Difference between revisions of "Damage Formula (PSO2)"
Line 353: | Line 353: | ||
== Applying Buffs == | == Applying Buffs == | ||
+ | <div class="table-responsive"> | ||
+ | {| class="wikitable table-bordered" | ||
+ | ! colspan="6" class="text-center" | Maximum Damage | ||
+ | |- | ||
+ | | colspan="3" class="text-center" | Player Damage, Mag Stats || rowspan="2" class="text-center" | Weapon Element Damage || rowspan="2" class="text-center" | Weapon Damage 100% | ||
+ | |- | ||
+ | | class="text-center" | Base Stats + Mag + Attack Stat Ups, etc || class="text-center" | Weapon & Armor Abilities || class="text-center" | Photon Flare, etc || class="text-center" | Minimum Damage || class="text-center" | Damage Variance | ||
+ | |} | ||
+ | </div> | ||
+ | |||
+ | Shifta, Drinks, Team Tree Buffs, etc can only be applied to the "Base Stats + Mag + Attack Stat Ups, etc" section on the figure above. | ||
+ | This includes the Player's Base Stats, Mag Stats and Skills, and Stat Up skills (Such as S-ATK Up or R-ATK Up). | ||
+ | "Stat Up" does not include skills that give you a dynamic stat bonus such as Photon Flare. | ||
+ | |||
+ | A fraction of the stats caused by Buffs are preserved, even if you cannot view them in-game. Under very high multiplier conditions, damage cannot be reproduced without taking this fractional part into account. | ||
+ | |||
+ | Additionally, not only does Shifta increase a pet's attack power, but it also affects the affixed special abilities and set bonus (if available) of your units, as well as a pet's extra stats. | ||
+ | |||
+ | Thus the formula calculation for Shifta is <code>{ (Base Stats + Mag + Attack Stat Ups) × Team Tree × Shiftaride + Unit Affixes + Pet Extra Stats } × Shifta</code>. | ||
+ | |||
[[Category: Player]][[Category: Game Mechanics]] | [[Category: Player]][[Category: Game Mechanics]] |
Revision as of 08:41, 21 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 applies to Weapon Damage. For this reason, there is no damage variance when attacking without a weapon equipped (AKA bare-handed). The minimum value of Weapon Damage 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, 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 Element 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.
See Minimum Damage for more details on minimum damage calculation.
Damage Calculation Formula
Damage Type Reference
When calculating damage, there is an implied understanding to what the damage type an attack is. There are many different attacks with varying properties affecting how damage is calculated.
Key:
- Attack Power
- The ATK stat from which the damage is calculated. Increasing the specified ATK stat will increase damage. Other ATK stats have no effect.
- Defense Power
- The enemy's DEF stat against which the damage is calculated. The higher the specified DEF stat, the less damage can be dealt to the enemy. Similarly, other DEF stats have no effect.
- Weapon Element Damage
- The ATK stat from which the Weapon Element 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 Element 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 and is affected by elemental Part Boost multiplier. Note that this is independent from Weapon Element Damage which is always 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 | S-ATK | Striking | Striking | |
Normal Ranged Attack | R-ATK | R-DEF | R-ATK | Ranged | Ranged | |
Technique | T-ATK | T-DEF | None | Elemental Attribute | Tech | |
Bare hands | S-ATK | S-DEF | S-ATK | Striking | Striking | |
Talis Attack | T-ATK | T-DEF | T-ATK | Tech | Striking | |
Takt Normals | T-ATK | T-DEF | None | Tech | Tech | Attack Advance disabled |
Jet Boots (Without Switch Strike) | T-ATK | T-DEF | T-ATK | Striking | Striking | |
Jet Boots (With Switch Strike) | S-ATK | S-DEF | S-ATK | Striking | Striking | |
Pets (Without Switch Strike) | T-ATK | T-DEF | T-ATK | Tech | Tech | Pets stats are used in lieu of weapons, not the stats of the Takt. |
Pets (With Switch Strike) | S-ATK | S-DEF | S-ATK | Tech | Tech | Pets stats are used in lieu of weapons, not the stats of the Takt. |
Pets (With Switch Shoot) | R-ATK | R-DEF | R-ATK | Tech | Tech | Pets stats are used in lieu of weapons, not the stats of the Takt. |
Phantom Rod Normals | T-ATK | T-DEF | T-ATK | Striking | Striking | 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 | S-ATK | Striking | Striking | |
Katana Counter Edge | S-ATK | S-DEF | S-ATK | Striking | Striking | |
Braver Combat Finish | S-ATK | S-DEF | S-ATK | Striking | Striking | |
Snatch Step | S-ATK | S-DEF | S-ATK | Striking | Striking | |
DB Photon Blades | S-ATK | S-DEF | S-ATK | Striking | Striking | |
Hero Sword Weapon Action | S-ATK | S-DEF | S-ATK | Striking | Striking | |
Ranger Tools (Traps, Bullets, Bombs) | R-ATK | R-DEF | None | Ranged | None | Standing Snipe, Moving Snipe, etc, not applicable |
S-Roll Arts | R-ATK | R-DEF | R-ATK | Ranged | Ranged | |
Phantom Marker Detonation (Rifle) | R-ATK | R-DEF | R-ATK | Ranged | Striking | |
Rod Shoot | T-ATK | T-DEF | T-ATK | Tech | Striking Damage | |
Tech Explosion (Wand Gear) | T-ATK | T-DEF | T-ATK | Elemental Attribute | Striking | |
Ignition Skills | T-ATK | T-DEF | None | Tech | Tech | |
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 | T-ATK | Tech | Striking | |
Hero One More Jump | T-ATK | T-DEF | None | Tech | None | |
DB Snatch | S-ATK | S-DEF | S-ATK | Striking | Striking | |
Just Reversal B | S-ATK | S-DEF | S-ATK | Striking | Striking | |
Angelic Adept | S-ATK | S-DEF | S-ATK | Striking | Striking | |
Retaliating Fist | S-ATK | S-DEF | S-ATK | Striking | Striking | |
Hexing Spirit | S-ATK | S-DEF | S-ATK | Striking | Striking | |
Thundering Blades | S-ATK | S-DEF | S-ATK | Striking | Striking | |
Mysterious Conjurer | S-ATK | S-DEF | S-ATK | Striking | Striking | |
Dissipating Wave | S-ATK | S-DEF | S-ATK | Striking | Ranged | |
Antique Shot | R-ATK | R-DEF | R-ATK | Ranged | Ranged | |
Soaring Brilliance | R-ATK | R-DEF | R-ATK | Ranged | Ranged | |
Auxiliary Dart | R-ATK | R-DEF | R-ATK | Ranged | Ranged | |
Glance of Darkness | T-ATK | T-DEF | None | Elemental Attribute | Tech | 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 | R-ATK | Ranged | None | Not treated the same as a weapon |
SP Auto Action (T-ATK) | T-ATK | T-DEF | None | Elemental Attribute | Tech | 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 | R-ATK | Striking | Ranged | |
Crazy Smash Impact Slider Kick Kamikaze Arrow Kick Tritt Shooter Kick |
R-ATK | R-DEF | R-ATK | Striking | Striking | |
Kamikaze Arrow Dash | R-ATK | R-DEF | R-ATK | Ranged | Striking | |
Hero Talis PAs | T-ATK | T-DEF | T-ATK | Tech | Striking | |
Phantom Rod PAs | T-ATK | T-DEF | T-ATK | Striking | Striking | |
Vol Graptor Explosion Banish Arrow Explosion |
None | None | None | Attribute-less | Not Applicable | |
Zanverse Boost Effect | None | None | None | Wind Attribute | None | Is not boosted by Wind Mastery skills |
Maximum Damage
Maximum Damage | |||
---|---|---|---|
Player Damage | Weapon Element Damage | Weapon Damage 100% | |
Minimum Damage | Damage Variance |
To calculate the Maximum Damage as shown in the figure above:
- Replace Attack Power, Defense Power, and Part Boost in the formula with their respective values.
- Weapon Attack Power refers to the relevant Attack Power of the weapon, excluding Special Abilities (affixes).
- 1.05 is from the latent 5%, colloquially referred to as the "Mystery Multiplier" in the Japanese community.
- This multiplier 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 affected by it. The only exception currently confirmed is the direct damage from Zonde.
- On a side note, when calculating enemy's attack multiplier based on red damage numbers when hit by an enemy's attack. Dividing the damage by 1.05 reveals a rounder value, suggesting that there is a high probability that even the enemies themselves are affected by this multiplier.
- Total Multiplier is the product of all the relevant damage multipliers except Part Boost. This includes the 1.05, PA notation, Skills, Potential Abilities, etc.
- For Pets, use Pet's Attack Power instead of weapon's.
- Pet's default base ATK → Weapon Attack Power
- Pet's extra stats → Special Abilities (affected by Shifta).
- Stats from Candies → Special Abilities (unaffected by Shifta).
- Interactions between Pet stats and Shifta will be explained in detail later in the section regarding buffs.
Damage Source = (Total Attack Power - Defense Power) x Part Boost Weapon Element Damage = Weapon Attack Power x Element Percentage x Elemental Part Boost (If Technique: Weapon Element Damage = 0) Total Multiplier = 1.05 x PA Notation x Skill Multiplier x Potential Multiplier etc. Maximum Damage = (Damage Source + Weapon Element Damage) ÷ 5 × Total Multiplier
Advanced Calculation (same formula but distributed into parts): Show/Hide
Player Damage = (Total Attack Power from Base Stats, Units, Mag, Special Abilities, etc. ÷ 5) × Part Boost × Total Multiplier Weapon Attack Damage = (Weapon Attack Power ÷ 5) x Part Boost x Total Multiplier Weapon Element Damage = (Weapon Attack Power x Element Percentage ÷ 5) x Elemental Part Boost x Total Multiplier (If Technique: Weapon Element Damage = 0) Defense Damage Reduction = (Defense Power ÷ 5) × Part Boost × Total Multiplier Maximum Damage = Player Damage + Weapon Attack Damage + Weapon Element Damage - Defense Damage Reduction
Minimum Damage
Maximum Damage | |||
---|---|---|---|
Player Boost | Weapon Element Type | Weapon Damage 100% | |
Minimum Damage | Damage Variance |
To calculate the Minimum Damage as shown in the figure above:
- Non-rare weapons are defined as through , normal crafted weapons, and the Blue and Red Series of weapons.
Weapons that were not mentioned are defined as Rare Weapons. Although Striking/Ranged Weapons and Techniques share a similar damage formula to that of non-rare weapons, there's a growing number of differences that split them apart. However, not all weapons however have been thoroughly tested and may yield different exceptions to the formula.
- After the update on Oct 08, 2014, it was found that:
- The weapons that shared the same formula as non-rare weapons were: Till Traitor, Falclaw, the Vibrace Weapon Series, Neidaryl. Dalz Varley, and Helen Tramer.
- The weapons that shared the same forumla as rare weapons were: Rikauteri, Biskedrop, Madullard Varis, and the Orbit Weapon Series.
- The weapon that shared the same forumla as either Rare or Silver-crafted weapons was: Soul of Wopal. (Due to the Attack Power being so low, they were unable to verify what category the weapon followed)
- Skills and other offensive abilities that are not bound by main-class usage include: Techniques, Snatch Step, Tool-related skills (Gravity Bomb, traps, etc), Ignition Skills (Such as Freeze Ignition), Mag Auto Actions, and Photon Blasts.
- The Invade OT and Val weapon series have their own damage modifiers.
- The Grind Level is defined as the current Grind Level of the weapon. For instance, a weapon of at +10 is written as 160% of its original attack power. Thus 160% becomes 1.60 in decimal format.
- Weapon Modifier reference:
- DEX modifiers: ★4-6 +10 is 30.0, ★7-9 +10 is 37.5, and ★10 Ex8 +10 is 235.0
- It was often confusing to use the term "Minimum Attack Power" in the formula, so this variable was changed to "Effective Attack Power".
As mentioned earlier in Damage Variance, minimum damage can be calculated as the following:
Weapon Modifier = 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 Attack = (Player DEX x PA DEX Modifier - Enemy DEX + Weapon Modifier) x 2 90% Cap = Weapon Attack Power x 90% 10% Cap = Weapon Attack Power x 10% Effective Attack Power = If Rare Weapon: 90% Cap If non-rare: 90% Cap if Guaranteed Minimum Attack > 90% Cap 10% Cap if Guaranteed Minimum Attack < 10% Cap Guaranteed Minimum Attack otherwise Minimum Weapon Damage = Effective Attack Power ÷ 5 × Part Boost x Total Multiplier
Applying Buffs
Maximum Damage | |||||
---|---|---|---|---|---|
Player Damage, Mag Stats | Weapon Element Damage | Weapon Damage 100% | |||
Base Stats + Mag + Attack Stat Ups, etc | Weapon & Armor Abilities | Photon Flare, etc | Minimum Damage | Damage Variance |
Shifta, Drinks, Team Tree Buffs, etc can only be applied to the "Base Stats + Mag + Attack Stat Ups, etc" section on the figure above. This includes the Player's Base Stats, Mag Stats and Skills, and Stat Up skills (Such as S-ATK Up or R-ATK Up). "Stat Up" does not include skills that give you a dynamic stat bonus such as Photon Flare.
A fraction of the stats caused by Buffs are preserved, even if you cannot view them in-game. Under very high multiplier conditions, damage cannot be reproduced without taking this fractional part into account.
Additionally, not only does Shifta increase a pet's attack power, but it also affects the affixed special abilities and set bonus (if available) of your units, as well as a pet's extra stats.
Thus the formula calculation for Shifta is { (Base Stats + Mag + Attack Stat Ups) × Team Tree × Shiftaride + Unit Affixes + Pet Extra Stats } × Shifta
.