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Difference between revisions of "Damage Formula (PSO2)"

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! colspan="4" class="text-center bg-info" | Maximum Damage
 
! colspan="4" class="text-center bg-info" | Maximum Damage
 
|-
 
|-
| rowspan="2" class="text-center"| Player Damage || rowspan="2" class="text-center" | Weapon Element Type || colspan="2" class="text-center" scope="col"| Weapon Damage 100%
+
| rowspan="2" class="text-center"| Player Boost || rowspan="2" class="text-center" | Weapon Element Type || colspan="2" class="text-center" scope="col"| Weapon Damage 100%
 
|-
 
|-
 
| class="text-center" | Minimum Damage || class="text-center" | Damage Variance
 
| class="text-center" | Minimum Damage || class="text-center" | Damage Variance
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</div>
 
</div>
  
 +
How to calculate the "Maximum Damage" as shown in the figure above:
 +
* Replace the Attack Power, Defense Power, and Part Boost in the formula with the parameters it refers to.
 +
* Attack Power refers to the total attack power of the weapon, excluding Special Abilities (affixes)
 +
* 1.05 refers to the latent 5%, or colloquially referred to as the "Mystery Modifier" to the Japanese community.
 +
** This modifier did not exist during PSO2's intial Japanese launch, however its existence was confirmed with the release of subclasses.
 +
** With the exception of a few attacks, all damage is eventually modified by it. The only exception currently confirmed is the direct damage from Zonde.
 +
* That aside, by calculating the enemy's attack power modifier (the red damage numbers when hit by an enemy's attack) by dividing it by 1.05, reveals a sharper damage value. Suggesting that there is a high probability that the even the enemies themselves are affected by this modifier.
 +
* Final Damage is the product of all the modifiers. This includes the 1.05, PA modifier, Skill modifiers, and Potential Abilities with the exception of the Part Boost Modifier.
 +
* For Pets, replace the Weapon ATK Power with that of the Pet's default base attack power, the Pet's rarity stat limit with that of the Special Abilities + Shifta, and the Candy modifiers with that of Special Abilities that don't require Shifta.
 +
** Regarding Pet rarity stat limit, this will be explained later in the section regarding buffs.
 +
 +
<div class="alert alert-warning" role="alert">Game mechanics such as PSE and Range Decay may lead to errors in validation if you're unaware of their properties.</div>
 +
 +
<pre>
 +
Total Modifier =  1.05 x PA Modifier x Skill Modifier x Potential Modifier etc
 +
Damage Source - (Total ATK Power - DEF) x Part Boost
 +
 +
Attack Type
 +
If Striking or Ranged
 +
Weapon Element Damage = Weapon ATK Power x Element Percentage x Weapon Element Part Modifier
 +
 +
If Technique
 +
Weapon Element Damage = 0
 +
 +
Final Damage = (Damage Source + Weapon Elemental Damage) ÷ 5 × Total Modifier
 +
</pre>
  
  
 
[[Category: Player]][[Category: Game Mechanics]]
 
[[Category: Player]][[Category: Game Mechanics]]

Revision as of 09:35, 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
Player Damage 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

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 Damage
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 Damage 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 Damage 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 Damage 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

How to calculate the "Maximum Damage" as shown in the figure above:

  • Replace the Attack Power, Defense Power, and Part Boost in the formula with the parameters it refers to.
  • Attack Power refers to the total attack power of the weapon, excluding Special Abilities (affixes)
  • 1.05 refers to the latent 5%, or colloquially referred to as the "Mystery Modifier" to the Japanese community.
    • This modifier did not exist during PSO2's intial Japanese launch, however its existence was confirmed with the release of subclasses.
    • With the exception of a few attacks, all damage is eventually modified by it. The only exception currently confirmed is the direct damage from Zonde.
  • That aside, by calculating the enemy's attack power modifier (the red damage numbers when hit by an enemy's attack) by dividing it by 1.05, reveals a sharper damage value. Suggesting that there is a high probability that the even the enemies themselves are affected by this modifier.
  • Final Damage is the product of all the modifiers. This includes the 1.05, PA modifier, Skill modifiers, and Potential Abilities with the exception of the Part Boost Modifier.
  • For Pets, replace the Weapon ATK Power with that of the Pet's default base attack power, the Pet's rarity stat limit with that of the Special Abilities + Shifta, and the Candy modifiers with that of Special Abilities that don't require Shifta.
    • Regarding Pet rarity stat limit, this will be explained later in the section regarding buffs.
Total Modifier =  1.05 x PA Modifier x Skill Modifier x Potential Modifier etc
Damage Source - (Total ATK Power - DEF) x Part Boost

Attack Type
	If Striking or Ranged
		Weapon Element Damage = Weapon ATK Power x Element Percentage x Weapon Element Part Modifier
		
	If Technique
		Weapon Element Damage = 0
		
Final Damage = (Damage Source + Weapon Elemental Damage) ÷ 5 × Total Modifier