Damage Formula

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DMG Formula Parts
Phys (PWR/ATK)
Phys (SPD/ATK)
Phys (INT/M.AT)
Magical

The following is the damage formula given in the official Another Eden World Ultimania book. [1] This is separate from the Healing Formula. Also rechecked and updated with all new game features and additions to formula by wiki team.

Damage Formula

refers to the base value of the stat from character profile and is not affected by buffs in battle
refers to xx buffs gained during battle
refers to fixed increase in Stats during battle, such as from Stacks, Mode Change or Lunatic - Sacrifice

Base Formula:

Main Formula:

  • ※The minimum allowed value of (BaseDamage * ElementalModifier) is 1 if EnemyDEF exceeds ATK by 2 times for normal hits (or 4 times for critical hits).

Skill Multipliers:

Buffs, Debuffs Multipliers:

Grasta, Weapons Multipliers:

Full Formula

Physical (PWR/ATK dependent)

Physical (INT/M.AT dependent)

Magical

Critical Hit Chance

※By default, only physical attacks are capable of critical hits.

※However, magic attacks can deal critical hits if a character gains an effect which adds magic critical rate. For instance, a Power of Sorcery Mind Grasta can be equipped to add 40% magic critical rate, Mariel's manifest Holy Burst skill provides party members with guaranteed magic critical hits for one move.

Base Damage

Physical (PWR-dependent)

All physical attacks are PWR-dependent unless stated otherwise.

Physical (SPD-dependent)

Some characters have SPD-dependent physical skills.

Physical (INT-dependent)

Staff characters with physical skills (excluding Staff Slam - basic attack skill) will deal physical damage based on their INT.

Magical (INT-dependent)

All magic attacks are INT-dependent unless stated otherwise.

Magical (PWR-dependent)

Some magic attacks are PWR-dependent


Elemental Modifier

The Elemental Modifier is equal to 1 for Null element attacks, otherwise refer to the formulas below. Also, please note that Intelligence buffs have no effect on Element Modifiers.

Physical (PWR-dependent)

Physical (INT-dependent)

Physical (SPD-dependent)

Magical (INT-dependent or PWR-dependent)

Damage Spread

Physical (PWR-dependent)

Physical (SPD-dependent)

Physical (INT-dependent)

Magical (INT-dependent)

Magical (PWR-dependent)



Skill Multiplier

The following are standard multipliers on character skills, they apply to character total damage. Most skills follow these multipliers as their base multiplier, with increases to skill modifier coming from other conditions. [2]:

Single Hit Skills
Basic attack Physical Non-Elemental 100%
Skill Target Skill Type Element Skill S M L XL
Single Target Physical Non-Elemental 150% 170% 190% 210%
Elemental 140% 160% 180% 200%
Magical Non-Elemental 140% 160% 180% 200%
Elemental 130% 150% 170% 190%
AoE Physical Non-Elemental 110% 130% 150% 170%
Elemental 100% 120% 140% 160%
Magical Non-Elemental 100% 120% 140% 160%
Elemental 90% 110% 130% 150%
  • Multi-hit skill modifiers when summed up are equivalent to their single hit skill modifiers.
    • eg. A non-elemental physical single target skill (150%) multi-hit skill will have a multiplier on each attack of 75% x2 or 50% x3.
  • If the number of hits divides unevenly, round the multiplier up.
    • eg. Foran's Lightning Stab has a 190% multiplier, but 3 hits = 63.3333...%. This rounds up to 64% x3.
  • Some characters have non standard multipliers. Example Tsubame, Elga
  • Some characters have double attack skills, as example Single Target XL, plus AoE M Hozuki, Melina with manifest. Or when additional attacks are added from some stacking mechanic: Suzette AS, Akane AS
    • In such case each additional attack uses full damage formula with own multipliers, like if several skills were used.

Enemy Resistance

  • When attacking an enemy Weak to your attack:
    • All magic attacks: 2.0
    • PWR-dependent Physical attacks:
    • SPD-dependent Physical attacks:
    • INT-dependent Physical attacks:
  • Resist: 0.25.
  • Null: 0.
  • Absorb: -0.5 (skill heals rather than dealing damage).
    • In Another Force, the value is 0 if your attack is PWR-based Physical or INT-based Magic. For other kinds of attacks, the value remains at -0.5.
  • Otherwise, the value is 1.

Conflicts, from either damage type or elemental type, are resolved in order of listing here i.e. Weak>Resist>Null>Absorb>Neutral. E.g. an enemy that absorbs Water but is weak to Pierce will be weak to a Water Pierce attack.

Any buffs to the weakness modifier is added here, rather than as a separate multiplier.


Other Multipliers of Damage Formula

Every multiplier applies to total damage.

Differentiation of effects

  • Buffs / Debuff effects from Skills and Valor Chants
    • Icon is present on target (character or enemy). Affects all target's skills that can be applied to case.
    1. Standard Buff / Debuff
    2. Stackable Buff / Debuff (only from skills)
      • Number of stacks present on icon. Description has level of current stacking "Stack 2/3".
  • Buffs / Debuff effects from Equipment
    • Icon with <E> is present on character. Affects all character's skills that can be applied to case.
  • Skill damage increasing effects
    • No icons are present.
    1. Built-in Skill damage increasing effect
      • Only skill description mentions this effect. Affects this specific skill only if conditions are met.
    2. Skill damage increasing effect from Equipment
      • Only grasta\weapon\armor\badge description mentions this effect. Affects all skills of character if conditions are met.
  • Named Stacks from Skills and Valor Chants
    • Round white or red orb icon is present on target. Named Stacks have unlimited duration until some skill with Named Stack remove effect is not used or target dies.

Types of stacking

  • Subtraction
    • Having both buffs and debuffs of the same group will always result in the net effect being the difference of buff% and debuff%. I.e.
  • Multiplication
    • This is Base of Damage formula. All parts of damage formula that can't affect each other are multipliers to base damage. Effects that affect each other grouped by some other type of stacking, and after calculation of max stack total value inside such group, Total value becomes multiplier to base damage.
    • Formula: DMG x (A%) x (Group1%) ... x (GroupX%)...
  • Stacking with diminished returns.
    • This type of stacking is used for Buffs / Debuffs from Skills and Valor Chants of the Same groups by effects.
    • Formula for Diminished returns is: 1 + (A)% + (A% x B%) + (A% x B% x C%) + ...
      • (where A is the highest effect value. Max value is capped at 100%. )
      • Example: 50% PWR + 30% PWR + 15% PWR = 1 + 0.5 + 0.5x0.3 + 0.5x0.3x0.15 = 1.67 multiplier to PWR (+67%)
  • Stacking with half effect value
    • This type of stacking is used specifically for Stackable Buffs / Debuffs from skills
    • Formula is 1 + A% + (A% x 0.5) + (A% x 0.5) (ex. 30%+15%+15%=60% or x1.6 multiplier)
    • There are exceptions - Lovely - (30%+10%+10%+10%=60%). Kikyo (30%+30%+30%=90%)
  • Additive stacking
    • This type of stacking is used for:
      • Buffs / Debuffs from Equipment, with <E> icon on character,
      • Critical rate and Critical Damage Buffs from skills or equipment.
    • Formula is: 1 + A% + B% + C%
    • This type of stacking is not hard-capped. But resists and rates over +100% have no effect value.

Buffs and Debuffs, Groups By Effects

Groups with diminishing returns stacking (Skills / VC only)

  • Same group is Buffs / Debuffs with same name of effect or icon.
    • Fire resistance debuff of one character and Fire resistance debuff of another character
    • PWR Buff and another PWR Buff
    • Katana attack buff and another Katana attack buff
    • etc.
  • Additional groups of same type:
    • Type resistance group:
      • Type resistance+ and Fire/Wind/Water/Earth resistance+
        NOTE: this group also decreases Magic attacks without specific element
      • Type resistance- and Fire/Wind/Water/Earth resistance-
        NOTE: this group also increases Magic attacks without specific element
    • Physical resistance group:
      • Physical resistance+ + Pierce/Blunt/Slash resistance+
      • Physical resistance- + Pierce/Blunt/Slash resistance-
    • Type attack+ Buff
      NOTE: The general buff, with move-based limit (X moves), buffs non-type as well as all type damage. Groups with:
      • Type attack+ and Fire/Wind/Water/Earth/Shade/Thunder/Crystal attack+ for that element's physical and magical attacks.
      • Type attack+ and Non-Type attack+ for elementless physical attacks.
    • Combining "Stackable Buff\Debuff" with "Buff\Debuff" in the same group:
    1. "Stackable Buff\Debuff" Total is calculated using Stacking with half effect value Formula
    2. Then combines using Stacking with diminished returns formula.
    • Example: (30% max stack x3) buff + 50% buff = (30+15+15=60%) + (60% x 50%) = 90% = x1.9 multiplier
    • "Combining Named Stacks Total" with "Buff\Debuff" in the same group:
    1. Named stacks total calculated using Additive stacking formula.
    2. Then combines with other "Buff\Debuff" using Stacking with diminished returns formula.

Groups with additive stacking

  • Critical rate buffs from skills and equipment (Critical and magic critical do not interact with each other)
  • Critical damage increased buffs from skills (Critical and magic critical do not interact with each other)
  • Equipment buffs with visible <E> icon (Type Attack+ and Damage+ when Max/Low HP)
    • Enhance Normal Attack Damage does not have an icon but stacks additively with Type Attack+ and Damage+ when Max/Low HP
  • Named stacks with white \ red round icons Total E.g. Lokido (Another Style)'s 3 stacks of Fearless Fortitude give total of -15% intelligence on enemy
  • Weakness Modifier buffs Buffs to Weakness modifier are additive to each other, which is then added to Weakness modifier. Note that weakness buffs with the same icon cannot be applied more than once

Multiplicative

Everything else that is not included in Additive and Diminishing stacking groups - multiplies total damage, mostly things that are invisible in a fight, without icons. Effects are only readable from inventory or skill descriptions.

  • Stances base effect that changes damage values of elements and damage types.
  • Skill damage increasing effects without icons specifically. Skills\Weapons\Grasta. These can be considered as direct skill modifier increases.
    • Increase when target affected with poison or pain
    • Increase when some HP value is met of skills.
    • Increase damage when Named stacks present\consumed.
  • Anything else that does not have any icons in battle

Example of calculation

    • Water Zone in Effect +50% water damage.
    • Myunfa uses Crit DMG +50% VC
    • Dewey with manifest uses Mist Blast which has innate Crit DMG +50%.
    • Shanie (Another Style) uses Wasserfall with one stack, that increases her Normal damage +100%, and Crit damage +100% from normal. Also she has Water Type damage Buff +30% on her. She Crits with this attack.
      • Damage Calculation here is only for Multipliers, doesn't include Base formula, elemental mod, etc.
      • 200%(XL ST) x ~2.25 (critical) x 2 (skill effect: normal damage) x2 (skill effect: critical damage) x 2 (buffs:
        critical damage  50% +50% 
        ) x 1.5 (zone) x 1.3 (buffs: water damage) = ~7020% damage

Mental Focus, Eagle Eyes, Overthrow, Chain-hits

Collectively, Mental Focus, Eagle Eyes and Overthrow buffs stack diminishingly up to a cap of +350% (x4.5) while Chain-hit buff stands in a separate buff category.

Status Mental Focus.png Mental Focus increases magic damage based on character max MP. Calculated individually by each character with the buff. This buff caps at +250% (Multiplier x3.5).

  • Is considered a buff rather than a status (can be Testamented, buff-cleared, and count to Distinct Buffs)
  • Mental Focus from different characters overwrite each other
  • Exception: Dunarith (Another Style) VC can coexist with another instance of Mental Focus, with diminishing stacking.
    • Example: Dunarith AS with 575 max MP uses VC (+0.2% per MP) then Rosetta casts Prayer of Judgement (+0.23% per MP).
    • Total: MP × (A%) + [ (MP × (A%)) × ((MP × (B%)) ] = 575 × 0.23% + [ (575 × 0.23%) × ((575 × (0.2%)) = 284%, which caps at +250%

Action order127 el up.png Eagle Eyes increases any damage if acting after enemy.

  • Is considered a buff rather than a status (can be Testamented, buff-cleared, and count to Distinct Buffs)
  • Eagle Eyes from different characters overwrite each other
  • Works with EoT attacks
  • For AoE/random attacks, only enemies who moved before character will take more damage
  • Enemy counters or HP stopper actions are counted as actions
  • Enemy "Does Nothing" or "checking things out" is counted as actions
    • Also works on Nagsham 1 Bag Baddie, but not on Nagsham 4 Bag Baddies
  • If enemy does not act within the turn, no bonus damage
  • Order is affected by order of actions, not the speed of character/enemies

Enemy level127 el up.png Overthrow

  • Increase damage based on enemy level (Max: LVL142: +100%, Multiplier x2)
    • Formula: + (LVL ^ 2) / 200 (%)
    • Enemy LVL displayed as ?? have hidden levels
    • Most enemies follow standard PDEF/MDEF/SPD values which allow estimation of enemy levels (see here for table)

Attack hit count127 el up.png Chain-hits

  • Multi-hit skills for all party members increase damage with each next hit (Max Multiplier x3 for 5th hit)
hits count x1 x2 x3 x4 x5 x6
Nth. hit DMG+ x1 x1.25 x1.5 x2 x3 x3
Generic average +0% +12.5% +25% +43.75% +75% +95,8%
  • Counted: Multihits, Multipart moves, number of hits increases for same move.
    • Not counted, but affected by damage+: Charge extras, EoT attacks, Counters
    • Repeat moves from Copy status or alike resets hit count
  • All hits become calculated separately, this will not change number of status/debuffs inflict chances

Type Resistance and Physical Resistance [3]

  • Against enemies, increase in damage for party's elemental physical attacks can be seen as be the net physical buffs added to net type debuffs, and vice versa.
  • Physical and Type resistances for party are slightly more complicated. In essence, the most effective way to boost resistance is to stack equipment (additive with each other), and use buffs with higher numbers.
  • Calculation of total resistance for party:
    • Physical Resistance: Sum all equipment buffs\debuffs. Then stack with diminished returns with all skill buffs\debuffs. Then subtract debuffs from buffs, to a maximum of ±100%
    • Type Resistance: Sum all equipment buffs\debuffs. Then stack with diminished returns with all innate buffs and skill buffs\debuffs. Then subtract debuffs from buffs, to a maximum of ±100%
    • The total resistance is the sum of Physical and Type Resistance, to a maximum of ±200%. (Although there is no effect for total buff beyond +100% for physical elemental attacks.)

Example

  • Stacks:
  • Innate:
    • Innate 20% Wind Type Res (with not all nodes unlocked)
  • Equipment:
    • Water Type Resistance Badge (Wind Type Res -50%)
    • Crafted Excellence (20% Type Res, 20% Phys Res)
  • Skills:
  • Physical (specifically Slash): [35% (Mana)] + [35% x 30% (Aldo)] + [35% x 30% x 20% (Equipment)] + [35% x 30% x 20% x 15% (Stacks)] - [10% (Enemy)] = 37.915% ≈ 37.92%
  • Type (specifically Wind): [50% (Mariel)] + [50% x 30% (Hardy)] + [50% x 30% x 20% (Innate)] + [50% x 30% x 20% x 15% (Stacks)] - [ [50% (Enemy) + [50% x 30% (Equipment 20%-50%)] ] = 3.45%
  • Total: 37.92 + 3.45 = 41.37% UP against Wind Type Slash attacks

Hits Calculated Separately

Hits calculated separately of a multihit skill means that damage of each individual hit is calculated using modifiers (i.e. PWR buffs, AF combo%, etc) from before each hit, rather than using modifiers before the very first hit of the skill. Whether a move is calculated separately or together is not stated in game and can only be derived through manual testing.

Most multihit attacks are calculated with modifiers and AF combo% based on the very first hit. Additionally, only one hit has the chance to apply debuffs/statuses. For most skills, only the last hit has this chance, with rare exceptions.

  • Example:
    • May's I'll Crush You! is used. The first hit lands at 75% AF combo and the second hit lands at 80% AF Combo. But both hits are calculated using the AF combo of 75%, regardless of how the AF combo% changes in between the two hits.
    • May is equipped with 1x pain grasta with dormant ore. The first hit inflicts pain. The remaining hit does not receive the 1.3x damage boost from pain grasta. May can only benefit from the pain grasta the next move onwards.

Certain moves have "hits calculated separately". Modifiers and AF combo% are based upon each hit. Each hit also has an independent chance to apply debuffs/statuses.

  • Skills which target random enemies are always calculated separately
  • Each part in a multi-part skill is always calculated separately e.g. damage on Cetie AS's Force Assault is calculated on the ST skill, and again on the AoE skill.
  • Example:
    • Milla's Cloud Pierce is used. The first hit lands at 75% AF Combo and the second hit lands at 80% AF Combo. The second hit uses the higher AF Combo to calculate damage.
    • Milla is equipped with 1x pain grasta with dormant ore. The first hit inflicts pain. The second hit does 1.3x damage due to pain grasta.

Distinct Debuffs

Skills of some characters have "Damage increases from number of distinct debuffs on target" Such characters currently: (Hozuki,Isuka,Ciel AS, Shannon AS, Ewan AS) ... This effect normally applies to basic attacks\skill damage multipliers, directly increasing "size" of skill damage.

  • Counts toward distinct number:
    • All effects marked by Debuff icons with red arrow down.
    • Each Debuff with different icon counts once
    • Stacking debuff and non-stacking skill debuff with same icon count only once
    • For some of these skills: when there are multiple enemies, the enemy with the highest number of debuffs is used to calculate the skill mod, and this skill mod is applied on all enemies
  • Does not counts toward distinct number:
    • Named stacks with orb icons with debuff effects.
    • Status Effects are not debuffs.

Distinct Buffs

Skill of some characters have "Damage increases from number of distinct buffs on user" which increase damage multiplier. Essentially the reverse of Distinct Debuffs. Examples of such characters are: Yukino,Miyu AS Simplified descriptions of this mechanic is - game counts distinctive buff icons

  • Buffs with the exact same icon are counted once, with the two buff types below independent of each other:
    • Skill buffs (marked with green arrow up)
    • Grasta\Weapons\Armor\Badge effects (marked with a small E)
  • Named stacks with icons do not count
  • Stacking skill buff and non-stacking skill buff with same icon count only once

Notes:

  • Status Mental Focus.png Mental Focus and Action order127 el up.png Eagle Eyes count towards Distinct Buffs
  • Power of Benefic grasta does not count toward Distinct Buffs
  • Badges generally do not count towards Distinct Buffs. Only unique badges (from fixed locations and can be received only once) which provide Buff Icons in battle count. These badges can be identified via Filter>Ability in the equipment screen.


Summary of Damage Sources

Table translated from CSDN [4]
The table below shows how various sources affect damage. "Skill" refers to buffs/debuffs that are caused during battle, while "Equip" refers to equipment buffs, such as from Weapons, Armor and Grasta. This table does not include the effects of character stats as seen on the character status screen.

Damage Source Physical Magical Etc.
PWR-dependent INT-dependent SPD-dependent Weakness modifier INT-dependent PWR-dependent Weakness modifier Fixed Poison Pain
PWR Buff/Debuff (Skill) × × × × × × ×
INT Buff/Debuff (Skill) × ×
Hover to view note INT Buffs/Debuffs affect Weakness Mod of PWR and INT-dependent Physical attacks only.
SPD Buffs/Debuffs affect Weakness Mod of SPD-dependent Physical attacks only 
× × × ×
SPD Buff/Debuff (Skill) × ×
Hover to view note INT Buffs/Debuffs affect Weakness Mod of PWR and INT-dependent Physical attacks only.
SPD Buffs/Debuffs affect Weakness Mod of SPD-dependent Physical attacks only 
× × × × × ×
Normal attack UP (Equip) × × × × ×
Critical Rate UP (Skill/Equip) × × × × × ×
Magic Critical Rate UP (Skill/Equip) × × × × × ×
Critical Damage UP (Skill/Equip) × × × × × ×
Magic Critical Damage UP (Skill/Equip) × × × × × ×
Null/Type Damage UP (Skill/Equip) See below × See below × × × ×
Type Resistance Buff/Debuff (Skill/Equip) See below × See below × × × ×
Physical Resistance Buff/Debuff (Skill/Equip) × × × × × ×
Barrier (Skill) × × × × ×
Weapon Damage UP (Skill) × × × × ×
Pain/Poison Grasta/Max HP (Skill/Equip) × × × × ×
Pain/Poison/Rage/Bind Enh, Rose with Thorns, Last Stand, Weak Point, Bullseye/ Ally Defeated DMG+ (Equip) × × × × ×
Status Mental Focus.pngMental Focus (Skill) × × × × × ×
Action order127 el up.pngEagle Eyes/Enemy level127 el up.pngOverthrow/ Attack hit count127 el up.png Multihit (Skill) × × × × ×
Status Break.pngBreak (Skill) × × × × ×
Adversity/Lunatic - Risktaker (Skill) × × × × ×
Lunatic - Mind's Eye (Skill) × × ×
Weakness Mod UP (Skill) × × × × ×
AF Combo% × × × × ×
Zone / Song (skill) × × × × ×
Another Zone (skill) × × × × ×
Field Effects × × × × ×


Type Buff\Debuff Table

The following table shows how various type damage and resistance buff and debuffs affect various attacks.

Element Type Elemental Physical Null Physical Elemental Magical Null Magical
Null element damage UP (Skill/Equip) × ×
Specific element damage UP (Skill/Equip) × ×
Type damage UP (Skill)
Type damage UP (Equip) × ×
Specific element resistance buff/debuff (Skill/Equip) ×
Type resistance buff/debuff (Skill/Equip) ×

References