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Damage Formula (PSO2)

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Damage Composition and Variance

Damage Composition

PSO2's damage is divided into parts:

  • Player Boosts (Base Stats, Mag Stats, Special Abilities, etc)
  • Weapon Element Type
  • Weapon Damage

In the case of Techniques, "Weapon Element Type" 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). 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 Boost
Weapon Element Type
Weapon Damage 100%

Non-critical damage under the best conditions:

Player Boost
Weapon Element Type
Minimum Weapon Damage 90%
Variance

Non-critical damage under the worst conditions:

Player Boost
Weapon Element Type
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 Type", it is slightly easier to notice the damage variance compared to other types of attacks.

Damage Variance

Above section as summarized:

Maximum Damage
Player Boost Weapon Element 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.

Key:

Attack Power
Increasing the attack type defined will boost damage. Attack types not listed do nothing for the listed attack type.
Defensive Power
Defines what the Attack Power Type damages the enemy with. Defensive types not listed do nothing for the listed defensive type.
Weapon Element Type
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.
Part Boost Type
The part of the enemy that the damage type is affected by.
Final Attack Type
Attack type after final damage calculations, if applicable.

Base

Method of Attack Attack Power Defense Power Weapon Element Type Part Boost Type 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 Type Part Boost Type 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 Counjurer 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 Type Part Boost Type 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)