Difference between revisions of "Damage Formula (PSO2)"
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==Damage Composition== | ==Damage Composition== | ||
− | PSO2's damage is divided into parts: "Normals, Mag, Special Abillities, etc damage"; "Weapon | + | PSO2's damage is divided into parts: "Normals, Mag, Special Abillities, etc damage"; "Weapon Type damage"; and "Weapon Damage". In the case of Techniques, "Weapon Type damage" is not applicable. |
Damage variance only occurs in the "Weapon Damage" section. For this reason, there is no damage variance in the bare-handed strikes and the bare-handed technique casting. | Damage variance only occurs in the "Weapon Damage" section. For this reason, there is no damage variance in the bare-handed strikes and the bare-handed technique casting. | ||
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<pre> | <pre> | ||
Maximum Damage + Criticals (Criticals are shown as blue numbers in-game): | Maximum Damage + Criticals (Criticals are shown as blue numbers in-game): | ||
− | Normals, Mag, Special Abillities, etc | Weapon | + | Normals, Mag, Special Abillities, etc | Weapon Type | Weapon Damage 100% |
Damage under the best conditions: | Damage under the best conditions: | ||
− | Normals, Mag, Special Abillities, etc | Weapon | + | Normals, Mag, Special Abillities, etc | Weapon Type | Weapon Damage 90% |
Damage under the worst conditions: | Damage under the worst conditions: | ||
− | Normals, Mag, Special Abillities, etc | Weapon | + | Normals, Mag, Special Abillities, etc | Weapon Type | Weapon Damage 10% |
</pre> | </pre> | ||
− | The damage variance ratio is 10-90% for Weapon performance, thus the damage variance in the total damage is smaller. Since Techniques do not have Weapon | + | The damage variance ratio is 10-90% for Weapon performance, thus the damage variance in the total damage is smaller. Since Techniques do not have Weapon Type damage, you can easily see the damage variance than you would normally with Striking and Ranged damage types. |
If the conditions are either favorable or worst exceed the ranges of 10% to 90%, then the cap will be 10% and 90% respectively. | If the conditions are either favorable or worst exceed the ranges of 10% to 90%, then the cap will be 10% and 90% respectively. | ||
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! 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;" | Normals, Mag, Special Abillities, etc || rowspan="2" class="text-center" style="background-color:#999; color:#fff;" | Weapon | + | | rowspan="2" class="text-center" style="background-color:#999; color:#fff;" | Normals, Mag, Special Abillities, etc || rowspan="2" class="text-center" style="background-color:#999; color:#fff;" | Weapon Type || colspan="2" class="text-center font-weight-bolder" scope="col"| Weapon Damage 100% |
|- | |- | ||
| class="bg-light" | Minimum Damage || Damage Variance | | class="bg-light" | Minimum Damage || Damage Variance |
Revision as of 03:06, 19 May 2020
Damage Composition and Variance
Damage Composition
PSO2's damage is divided into parts: "Normals, Mag, Special Abillities, etc damage"; "Weapon Type damage"; and "Weapon Damage". In the case of Techniques, "Weapon Type damage" is not applicable.
Damage variance only occurs in the "Weapon Damage" section. For this reason, there is no damage variance in the bare-handed strikes and the bare-handed technique casting.
Thus the minimum damage a weapon can do is no less than 10%, no matter how bad the conditions are, and the highest damage of weapons can be cannot exceed 90% of the damage variance even under the best conditions, and vice versa.
Maximum Damage + Criticals (Criticals are shown as blue numbers in-game): Normals, Mag, Special Abillities, etc | Weapon Type | Weapon Damage 100% Damage under the best conditions: Normals, Mag, Special Abillities, etc | Weapon Type | Weapon Damage 90% Damage under the worst conditions: Normals, Mag, Special Abillities, etc | Weapon Type | Weapon Damage 10%
The damage variance ratio is 10-90% for Weapon performance, thus the damage variance in the total damage is smaller. Since Techniques do not have Weapon Type damage, you can easily see the damage variance than you would normally with Striking and Ranged damage types.
If the conditions are either favorable or worst exceed the ranges of 10% to 90%, then the cap will be 10% and 90% respectively.
Damage Variance
Above section as summarized:
Maximum Damage | |||
---|---|---|---|
Normals, Mag, Special Abillities, etc | Weapon Type | Weapon Damage 100% | |
Minimum Damage | Damage Variance |
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)
The Invade OTs and Val series have the same minimum damage equivalent to "Non-rare Crafted Weapons".
- Non-rare crafts, Invade OTs, Val series → Variance calculated by the Dex difference between the player, enemy, weapon rarity and weapon grind.
- Silver tier crafts → damage variance is boosted by a large amount.
- 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.
- Invade OTs, Val series → minimum damage variance is wider spread.
With rare weapons, the damage variance is fixed at 90%.
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.
Damage Calculation Formula
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.
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.
Base
Method of Attack | Attack Power | Defense Power | Part Boost Type | Final Attack Type | Notes |
---|---|---|---|---|---|
Normal Strike Attack | S-ATK | S-DEF | Striking | Striking Damage | |
Normal Ranged Attack | R-ATK | R-DEF | Ranged | Ranged Damage | |
Technique | T-ATK | T-DEF | Elemental Attribute | Tech Damage | |
Bare hands | S-ATK | S-DEF | Striking | Striking Damage | |
Talis Attack | T-ATK | T-DEF | Tech | Striking Damage | |
Takt Normals | T-ATK | T-DEF | Tech | Tech Damage | Attack Advance disabled |
Jet Boots (Without Switch Strike) | T-ATK | T-DEF | Striking | Striking Damage | |
Jet Boots (With Switch Strike) | S-ATK | S-DEF | Striking | Striking Damage | |
Pets (Without Switch Strike) | T-ATK | T-DEF | 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 | 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 | Tech | Tech Damage | Pets stats are used in lieu of weapons, not the stats of the Takt. |
Phantom Rod Normals | T-ATK | T-DEF | Striking | Striking Damage | Unlike other classes rod attacks, Phantom's is considered striking based. |
Class Skills & Others
Method of Attack | Attack Power | Defense Power | Part Boost Type | Final Attack Type | Notes |
---|---|---|---|---|---|
Guard Arts | S-ATK | S-DEF | Striking | None | |
DS Whirlwind | S-ATK | S-DEF | Striking | Striking Damage | |
Katana Counter Edge | S-ATK | S-DEF | Striking | Striking Damage | |
Braver Combat Finish | S-ATK | S-DEF | Striking | Striking Damage | |
Snatch Step | S-ATK | S-DEF | Striking | Striking Damage | |
DB Photon Blades | S-ATK | S-DEF | Striking | Striking Damage | |
Hero Sword Weapon Action | S-ATK | S-DEF | Striking | Striking Damage | |
Ranger Tools (Traps, Bullets, Bombs) | R-ATK | R-DEF | Ranged | None | Standing Snipe, Moving Snipe, etc, not applicable |
S-Roll Arts | R-ATK | R-DEF | Ranged | Ranged Damage | |
Phantom Marker Detonation (Rifle) | R-ATK | R-DEF | Ranged | Striking Damage | |
Rod Shoot | T-ATK | T-DEF | Tech | Striking Damage | |
Tech Explosion | T-ATK | T-DEF | Elemental Attribute | Striking Damage | |
Ignition Skills | T-ATK | T-DEF | Tech | Tech Damage | |
JB Double Jump | T-ATK | T-DEF | Elemental Attribute | None | |
Elemental Burst | T-ATK | T-DEF | Elemental Attribute | None | |
Hero Talis Marking Shot | T-ATK | T-DEF | Tech | Striking Damage | |
Hero One More Jump | T-ATK | T-DEF | Tech | None | |
DB Snatch | S-ATK | S-DEF | Striking | Striking Damage | |
Just Reversal B | S-ATK | S-DEF | Striking | Striking Damage | |
Angelic Adept | S-ATK | S-DEF | Striking | Striking Damage | |
Retaliating Fist | S-ATK | S-DEF | Striking | Striking Damage | |
Hexing Spirit | S-ATK | S-DEF | Striking | Striking Damage | |
Thundering Blades | S-ATK | S-DEF | Striking | Striking Damage | |
Mysterious Counjurer | S-ATK | S-DEF | Striking | Striking Damage | |
Dissipating Wave | S-ATK | S-DEF | Striking | Ranged Damage | |
Antique Shot | R-ATK | R-DEF | Ranged | Ranged Damage | |
Soaring Brilliance | R-ATK | R-DEF | Ranged | Ranged Damage | |
Auxiliary Dart | R-ATK | R-DEF | Ranged | Ranged Damage | |
Glance of Darkness | T-ATK | T-DEF | Elemental Attribute | Tech Damage | Treated as an uncharged technique |
SP Auto Action (S-ATK) | S-ATK | S-DEF | Striking | None | Not treated the same as a weapon |
SP Auto Action (R-ATK) | R-ATK | R-DEF | Ranged | None | Not treated the same as a weapon |
SP Auto Action (T-ATK) | T-ATK | T-DEF | Elemental Attribute | Tech Damage | Treated as an uncharged technique with weapon scaling |
Photon Blast (S-ATK) | S-ATK | S-DEF | Striking | None | Not treated the same as a weapon |
Photon Blast (R-ATK) | R-ATK | R-DEF | Ranged | None | Not treated the same as a weapon |
Photon Blast (T-ATK) | T-ATK | T-DEF | Tech | None | |
Dash Panel Boost Kick | S-ATK | S-DEF | Striking | None | Power 250%, 3500%, 5000% |
Photon Art & Technique Exceptions
Method of Attack | Attack Power | Defense Power | Part Boost Type | Final Attack Type | Notes |
---|---|---|---|---|---|
Physical Moves from TMG PAs | R-ATK | R-DEF | Striking | Ranged | |
Crazy Smash Impact Slider Kick Kamikaze Arrow Kick Tritt Shooter Kick |
R-ATK | R-DEF | Striking | Striking | |
Kamikaze Arrow Dash | R-ATK | R-DEF | Ranged | Striking | |
Hero Talis PAs | T-ATK | T-DEF | Tech | Striking | |
Phantom Rod PAs | T-ATK | T-DEF | Striking | Striking | |
Vol Graptor Explosion Banish Arrow Explosion |
None | None | Attribute-less | Not Applicable | 1.15倍未満はそのまま、1.15倍以上は1倍として計算 |
Zanverse Boost Effect | None | None | Applies Wind Attribute | None | Is not boosted by Wind Mastery skills |