the same, high weapon rarity), you will still deal the minimum amount of 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 =
 
= 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 type defined will boost damage. Attack types not listed do nothing for the listed attack type.</dd>
+
<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">Defensive Power</dt>
+
<dt class="col-3">Defense Power</dt>
<dd class="col-9" style="margin-left:unset;">Defines what the Attack Power Type damages the enemy with. Defensive types not listed do nothing for the listed defensive type.</dd>
+
<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 Type</dt>
+
<dt class="col-3">Weapon Element</dt>
<dd class="col-9" style="margin-left:unset;">The type of Elemental Damage the Weapon is associated with. Weapon Element Type is affected by the Part Boost Type. Techniques are not applicable to this type of damage. For example, a Sword with 60 Fire Element will deal more damage to an enemy that is weak to Fire than an enemy that is weak to Ice. Furthermore, because the Sword improves its damage by improving S-ATK, the weapon also deals Striking damage.</dd>
+
<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 Type</dt>
+
<dt class="col-3">Part Boost</dt>
<dd class="col-9" style="margin-left:unset;">The part of the enemy that the damage type is affected by.</dd>
+
<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;">Attack type after final damage calculations, if applicable.</dd>
+
<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 Type !! class="text-center" | Part Boost Type !! class="text-center" | Final Attack Type !! class="text-center" | Notes
+
! 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 Type !! class="text-center" | Part Boost Type !! class="text-center" | Final Attack Type !! class="text-center" | Notes
+
! 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 Counjurer || 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 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 Type !! class="text-center" | Part Boost Type !! class="text-center" | Final Attack Type !! class="text-center" | Notes
+
! 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):

Player Damage
Weapon Element Damage
Weapon Damage 100%

Non-critical damage under the best conditions:

Player Damage
Weapon Element Damage
Minimum Weapon Damage 90%
Variance

Non-critical damage under the worst conditions:

Player Damage
Weapon Element Damage
Min. 10%
Variance

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 (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".
  • 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
Minimum Weapon Damage
Effective Attack Power ÷ 5 × Part Boost Type x Total Multiplier