Final damage = (total attack power + additional chip attack power-enemy defense power) x action multiplier x multiplication chip multiplier x PSE multiplier x random number?
Total attack power = bare hand attack power + 1.45 × (weapon attack power + attribute attack power)
Attribute attack power = Weapon attack power x Attribute value multiplier
Magnification of attribute value = (4 x weakness attribute value + 300) / 500
For non-weakness attributes, attribute value multiplier = non-weakness attribute value / 500
Also known as "chase" damage where the initial damage dealt is followed up by a second damage number that is based on the initial damage.
Pursuit Damage = Final Damage x Total Multiplier of Activated Pursuit Chips
Chips have different multiplier frames that are additive within the same frame type but multiplicative with different frame types. How this is calculated is as follows:
Base F Frame Multiplier: 100%
With +120% F Frame Chip : 100% + 120% = 220%
With another 140% F frame Chip : 100% + 120% + 140% = 360%
With a 100% E Frame Chip: 360% x (100%+100%) = 360% F Frame x 200% E Frame = 720%
Multiplication chip magnification = (1 + A frame chip total magnification) x (1 + B frame chip total magnification) x C frame x D frame x E frame x ……
Palette Evaluation Formula Palette Score = A x B x C + D Where A = ATK + ("ATK Boost" x 0.23) B = (1 + "A Frame %" / 100) x (1 + "B Frame %" / 100) x (1 + "C Frame % / 100) x etc... C = (1 + "Bonus Effect 1" / 100) x (1 + "Bonus Effect 2" / 100) x (1 + "Bonus Effect 3" /100) x etc... D = HP + CP + Total Attribute Value + Quest Matching Attribute Value Bonus Effects: Bonus Effects are calculated differently from Frame multipliers depending on the specific effect. CP Cost Reduction: Use % value of Cost Reduction Recover CP on Activation: (Recovery Value x 0.5)% Enhance CP Recovery: 2% Recover CP at Regular Intervals: (Recovery Value x 0.6)% Recover CP every 3 JAs: Use Recovery Value % Enhance Attack Speed: 3% All Attacks JA: 300%