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Difference between revisions of "Damage Formula (PSO2)"

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(Rewrite up to Minimum Damage)
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In the case of Techniques, "Weapon Element damage" is not applicable.
 
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).
+
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" section always ranges between 10% and 90%.
+
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%.
 
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.
 
A critical hit removes this variance, resulting in 100% of Weapon Damage being applied.
Line 38: Line 38:
 
</div>
 
</div>
  
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.
+
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 ==
 
== Damage Variance ==
Line 47: Line 47:
 
|-
 
|-
 
| rowspan="2" class="text-center" | Player Damage
 
| rowspan="2" class="text-center" | Player Damage
| rowspan="2" class="text-center" | Weapon Elemental Damage
+
| rowspan="2" class="text-center" | Weapon Element Damage
 
| colspan="2" class="text-center font-weight-bolder" scope="col" | Weapon Damage 100%
 
| colspan="2" class="text-center font-weight-bolder" scope="col" | Weapon Damage 100%
 
|-
 
|-
| class="table-dark" | Minimum Damage
+
| class="text-center table-dark" | Minimum Damage
| class="table-secondary" | Damage Variance
+
| class="text-center table-secondary" | Damage Variance
 
|}
 
|}
 
</div>
 
</div>
  
To determine the Minimum Damage, there are two broad categories.
+
To determine the minimum damage, there are two broad categories.
  
 
* Rare weapons ({{Rarity|7}} and above) → '''fixed 90%'''
 
* Rare weapons ({{Rarity|7}} and above) → '''fixed 90%'''
Line 61: Line 61:
 
** The Invade OTs and Val series have the same minimum damage equivalent to "Non-rare Crafted Weapons".
 
** 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.
+
* 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.
+
** 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.
+
** 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.
 
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|Minimum Damage]] for more details on minimum damage calculation.
  
 
= Damage Calculation Formula =
 
= Damage Calculation Formula =
Line 72: Line 74:
 
== Damage Type Reference ==
 
== Damage Type Reference ==
 
When calculating damage, '''there is an implied understanding to what the damage type an attack is'''.
 
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.
There are several PAs and attacks that differ in various ways on how they output damage.
 
  
 
<b>Key:</b>
 
<b>Key:</b>
 
<dl class="row">
 
<dl class="row">
 
<dt class="col-3">Attack Power</dt>
 
<dt class="col-3">Attack Power</dt>
<dd class="col-9" style="margin-left:unset;">The attack stat from which the damage is calculated. Increasing the specified attack stat will increase damage. Other attack stats have no effect.</dd>
+
<dd class="col-9" style="margin-left:unset;">The ATK stat from which the damage is calculated. Increasing the specified ATK stat will increase damage. Other ATK stats have no effect.</dd>
 
 
 
<dt class="col-3">Defense Power</dt>
 
<dt class="col-3">Defense Power</dt>
<dd class="col-9" style="margin-left:unset;">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.</dd>
+
<dd class="col-9" style="margin-left:unset;">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.</dd>
 
 
 
<dt class="col-3">Weapon Element Damage</dt>
 
<dt class="col-3">Weapon Element Damage</dt>
<dd class="col-9" style="margin-left:unset;">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.</dd>
+
<dd class="col-9" style="margin-left:unset;">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.</dd>
 
 
 
<dt class="col-3">Part Boost</dt>
 
<dt class="col-3">Part Boost</dt>
<dd class="col-9" style="margin-left:unset;">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.</dd>
+
<dd class="col-9" style="margin-left:unset;">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 Element Damage which is affected by elemental part boost multiplier.</dd>
 
 
 
<dt class="col-3">Final Attack Type</dt>
 
<dt class="col-3">Final Attack Type</dt>
Line 98: Line 99:
 
! class="text-center" | Method of Attack !! class="text-center" | Attack Power !! class="text-center" | Defense Power !! class="text-center" | Weapon Element Damage !! class="text-center" | Part Boost !! 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" | Weapon Element Damage !! class="text-center" | Part Boost !! class="text-center" | Final Attack Type !! class="text-center" | Notes
 
|-
 
|-
| 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 || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking Damage ||  
+
| 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" | S-ATK || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking ||  
 
|-
 
|-
| 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 || class="text-center bg-ranged" | Ranged || class="text-center bg-ranged" | Ranged Damage ||  
+
| 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" | R-ATK || class="text-center bg-ranged" | Ranged || class="text-center bg-ranged" | Ranged ||  
 
|-
 
|-
| class="text-center" | Technique || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center" | None || class="text-center bg-elemental" | Elemental Attribute || class="text-center bg-tech" | Tech Damage ||  
+
| class="text-center" | Technique || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center" | None || class="text-center bg-elemental" | Elemental Attribute || class="text-center bg-tech" | Tech ||  
 
|-
 
|-
| 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 || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking Damage ||  
+
| class="text-center" | Bare hands || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking ||  
 
|-
 
|-
| class="text-center" | Talis Attack || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center bg-tech" | Tech || class="text-center bg-tech" | Tech || 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-tech" | T-ATK || class="text-center bg-tech" | Tech || class="text-center bg-striking" | Striking ||
 
|-
 
|-
| class="text-center" | Takt Normals || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center" | None || class="text-center bg-tech" | Tech || class="text-center bg-tech" | Tech Damage || Attack Advance disabled
+
| class="text-center" | Takt Normals || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center" | None || class="text-center bg-tech" | Tech || class="text-center bg-tech" | Tech || Attack Advance disabled
 
|-
 
|-
| 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-tech" | Tech || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking Damage ||
+
| 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-tech" | T-ATK || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking ||
 
|-
 
|-
| 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 || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking Damage ||  
+
| 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" | S-ATK || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking ||  
 
|-
 
|-
| 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-tech" | Tech || class="text-center bg-tech" | Tech || class="text-center bg-tech" | Tech Damage || Pets stats are used in lieu of weapons, not the stats of the Takt.
+
| 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-tech" | T-ATK || class="text-center bg-tech" | Tech || class="text-center bg-tech" | Tech || Pets stats 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-striking" | Striking || class="text-center bg-tech" | Tech || class="text-center bg-tech" | Tech Damage || Pets stats 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-striking" | S-ATK || class="text-center bg-tech" | Tech || class="text-center bg-tech" | Tech || Pets stats 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-ranged" | Ranged || class="text-center bg-tech" | Tech || class="text-center bg-tech" | Tech Damage || Pets stats 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-ranged" | R-ATK || class="text-center bg-tech" | Tech || class="text-center bg-tech" | Tech || Pets stats 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-tech" | Tech || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking Damage || Unlike other classes rod attacks, Phantom's is considered striking based.
+
| class="text-center" | Phantom Rod Normals || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center bg-tech" | T-ATK || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking || Unlike other classes rod attacks, Phantom's is considered striking based.
 
|}
 
|}
 
</div>  
 
</div>  
Line 132: Line 133:
 
| class="text-center" | Guard Arts || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center" | None || class="text-center bg-striking" | Striking || class="text-center" | None ||
 
| class="text-center" | Guard Arts || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center" | None || class="text-center bg-striking" | Striking || class="text-center" | None ||
 
|-
 
|-
| class="text-center" | DS Whirlwind || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking Damage ||
+
| class="text-center" | DS Whirlwind || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking ||
 
|-
 
|-
| class="text-center" | Katana Counter Edge || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking Damage ||
+
| class="text-center" | Katana Counter Edge || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking ||
 
|-
 
|-
| class="text-center" | Braver Combat Finish || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking Damage ||
+
| class="text-center" | Braver Combat Finish || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking ||
 
|-
 
|-
| class="text-center" | Snatch Step || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking Damage ||
+
| class="text-center" | Snatch Step || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking ||
 
|-
 
|-
| class="text-center" | DB Photon Blades || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking Damage ||
+
| class="text-center" | DB Photon Blades || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking ||
 
|-
 
|-
| class="text-center" | Hero Sword Weapon Action || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking Damage ||
+
| class="text-center" | Hero Sword Weapon Action || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking ||
 
|-
 
|-
 
| class="text-center" | Ranger Tools (Traps, Bullets, Bombs) || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | R-DEF || class="text-center" | None || class="text-center bg-ranged" | Ranged || class="text-center" | None || Standing Snipe, Moving Snipe, etc, not applicable
 
| class="text-center" | Ranger Tools (Traps, Bullets, Bombs) || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | R-DEF || class="text-center" | None || class="text-center bg-ranged" | Ranged || class="text-center" | None || Standing Snipe, Moving Snipe, etc, not applicable
 
|-  
 
|-  
| class="text-center" | S-Roll Arts || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | Ranged || class="text-center bg-ranged" | R-DEF || class="text-center bg-ranged" | Ranged || class="text-center bg-ranged" | Ranged Damage ||  
+
| class="text-center" | S-Roll Arts || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | R-DEF || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | Ranged || class="text-center bg-ranged" | Ranged ||  
 
|-  
 
|-  
| class="text-center" | Phantom Marker Detonation (Rifle) || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | R-DEF || class="text-center bg-ranged" | Ranged || class="text-center bg-ranged" | Ranged || class="text-center bg-striking" | Striking Damage ||  
+
| class="text-center" | Phantom Marker Detonation (Rifle) || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | R-DEF || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | Ranged || class="text-center bg-striking" | Striking ||  
 
|-
 
|-
| class="text-center" | Rod Shoot || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center bg-tech" | Tech || class="text-center bg-tech" | Tech || class="text-center bg-striking" | Striking Damage ||  
+
| class="text-center" | Rod Shoot || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | Tech || class="text-center bg-striking" | Striking Damage ||  
 
|-
 
|-
| class="text-center" | Tech Explosion || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center bg-tech" | Tech || class="text-center bg-elemental" | Elemental Attribute || class="text-center bg-striking" | Striking Damage ||  
+
| class="text-center" | Tech Explosion (Wand Gear) || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center bg-tech" | T-ATK || class="text-center bg-elemental" | Elemental Attribute || class="text-center bg-striking" | Striking ||  
 
|-
 
|-
| class="text-center" | Ignition Skills || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center" | None || class="text-center bg-tech" | Tech || class="text-center bg-tech" | Tech Damage ||  
+
| class="text-center" | Ignition Skills || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center" | None || class="text-center bg-tech" | Tech || class="text-center bg-tech" | Tech ||  
 
|-
 
|-
 
| class="text-center" | JB Double Jump || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center" | None || class="text-center bg-elemental" | Elemental Attribute || class="text-center" | None ||  
 
| class="text-center" | JB Double Jump || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center" | None || class="text-center bg-elemental" | Elemental Attribute || class="text-center" | None ||  
Line 160: Line 161:
 
| class="text-center" | Elemental Burst || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center" | None || class="text-center bg-elemental" | Elemental Attribute || class="text-center" | None ||  
 
| class="text-center" | Elemental Burst || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center" | None || class="text-center bg-elemental" | Elemental Attribute || class="text-center" | None ||  
 
|-
 
|-
| class="text-center" | Hero Talis Marking Shot || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center bg-tech" | Tech || class="text-center bg-tech" | Tech || class="text-center bg-striking" | Striking Damage ||  
+
| class="text-center" | Hero Talis Marking Shot || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | Tech || class="text-center bg-striking" | Striking ||  
 
|-
 
|-
 
| class="text-center" | Hero One More Jump || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center" | None || class="text-center bg-tech" | Tech || class="text-center" | None ||  
 
| class="text-center" | Hero One More Jump || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center" | None || class="text-center bg-tech" | Tech || class="text-center" | None ||  
 
|-
 
|-
| class="text-center" | DB Snatch || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking Damage ||
+
| class="text-center" | DB Snatch || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking ||
 
|-
 
|-
| class="text-center" | Just Reversal B || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking Damage ||
+
| class="text-center" | Just Reversal B || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking ||
 
|-
 
|-
| class="text-center" | Angelic Adept || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking Damage ||
+
| class="text-center" | Angelic Adept || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking ||
 
|-
 
|-
| class="text-center" | Retaliating Fist || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking Damage ||
+
| class="text-center" | Retaliating Fist || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking ||
 
|-
 
|-
| class="text-center" | Hexing Spirit || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking Damage ||
+
| class="text-center" | Hexing Spirit || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking ||
 
|-
 
|-
| class="text-center" | Thundering Blades || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking Damage ||
+
| class="text-center" | Thundering Blades || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking ||
 
|-
 
|-
| class="text-center" | Mysterious Conjurer || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking Damage ||
+
| class="text-center" | Mysterious Conjurer || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking ||
 
|-
 
|-
| class="text-center" | Dissipating Wave || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking || class="text-center bg-ranged" | Ranged Damage ||
+
| class="text-center" | Dissipating Wave || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | Striking || class="text-center bg-ranged" | Ranged ||
 
|-
 
|-
| class="text-center" | Antique Shot || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | R-DEF || class="text-center bg-ranged" | Ranged || class="text-center bg-ranged" | Ranged || class="text-center bg-ranged" | Ranged Damage ||
+
| class="text-center" | Antique Shot || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | R-DEF || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | Ranged || class="text-center bg-ranged" | Ranged ||
 
|-
 
|-
| class="text-center" | Soaring Brilliance || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | R-DEF || class="text-center bg-ranged" | Ranged || class="text-center bg-ranged" | Ranged || class="text-center bg-ranged" | Ranged Damage ||
+
| class="text-center" | Soaring Brilliance || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | R-DEF || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | Ranged || class="text-center bg-ranged" | Ranged ||
 
|-
 
|-
| class="text-center" | Auxiliary Dart || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | R-DEF || class="text-center bg-ranged" | Ranged || class="text-center bg-ranged" | Ranged Damage ||
+
| class="text-center" | Auxiliary Dart || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | R-DEF || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | Ranged || class="text-center bg-ranged" | Ranged ||
 
|-
 
|-
| class="text-center" | Glance of Darkness || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center" | None || class="text-center bg-elemental" | Elemental Attribute || class="text-center bg-tech" | Tech Damage || Treated as an uncharged technique
+
| class="text-center" | Glance of Darkness || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center" | None || class="text-center bg-elemental" | Elemental Attribute || class="text-center bg-tech" | Tech || Treated as an uncharged technique
 
|-
 
|-
 
| class="text-center" | SP Auto Action (S-ATK) || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center" | None || class="text-center bg-striking" | Striking || class="text-center" | None || Not treated the same as a weapon
 
| class="text-center" | SP Auto Action (S-ATK) || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center" | None || class="text-center bg-striking" | Striking || class="text-center" | None || Not treated the same as a weapon
 
|-
 
|-
| class="text-center" | SP Auto Action (R-ATK) || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | R-DEF || class="text-center bg-ranged" | Ranged || class="text-center bg-ranged" | Ranged || class="text-center" | None || Not treated the same as a weapon
+
| class="text-center" | SP Auto Action (R-ATK) || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | R-DEF || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | Ranged || class="text-center" | None || Not treated the same as a weapon
 
|-
 
|-
| class="text-center" | SP Auto Action (T-ATK) || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center" | None || class="text-center bg-elemental" | Elemental Attribute || class="text-center bg-tech" | Tech Damage || Treated as an uncharged technique with weapon scaling
+
| class="text-center" | SP Auto Action (T-ATK) || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center" | None || class="text-center bg-elemental" | Elemental Attribute || class="text-center bg-tech" | Tech || Treated as an uncharged technique with weapon scaling
 
|-
 
|-
 
| class="text-center" | Photon Blast (S-ATK) || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center" | None || class="text-center bg-striking" | Striking || class="text-center" | None || Not treated the same as a weapon
 
| class="text-center" | Photon Blast (S-ATK) || class="text-center bg-striking" | S-ATK || class="text-center bg-striking" | S-DEF || class="text-center" | None || class="text-center bg-striking" | Striking || class="text-center" | None || Not treated the same as a weapon
Line 210: Line 211:
 
! class="text-center" | Method of Attack !! class="text-center" | Attack Power !! class="text-center" | Defense Power !! class="text-center" | Weapon Element Damage !! class="text-center" | Part Boost !! 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" | Weapon Element Damage !! class="text-center" | Part Boost !! class="text-center" | Final Attack Type !! class="text-center" | Notes
 
|-
 
|-
| class="text-center" | Physical Moves from TMG PAs || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | R-DEF || class="text-center bg-ranged" | Ranged || class="text-center bg-striking" | Striking || class="text-center bg-ranged" | Ranged
+
| class="text-center" | Physical Moves from TMG PAs || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | R-DEF || class="text-center bg-ranged" | R-ATK || class="text-center bg-striking" | Striking || class="text-center bg-ranged" | Ranged ||
 
|-
 
|-
| class="text-center" | Crazy Smash<br>Impact Slider Kick<br>Kamikaze Arrow Kick<br>Tritt Shooter Kick || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | R-DEF || class="text-center bg-ranged" | Ranged || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking
+
| class="text-center" | Crazy Smash<br>Impact Slider Kick<br>Kamikaze Arrow Kick<br>Tritt Shooter Kick || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | R-DEF || class="text-center bg-ranged" | R-ATK || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking ||
 
|-
 
|-
| class="text-center" | Kamikaze Arrow Dash || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | R-DEF || class="text-center bg-ranged" | Ranged || class="text-center bg-ranged" | Ranged || class="text-center bg-striking" | Striking
+
| class="text-center" | Kamikaze Arrow Dash || class="text-center bg-ranged" | R-ATK || class="text-center bg-ranged" | R-DEF || class="text-center bg-ranged" | Ranged || class="text-center bg-ranged" | Ranged || class="text-center bg-striking" | Striking ||
 
|-
 
|-
| class="text-center" | Hero Talis PAs || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center bg-tech" | Tech || class="text-center bg-tech" | Tech || class="text-center bg-striking" | Striking
+
| class="text-center" | Hero Talis PAs || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | Tech || class="text-center bg-striking" | Striking ||
 
|-
 
|-
| class="text-center" | Phantom Rod PAs || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center bg-tech" | Tech || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking
+
| class="text-center" | Phantom Rod PAs || class="text-center bg-tech" | T-ATK || class="text-center bg-tech" | T-DEF || class="text-center bg-tech" | T-ATK || class="text-center bg-striking" | Striking || class="text-center bg-striking" | Striking ||
 
|-
 
|-
 
| class="text-center" | Vol Graptor Explosion<br>Banish Arrow Explosion || class="text-center" | None || class="text-center" | None || class="text-center" | None || class="text-center" style="background-color:#CCC;color:black;" | Attribute-less || class="text-center" | Not Applicable ||
 
| class="text-center" | Vol Graptor Explosion<br>Banish Arrow Explosion || class="text-center" | None || class="text-center" | None || class="text-center" | None || class="text-center" style="background-color:#CCC;color:black;" | Attribute-less || class="text-center" | Not Applicable ||
 
|-
 
|-
| class="text-center" | Zanverse Boost Effect || class="text-center" | None || class="text-center" | None || class="text-center" | None || class="text-center" style="background-color:#BDA;color:black;" | Applies Wind Attribute || class="text-center" | None || Is not boosted by Wind Mastery skills
+
| class="text-center" | Zanverse Boost Effect || class="text-center" | None || class="text-center" | None || class="text-center" | None || class="text-center" style="background-color:#BDA;color:black;" | Wind Attribute || class="text-center" | None || Is not boosted by Wind Mastery skills
 
|}
 
|}
 
</div>  
 
</div>  
Line 229: Line 230:
 
<div class="table-responsive">
 
<div class="table-responsive">
 
{| class="wikitable table-bordered"
 
{| class="wikitable table-bordered"
! colspan="4" class="text-center bg-info" | Maximum Damage
+
! colspan="4" class="text-center text-white bg-info" | Maximum Damage
 
|-
 
|-
| 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%
+
| rowspan="2" class="text-center" | Player Damage
 +
| rowspan="2" class="text-center" | Weapon Element Damage
 +
| 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
 
|}
 
|}
 
</div>
 
</div>
  
How to calculate the "Maximum Damage" as shown in the figure above:
+
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.
+
* Replace Attack Power, Defense Power, and Part Boost in the formula with their respective values.
* Attack Power refers to the total attack power of the weapon, excluding Special Abilities (affixes)
+
* Weapon Attack Power refers to the relevant 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.
+
* 1.05 is from the latent 5%, colloquially referred to as the "Mystery Multiplier" in the Japanese community.
** This modifier did not exist during PSO2's intial Japanese launch, however its existence was confirmed with the release of subclasses.
+
** 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 modified by it. The only exception currently confirmed is the direct damage from Zonde.
+
** 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.
* 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.
+
** 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.
* 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.
+
* 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, 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.
+
* For Pets, use Pet's Attack Power instead of weapon's.
** Regarding Pet rarity stat limit, this will be explained later in the section regarding buffs.
+
** 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]].
  
<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>
+
<div class="alert alert-warning" role="alert">Game mechanics such as PSE and damage falloff due to range may lead to errors in validation if you are unaware of their properties.</div>
  
 
<pre>
 
<pre>
Total Modifier =  1.05 x PA Modifier x Skill Modifier x Potential Modifier etc
+
Damage Source = (Total Attack Power - Defense Power) x Part Boost
Damage Source - (Total ATK Power - DEF) x Part Boost
 
  
Attack Type
+
Weapon Element Damage = Weapon Attack Power x Element Percentage x Elemental Part Boost
If Striking or Ranged
+
(If Technique: Weapon Element Damage = 0)
Weapon Element Damage = Weapon ATK Power x Element Percentage x Weapon Element Part Modifier
+
 
+
Total Multiplier = 1.05 x PA Notation x Skill Multiplier x Potential Multiplier etc.
If Technique
+
 
Weapon Element Damage = 0
+
Maximum Damage = (Damage Source + Weapon Element Damage) ÷ 5 × Total Multiplier
 
Final Damage = (Damage Source + Weapon Elemental Damage) ÷ 5 × Total Modifier
 
 
</pre>
 
</pre>
  
Advanced Calculation: <span class="btn btn-primary" data-toggle="collapse" data-target="#advcalc" aria-expanded="false" aria-controls="advcalc">Show/Hide</span>
+
Advanced Calculation (same formula but distributed into parts):<span class="btn btn-sm btn-light" data-toggle="collapse" data-target="#advcalc" aria-expanded="false" aria-controls="advcalc">Show/Hide</span>
  
 
<div class="collapse" id="advcalc">
 
<div class="collapse" id="advcalc">
 
<div class="card card-body">
 
<div class="card card-body">
 
<pre>
 
<pre>
Weapon Attack Damage = (Weapon ATK Power ÷ 5) x Part Boost x Total Modifier
+
Player Damage = (Total Attack Power from Base Stats, Units, Mag, Special Abilities, etc. ÷ 5) × Part Boost × Total Multiplier
Player Damage & Unit Attack Damage = (Player Damage & Unit Attack Power Total ÷ 5) × Part Boost × Total Modifier
+
 
Enemy DEF Absorption Power = (DEF Power ÷ 5) × Part Boost × Total Modifier
+
Weapon Attack Damage = (Weapon Attack Power ÷ 5) x Part Boost x Total Multiplier
  
Attack Type
+
Weapon Element Damage = (Weapon Attack Power x Element Percentage ÷ 5) x Elemental Part Boost x Total Multiplier
If Striking or Ranged
+
(If Technique: Weapon Element Damage = 0)
Weapon Element Damage = (Weapon ATK Power x Element Percentage ÷ 5) x Weapon Element Part Modifier x Total Modifier
 
  
If Technique
+
Defense Damage Reduction = (Defense Power ÷ 5) × Part Boost × Total Multiplier
Weapon Element Damage = 0
 
 
 
Maximum Damage = Weapon Attack Damage + Player Damage & Unit Attack Damage - Enemy DEF Absorption Power + Weapon Element Damage
+
Maximum Damage = Player Damage + Weapon Attack Damage + Weapon Element Damage - Defense Damage Reduction
 
</pre>
 
</pre>
 
</div>
 
</div>
Line 291: Line 293:
 
| 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%
 
| 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 bg-info" | Minimum Damage || class="text-center" | Damage Variance
+
| class="text-center text-white bg-info" | Minimum Damage || class="text-center" | Damage Variance
 
|}
 
|}
 
</div>
 
</div>
  
 
<!-- Todo: Add Min damage notes -->
 
<!-- Todo: Add Min damage notes -->
 +
 +
As mentioned earlier in [[#Damage Variance|Damage Variance]], minimum damage can be calculated as the following:
  
 
<pre>
 
<pre>
Weapon Calibration =
+
Weapon Modifier =
+
For non-rare weapons or Iro/Steel Crafts:
For non-rare weapons or Iro/Steel Crafts
 
 
50 × (Grind Level - 1)
 
50 × (Grind Level - 1)
+
For Silver Crafts (Twin Daggers, Double Sabers, Gunslashes):
For Silver Crafts (Twin Daggers, Double Sabers, Gunslashes)
 
 
50 + 100 × (Grind Level - 1)
 
50 + 100 × (Grind Level - 1)
+
For Silver Crafts (Other Weapons):
For Silver Crafts (Other Weapons)
 
 
100 + 150 × (Grind Level - 1)
 
100 + 150 × (Grind Level - 1)
+
For Invade OT, Val Weapons:
For Invade OT, Val Weapons
 
 
150 + 200 × (Grind Level - 1)
 
150 + 200 × (Grind Level - 1)
+
For Pets:
For Pets
 
 
-50 (If self-inflicted damage, use 0 instead)
 
-50 (If self-inflicted damage, use 0 instead)
+
Guaranteed Minimum Attack = (Player DEX x PA DEX Modifier - Enemy DEX + Weapon Modifier) x 2
 
Guaranteed Minimum = (Your DEX x PA DEX Modifier - Enemy DEX + Weapon Calibration) x 2
 
 
 
90% Limit = Weapon Attack Power x 90%
 
10% Minimum = Weapon Attack Power x 10%
 
  
 +
90% Cap = Weapon Attack Power x 90%
 +
10% Cap = Weapon Attack Power x 10%
  
 
Effective Attack Power =  
 
Effective Attack Power =  
 
If Rare Weapon:  
 
If Rare Weapon:  
90% Limit
+
90% Cap
 
 
If non-rare:
 
If non-rare:
90% Limit if Guaranteed Minimum > 90% Limit
+
90% Cap if Guaranteed Minimum Attack > 90% Cap
10% Minimum if Guaranteed Minimum < 10% Minimum
+
10% Cap if Guaranteed Minimum Attack < 10% Cap
If neither 90% Limit or 10% Minimum, then Guaranteed Minimum
+
Guaranteed Minimum Attack otherwise
 
 
Minimum Weapon Damage = Effective Attack Power ÷ 5 × Part Boost Type x Total Multiplier
+
Minimum Weapon Damage = Effective Attack Power ÷ 5 × Part Boost x Total Multiplier
 
</pre>  
 
</pre>  
  
 
[[Category: Player]][[Category: Game Mechanics]]
 
[[Category: Player]][[Category: Game Mechanics]]

Revision as of 12:44, 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 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):

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, 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 (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.

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. Note that this is independent from Weapon Element 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 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 Ranged 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


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