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Difference between revisions of "Damage Formula (PSO2)"

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! class="text-center" | Method of Attack !! class="text-center" | Attack Power !! class="text-center" | Defense Power !! 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" | Final Attack Type !! class="text-center" | Notes
 
|-
 
|-
| Normal Strike Attack || class="bg-striking" | S-ATK || class="bg-striking" | S-DEF || class="bg-striking" | Striking Damage ||  
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| 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 Damage ||
 +
|-
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| class="text-center" | Normal Ranged Attack || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | R-DEF || class="text-center bg-ranged" | Ranged Damage ||
 +
|-
 +
| class="text-center" | Technique || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center bg-tech" | Tech Damage ||
 +
|-
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| class="text-center" | Bare hands || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | Striking Damage ||
 +
|-
 +
| class="text-center" | Talis Attack || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center bg-striking" | Striking Damage ||
 +
|-
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| class="text-center" | Takt Normals || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center bg-tech" | Tech Damage || Attack Advance disabled
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|-
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| class="text-center" | Jet Boots (Without Switch Strike) || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center bg-striking" | Striking Damage ||
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|-
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| class="text-center" | Jet Boots (With Switch Strike)|| class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | Striking Damage ||
 +
|-
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| class="text-center" | Pets (Without Switch Strike) || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center bg-striking" | Striking Damage || Pets status are used in lieu of weapons, not the stats of the Takt.
 +
|-
 +
| class="text-center" | Pets (With Switch Strike) || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-tech" | Tech Damage || Pets status are used in lieu of weapons, not the stats of the Takt.
 +
|-
 +
| class="text-center" | Pets (With Switch Shoot) || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | R-DEF || class="text-center bg-tech" | Tech Damage || Pets status are used in lieu of weapons, not the stats of the Takt.
 +
|-
 +
| class="text-center" | Phantom Rod Normals || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center bg-striking" | Striking Damage || Unlike other classes rod attacks, Phantom's is considered striking based.
 
|}
 
|}
 
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</div>  
  
 
[[Category: Player]][[Category: Game Mechanics]]
 
[[Category: Player]][[Category: Game Mechanics]]

Revision as of 03:11, 18 May 2020

Damage Composition and Variance

Damage Composition

PSO2's damage is divided into parts: "Normals, Mag, Special Abillities, etc damage"; "Weapon Elemental Attribute damage"; and "Weapon Damage". In the case of Techniques, "Weapon Elemental Attribute 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 Elemental Attribute | Weapon Damage 100%

Damage under the best conditions:
Normals, Mag, Special Abillities, etc | Weapon Elemental Attribute | Weapon Damage 90%

Damage under the worst conditions:
Normals, Mag, Special Abillities, etc | Weapon Elemental Attribute | 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 Elemental Attribute 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 Elemental Attribute 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. For example, Wanda's attack damage is tech based, but due to the damage type it deals, it is a striking attack.

Base:

Method of Attack Attack Power Defense Power Final Attack Type Notes
Normal Strike Attack S-ATK S-DEF Striking Damage
Normal Ranged Attack R-ATK R-DEF Ranged Damage
Technique T-ATK T-DEF Tech Damage
Bare hands S-ATK S-DEF Striking Damage
Talis Attack T-ATK T-DEF Striking Damage
Takt Normals T-ATK T-DEF Tech Damage Attack Advance disabled
Jet Boots (Without Switch Strike) T-ATK T-DEF Striking Damage
Jet Boots (With Switch Strike) S-ATK S-DEF Striking Damage
Pets (Without Switch Strike) T-ATK T-DEF Striking Damage Pets status are used in lieu of weapons, not the stats of the Takt.
Pets (With Switch Strike) S-ATK S-DEF Tech Damage Pets status are used in lieu of weapons, not the stats of the Takt.
Pets (With Switch Shoot) R-ATK R-DEF Tech Damage Pets status are used in lieu of weapons, not the stats of the Takt.
Phantom Rod Normals T-ATK T-DEF Striking Damage Unlike other classes rod attacks, Phantom's is considered striking based.