Difference between revisions of "Damage Calculation"
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+ | <div class="alert alert-warning" role="alert">Information here was translated directly from [[https://pso2.swiki.jp/index.php?ダメージ計算 https://pso2.swiki.jp/index.php?ダメージ計算]] and will require some level of proofreading.</div> | ||
+ | <div class="alert alert-warning" role="alert">All weapons in NA are considered as NT (New Type), thus numbers based on OT (Old Type) weapons in JP may be inaccurate. Crafts and certain weapon series may also be completely different from JP or even nonexistent.</div> | ||
+ | |||
=Damage Composition and Variance= | =Damage Composition and Variance= | ||
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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. | 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. | ||
− | It should also be noted that Summoner Pets have a wide damage variance. | + | It should also be noted that Summoner Pets have a wide damage variance. The exact reasoning is unknown, but it's presumed they follow the non-rare OT damage formula. More on that later in this page. |
== Damage Variance == | == Damage Variance == | ||
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| 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="text-center table-dark" | Minimum Damage | + | | class="text-center table-dark" | Minimum Weapon Damage |
| class="text-center 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 weapon damage, there are two broad categories. |
* Rare weapons ({{Rarity|7}} and above) → '''fixed 90%''' | * Rare weapons ({{Rarity|7}} and above) → '''fixed 90%''' | ||
** Note that while it was previously possible to have less than 90%, it is no longer the case currently. | ** 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 minimum weapon damage formula similar to that of "Non-rare Crafted Weapons". | ||
− | * Non-rare → '''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 weapon damage has a '''large modifier''', resulting in generally higher minimum weapon damage. |
+ | ** Crafts that are below Silver tier, common, uncommon, Red and Blue weapons, non-primary ATK stats (e.g. Vibras weapon's TEC) → calculated minimum weapon damage has a '''small modifier''', resulting in generally less minimum weapon 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 weapon 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 weapon damage of both weapons would still be the same. |
− | See [[#Minimum Damage|Minimum Damage]] for more details on minimum damage calculation. | + | See [[#Minimum Damage|Minimum Damage]] for more details on minimum weapon damage calculation. |
= Damage Calculation Formula = | = Damage Calculation Formula = | ||
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<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 " | + | <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 and is affected by elemental Part Boost multiplier. Note that this is independent from Weapon Element Damage which is always affected by elemental Part Boost multiplier.</dd> |
<dt class="col-3">Final Attack Type</dt> | <dt class="col-3">Final Attack Type</dt> | ||
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! 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 Melee Attack || class="text-center bg-melee" | MEL | + | | class="text-center" | Normal Melee Attack || class="text-center bg-melee" | MEL || class="text-center bg-melee" | MEL Def || class="text-center bg-melee" | MEL || class="text-center bg-melee" | Melee || class="text-center bg-melee" | Melee || |
|- | |- | ||
− | | class="text-center" | Normal Ranged Attack || class="text-center bg-ranged" | RNG | + | | class="text-center" | Normal Ranged Attack || class="text-center bg-ranged" | RNG || class="text-center bg-ranged" | RNG Def || class="text-center bg-ranged" | RNG || class="text-center bg-ranged" | Ranged || class="text-center bg-ranged" | Ranged || |
|- | |- | ||
− | | class="text-center" | Technique || class="text-center bg-tech" | TEC | + | | class="text-center" | Technique || class="text-center bg-tech" | TEC || class="text-center bg-tech" | TEC 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-melee" | MEL | + | | class="text-center" | Bare hands || class="text-center bg-melee" | MEL || class="text-center bg-melee" | MEL Def || class="text-center bg-melee" | MEL || class="text-center bg-melee" | Melee || class="text-center bg-melee" | Melee || |
|- | |- | ||
− | | class="text-center" | Talis Attack || class="text-center bg-tech" | TEC | + | | class="text-center" | Talis Attack || class="text-center bg-tech" | TEC || class="text-center bg-tech" | TEC Def || class="text-center bg-tech" | TEC || class="text-center bg-tech" | Tech || class="text-center bg-melee" | Melee || |
|- | |- | ||
− | | class="text-center" | Harmonizer Normals || class="text-center bg-tech" | TEC | + | | class="text-center" | Harmonizer Normals || class="text-center bg-tech" | TEC || class="text-center bg-tech" | TEC Def || class="text-center" | None || class="text-center bg-tech" | Tech || class="text-center bg-tech" | Tech || Enhanced Attack not applicable |
|- | |- | ||
− | | class="text-center" | Jet Boots (Without Switch Strike) || class="text-center bg-tech" | TEC | + | | class="text-center" | Jet Boots (Without Switch Strike) || class="text-center bg-tech" | TEC || class="text-center bg-tech" | TEC Def || class="text-center bg-tech" | TEC || class="text-center bg-melee" | Melee || class="text-center bg-melee" | Melee || |
|- | |- | ||
− | | class="text-center" | Jet Boots (With Switch Strike)|| class="text-center bg-melee" | MEL | + | | class="text-center" | Jet Boots (With Switch Strike)|| class="text-center bg-melee" | MEL || class="text-center bg-melee" | MEL Def || class="text-center bg-melee" | MEL || class="text-center bg-melee" | Melee || class="text-center bg-melee" | Melee || |
|- | |- | ||
− | | class="text-center" | Pets (Without Switch Strike) || class="text-center bg-tech" | TEC | + | | class="text-center" | Pets (Without Switch Strike) || class="text-center bg-tech" | TEC || class="text-center bg-tech" | TEC Def || class="text-center bg-tech" | TEC || 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 Harmonizer. |
|- | |- | ||
− | | class="text-center" | Pets (With Switch Strike) || class="text-center bg-melee" | MEL | + | | class="text-center" | Pets (With Switch Strike) || class="text-center bg-melee" | MEL || class="text-center bg-melee" | MEL Def || class="text-center bg-melee" | MEL || 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 Harmonizer. |
|- | |- | ||
− | | class="text-center" | Pets (With Switch Shoot) || class="text-center bg-ranged" | RNG | + | | class="text-center" | Pets (With Switch Shoot) || class="text-center bg-ranged" | RNG || class="text-center bg-ranged" | RNG Def || class="text-center bg-ranged" | RNG || 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 Harmonizer. |
|- | |- | ||
+ | | class="text-center" | Phantom Rod Normals || class="text-center bg-tech" | TEC || class="text-center bg-tech" | TEC Def || class="text-center bg-tech" | TEC || class="text-center bg-melee" | Melee || class="text-center bg-melee" | Melee || Unlike other classes' rod attacks, Phantom's does not scale from MEL. | ||
|} | |} | ||
</div> | </div> | ||
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! 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" | Guard Arts || class="text-center bg-melee" | MEL | + | | class="text-center" | Guard Arts || class="text-center bg-melee" | MEL || class="text-center bg-melee" | MEL Def || class="text-center" | None || class="text-center bg-melee" | Melee || class="text-center" | None || |
+ | |- | ||
+ | | class="text-center" | DS Whirlwind || class="text-center bg-melee" | MEL || class="text-center bg-melee" | MEL Def || class="text-center bg-melee" | MEL || class="text-center bg-melee" | Melee || class="text-center bg-melee" | Melee || | ||
|- | |- | ||
− | | class="text-center" | | + | | class="text-center" | Katana Counter Edge || class="text-center bg-melee" | MEL || class="text-center bg-melee" | MEL Def || class="text-center bg-melee" | MEL || class="text-center bg-melee" | Melee || class="text-center bg-melee" | Melee || |
|- | |- | ||
− | | class="text-center" | | + | | class="text-center" | Braver Combat Finish || class="text-center bg-melee" | MEL || class="text-center bg-melee" | MEL Def || class="text-center bg-melee" | MEL || class="text-center bg-melee" | Melee || class="text-center bg-melee" | Melee || |
|- | |- | ||
− | | class="text-center" | | + | | class="text-center" | Sidestep Tackle || class="text-center bg-melee" | MEL || class="text-center bg-melee" | MEL Def || class="text-center bg-melee" | MEL || class="text-center bg-melee" | Melee || class="text-center bg-melee" | Melee || |
|- | |- | ||
− | | class="text-center" | | + | | class="text-center" | SB Photon Blades || class="text-center bg-melee" | MEL || class="text-center bg-melee" | MEL Def || class="text-center bg-melee" | MEL || class="text-center bg-melee" | Melee || class="text-center bg-melee" | Melee || |
|- | |- | ||
− | | class="text-center" | | + | | class="text-center" | Hero Sword Weapon Action || class="text-center bg-melee" | MEL || class="text-center bg-melee" | MEL Def || class="text-center bg-melee" | MEL || class="text-center bg-melee" | Melee || class="text-center bg-melee" | Melee || |
|- | |- | ||
− | | class="text-center" | Ranger Tools (Traps, Bullets | + | | class="text-center" | Ranger Tools (Traps, Bullets, Bombs) || class="text-center bg-ranged" | RNG || class="text-center bg-ranged" | RNG Def || class="text-center" | None || class="text-center bg-ranged" | Ranged || class="text-center" | None || Stationary Fire & Mobile Fire not applicable |
|- | |- | ||
− | | class="text-center" | | + | | class="text-center" | S-Roll Arts || class="text-center bg-ranged" | RNG || class="text-center bg-ranged" | RNG Def || class="text-center bg-ranged" | RNG || class="text-center bg-ranged" | Ranged || class="text-center bg-ranged" | Ranged || |
|- | |- | ||
− | | class="text-center" | Rod Shoot || class="text-center bg-tech" | TEC | + | | class="text-center" | Phantom Marker Detonation (Rifle) || class="text-center bg-ranged" | RNG || class="text-center bg-ranged" | RNG Def || class="text-center bg-ranged" | RNG || class="text-center bg-ranged" | Ranged || class="text-center bg-melee" | Melee || |
+ | |- | ||
+ | | class="text-center" | Rod Shoot || class="text-center bg-tech" | TEC || class="text-center bg-tech" | TEC Def || class="text-center bg-tech" | TEC || class="text-center bg-tech" | Tech || class="text-center bg-melee" | Melee Damage || | ||
+ | |- | ||
+ | | class="text-center" | Photonic Fury (Wand Focus) || class="text-center bg-tech" | TEC || class="text-center bg-tech" | TEC Def || class="text-center bg-tech" | TEC || class="text-center bg-elemental" | Elemental Attribute || class="text-center bg-melee" | Melee || | ||
+ | |- | ||
+ | | class="text-center" | Detonation Skills || class="text-center bg-tech" | TEC || class="text-center bg-tech" | TEC 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" | TEC || class="text-center bg-tech" | TEC 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" | TEC || class="text-center bg-tech" | TEC 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" | TEC || class="text-center bg-tech" | TEC Def || class="text-center bg-tech" | TEC || class="text-center bg-tech" | Tech || class="text-center bg-melee" | Melee || | ||
+ | |- | ||
+ | | class="text-center" | Hero One More Jump || class="text-center bg-tech" | TEC || class="text-center bg-tech" | TEC Def || class="text-center" | None || class="text-center bg-tech" | Tech || class="text-center" | None || | ||
+ | |- | ||
+ | | class="text-center" | SB Tackle || class="text-center bg-melee" | MEL || class="text-center bg-melee" | MEL Def || class="text-center bg-melee" | MEL || class="text-center bg-melee" | Melee || class="text-center bg-melee" | Melee || | ||
+ | |- | ||
+ | | class="text-center" | Perfect Reversal B || class="text-center bg-melee" | MEL || class="text-center bg-melee" | MEL Def || class="text-center bg-melee" | MEL || class="text-center bg-melee" | Melee || class="text-center bg-melee" | Melee || | ||
+ | |- | ||
+ | | class="text-center" | Angelic Adept || class="text-center bg-melee" | MEL || class="text-center bg-melee" | MEL Def || class="text-center bg-melee" | MEL || class="text-center bg-melee" | Melee || class="text-center bg-melee" | Melee || | ||
+ | |- | ||
+ | | class="text-center" | Retaliating Fist || class="text-center bg-melee" | MEL || class="text-center bg-melee" | MEL Def || class="text-center bg-melee" | MEL || class="text-center bg-melee" | Melee || class="text-center bg-melee" | Melee || | ||
+ | |- | ||
+ | | class="text-center" | Hexing Spirit || class="text-center bg-melee" | MEL || class="text-center bg-melee" | MEL Def || class="text-center bg-melee" | MEL || class="text-center bg-melee" | Melee || class="text-center bg-melee" | Melee || | ||
+ | |- | ||
+ | | class="text-center" | Thundering Blades || class="text-center bg-melee" | MEL || class="text-center bg-melee" | MEL Def || class="text-center bg-melee" | MEL || class="text-center bg-melee" | Melee || class="text-center bg-melee" | Melee || | ||
|- | |- | ||
− | | class="text-center" | | + | | class="text-center" | Mysterious Conjurer || class="text-center bg-melee" | MEL || class="text-center bg-melee" | MEL Def || class="text-center bg-melee" | MEL || class="text-center bg-melee" | Melee || class="text-center bg-melee" | Melee || |
|- | |- | ||
− | | class="text-center" | | + | | class="text-center" | Switchblade Surprise || class="text-center bg-melee" | MEL || class="text-center bg-melee" | MEL Def || class="text-center bg-melee" | MEL || class="text-center bg-melee" | Melee || class="text-center bg-ranged" | Ranged || |
|- | |- | ||
− | | class="text-center" | | + | | class="text-center" | Antique Shot || class="text-center bg-ranged" | RNG || class="text-center bg-ranged" | RNG Def || class="text-center bg-ranged" | RNG || class="text-center bg-ranged" | Ranged || class="text-center bg-ranged" | Ranged || |
|- | |- | ||
− | | class="text-center" | | + | | class="text-center" | Soaring Brilliance || class="text-center bg-ranged" | RNG || class="text-center bg-ranged" | RNG Def || class="text-center bg-ranged" | RNG || class="text-center bg-ranged" | Ranged || class="text-center bg-ranged" | Ranged || |
|- | |- | ||
− | | class="text-center" | | + | | class="text-center" | Auxiliary Dart || class="text-center bg-ranged" | RNG || class="text-center bg-ranged" | RNG Def || class="text-center bg-ranged" | RNG || class="text-center bg-ranged" | Ranged || class="text-center bg-ranged" | Ranged || |
|- | |- | ||
− | | class="text-center" | | + | | class="text-center" | Glance of Darkness || class="text-center bg-tech" | TEC || class="text-center bg-tech" | TEC 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" | | + | | class="text-center" | SP Auto Action (MEL) || class="text-center bg-melee" | MEL || class="text-center bg-melee" | MEL Def || class="text-center" | None || class="text-center bg-melee" | Melee || class="text-center" | None || Only scales from base stats |
|- | |- | ||
− | | class="text-center" | SP Auto Action ( | + | | class="text-center" | SP Auto Action (RNG) || class="text-center bg-ranged" | RNG || class="text-center bg-ranged" | RNG Def || class="text-center bg-ranged" | RNG || class="text-center bg-ranged" | Ranged || class="text-center" | None || Only scales from base stats |
|- | |- | ||
− | | class="text-center" | SP Auto Action ( | + | | class="text-center" | SP Auto Action (TEC) || class="text-center bg-tech" | TEC || class="text-center bg-tech" | TEC Def || class="text-center" | None || class="text-center bg-elemental" | Elemental Attribute || class="text-center bg-tech" | Tech || Treated as an uncharged Technique with equipment stats scaling |
|- | |- | ||
− | | class="text-center" | | + | | class="text-center" | Photon Blast (MEL) || class="text-center bg-melee" | MEL || class="text-center bg-melee" | MEL Def || class="text-center" | None || class="text-center bg-melee" | Melee || class="text-center" | None || |
|- | |- | ||
− | | class="text-center" | Photon Blast ( | + | | class="text-center" | Photon Blast (RNG) || class="text-center bg-ranged" | RNG || class="text-center bg-ranged" | RNG Def || class="text-center" | None || class="text-center bg-ranged" | Ranged || class="text-center" | None || |
|- | |- | ||
− | | class="text-center" | Photon Blast ( | + | | class="text-center" | Photon Blast (TEC) || class="text-center bg-tech" | TEC || class="text-center bg-tech" | TEC Def || class="text-center" | None || class="text-center bg-tech" | Tech || class="text-center" | None || |
|- | |- | ||
− | | class="text-center" | | + | | class="text-center" | Dash Panel Boost Kick || class="text-center bg-melee" | MEL || class="text-center bg-melee" | MEL Def || class="text-center" | None || class="text-center bg-melee" | Melee || class="text-center" | None || Power 250%, 3500%, 5000% |
|- | |- | ||
|} | |} | ||
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<div class="table-responsive"> | <div class="table-responsive"> | ||
− | |||
=== Photon Art & Technique Exceptions === | === Photon Art & Technique Exceptions === | ||
{| class="wikitable table-bordered" | {| class="wikitable table-bordered" | ||
! 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" | RNG | + | | class="text-center" | Physical Moves from TMG PAs || class="text-center bg-ranged" | RNG || class="text-center bg-ranged" | RNG Def || class="text-center bg-ranged" | RNG || class="text-center bg-melee" | Melee || class="text-center bg-ranged" | Ranged || |
|- | |- | ||
− | | class="text-center" | Wild Wallop<br>Impact Slider Kick<br>Kamikaze Arrow Kick<br>Kickshot Combo Kick || class="text-center bg-ranged" | RNG | + | | class="text-center" | Wild Wallop<br>Impact Slider Kick<br>Kamikaze Arrow Kick<br>Kickshot Combo Kick || class="text-center bg-ranged" | RNG || class="text-center bg-ranged" | RNG Def || class="text-center bg-ranged" | RNG || class="text-center bg-melee" | Melee || class="text-center bg-melee" | Melee || |
|- | |- | ||
− | | class="text-center" | Kamikaze Arrow Dash || class="text-center bg-ranged" | RNG | + | | class="text-center" | Kamikaze Arrow Dash || class="text-center bg-ranged" | RNG || class="text-center bg-ranged" | RNG Def || class="text-center bg-ranged" | RNG || class="text-center bg-ranged" | Ranged || class="text-center bg-melee" | Melee || |
+ | |- | ||
+ | | class="text-center" | Hero Talis PAs || class="text-center bg-tech" | TEC || class="text-center bg-tech" | TEC Def || class="text-center bg-tech" | TEC || class="text-center bg-tech" | Tech || class="text-center bg-melee" | Melee || | ||
+ | |- | ||
+ | | class="text-center" | Phantom Rod PAs || class="text-center bg-tech" | TEC || class="text-center bg-tech" | TEC Def || class="text-center bg-tech" | TEC || class="text-center bg-melee" | Melee || class="text-center bg-melee" | Melee || | ||
|- | |- | ||
| class="text-center" | Volkraptor Explosion<br>Banishing 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" | Volkraptor Explosion<br>Banishing 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 || | ||
Line 202: | Line 239: | ||
| colspan="2" class="text-center" scope="col" | Weapon Damage 100% | | colspan="2" class="text-center" scope="col" | Weapon Damage 100% | ||
|- | |- | ||
− | | class="text-center" | Minimum Damage | + | | class="text-center" | Minimum Weapon Damage |
| class="text-center" | Damage Variance | | class="text-center" | Damage Variance | ||
|} | |} | ||
Line 208: | Line 245: | ||
To calculate the Maximum Damage as shown in the figure above: | 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. | + | * 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 Augments | + | * '''Weapon Attack Power''' refers to the relevant Attack Power of the weapon, excluding Augments. |
− | * 1.05 is from the latent 5%, colloquially referred to as the "Mystery Multiplier" in the Japanese community. | + | * '''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. | ** 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. | ** 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. | ** 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. | + | * '''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. | * For Pets, use Pet's Attack Power instead of weapon's. | ||
** Pet's default base ATK → Weapon Attack Power | ** Pet's default base ATK → Weapon Attack Power | ||
− | ** Pet Plus Stats → Augments (affected by Shifta). | + | ** Pet's Plus Stats → Augments (affected by Shifta). |
− | ** Stats from Sweets | + | ** Stats from Sweets → Augments (unaffected by Shifta). |
− | ** Interactions between Pet stats and Shifta will be explained in detail later in [[ | + | ** Interactions between Pet stats and Shifta will be explained in detail later in [[#Applying_Buffs|Applying Buffs]]. |
<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> | <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> | ||
Line 260: | Line 297: | ||
| 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 text-white bg-info" | Minimum Damage || class="text-center" | Damage Variance | + | | class="text-center text-white bg-info" | Minimum Weapon Damage || class="text-center" | Damage Variance |
|} | |} | ||
</div> | </div> | ||
− | + | As mentioned earlier in [[#Damage Variance|Damage Variance]], weapons are divided into groups based on the formula used in the calculation: | |
− | + | * '''Non-rare''' group consists of the following: | |
− | * Non-rare | + | ** Weapons with {{rarity|1}} through {{rarity|6}} rarity. |
− | + | ** Crafted weapons using less than Silver tier recipes. | |
− | + | ** Blue and Red Series of weapons. | |
− | + | ** Any weapon when using a non-primary ATK stat (e.g. Vibras weapon's TEC). | |
− | + | * '''Silver Craft''' group consists of any weapon crafted using Silver tier recipe. | |
− | ** | + | * '''Invade OT & Val''' group consists of said weapon series. |
− | ** | + | * '''Rare''' group consists of other weapons not mentioned above. |
− | ** | ||
− | |||
− | * | ||
− | + | Note that not all weapons have been thoroughly tested and there may be exceptions to the grouping and formula not yet discovered. | |
− | |||
− | * | + | * '''Grind Modifier''' is defined as the growth rate of weapon stats based on the current grind level of the weapon. For instance, a weapon at +35 has 135% of its original ATK, which is equal to 1.35 in decimal format. In this case, the Grind Modifier used in the formula becomes 1.35. |
− | + | * In the case of Pets, both Player's and Pet's DEX values are added together in the calculation. | |
+ | ** It has not been verified whether Pet's DEX value is multiplied by PA DEX Modifier. Though for PAs with 100% DEX Modifier, the result of the calculation should be the same. | ||
<pre> | <pre> | ||
Weapon Modifier = | Weapon Modifier = | ||
− | + | Non-rare group: | |
− | + | 50 × (Grind Modifier - 1) | |
− | + | Silver Craft group (Twin Daggers, Double Sabers, Gunslashes): | |
− | + | 50 + 100 × (Grind Modifier - 1) | |
+ | Silver Craft group (Other Weapons): | ||
+ | 100 + 150 × (Grind Modifier - 1) | ||
+ | Invade OT & Val group: | ||
+ | 150 + 200 × (Grind Modifier - 1) | ||
+ | Pets: | ||
+ | -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 Attack = (Player DEX x PA DEX Modifier - Enemy DEX + Weapon Modifier) x 2 | ||
Line 297: | Line 338: | ||
Effective Attack Power = | Effective Attack Power = | ||
− | + | Rare group: | |
− | + | 90% Cap | |
− | + | Else: | |
− | + | 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 | Minimum Weapon Damage = Effective Attack Power ÷ 5 × Part Boost x Total Multiplier | ||
</pre> | </pre> | ||
− | |||
− | |||
== Applying Buffs == | == Applying Buffs == | ||
Line 314: | Line 353: | ||
! colspan="6" class="text-center" | Maximum Damage | ! colspan="6" class="text-center" | Maximum Damage | ||
|- | |- | ||
− | | colspan="3" class="text-center" | Player Damage, Mag Stats | + | | colspan="3" class="text-center" | Player Damage, Mag Stats |
+ | | rowspan="2" class="text-center" | Weapon Element Damage | ||
+ | | colspan="2" class="text-center" | Weapon Damage 100% | ||
|- | |- | ||
− | | class="text-center bg-info" | Base Stats | + | | class="text-center text-white bg-info" | Base Stats, Mag, Stat Ups, etc. |
+ | | class="text-center" | Augments | ||
+ | | class="text-center" | Photon Flare, etc. | ||
+ | | class="text-center" | Minimum Weapon Damage | ||
+ | | class="text-center" | Damage Variance | ||
|} | |} | ||
</div> | </div> | ||
− | + | Fraction of stats caused by calculations from buffs are kept in calculation, even if numbers are rounded before being displayed in-game. Thus, when calculating damage, do not round off decimal values, as they can become significant under very high multipliers. | |
− | + | ||
− | + | Based on the figure above, '''Base Stats, Mag, Stat Ups, etc.''' includes: | |
+ | * The player's base stats. | ||
+ | * Mag stats. | ||
+ | * Stat Up skills (e.g. Melee Power Up, Ranged Power Up, Tech Power Up). | ||
+ | * Stat Up SSAs on units. | ||
+ | ** Mag-based stats skills such as Braver Mag are also included. | ||
+ | ** Skills which increase stats dynamically such as Photon Flare and Deadline Slayer are <strong>not included.</strong> | ||
− | + | Stat buffs e.g. Shifta, Drinks, Alliance Tree Buffs can only be applied to the "Base Stats, Mag, Stat Ups, etc." section. | |
− | + | The formula to calculate Attack Power with these buffs is: | |
− | + | <code>{ (Base Stats + Mag + Stat Ups) × Photon Tree Buff × Shifta Drink × Shifta}</code> | |
=== The Effect of Shifta on Pets === | === The Effect of Shifta on Pets === | ||
− | The effects of Shifta on Pets | + | The effects of Shifta on Pets is different than that of the player's. |
− | + | The formula for the effect of Shifta on Pets is: | |
− | * | + | |
− | ** The Attack Boost granted by Cookies <strong> | + | <code>{ Shifta x (Attack Power of player with no equipped weapon + Pet Plus Stats + Attack Boost from Support Roll)}</code> |
− | * | + | |
− | * Using Switch Skills will cause the Attack Power | + | * The Pet's base stats (not Pet Plus Stats) are <strong>not affected by Shifta.</strong> |
− | * | + | * The Pet's Attack Power from its Element is <strong>not affected by Shifta.</strong> |
− | + | * The Attack Boost granted by Cookies are <strong>not affected by Shifta.</strong> | |
+ | * The equipped Harmonizer's Attack Power is <strong>not affected by Shifta.</strong> | ||
+ | * "Attack Power of player with no equipped weapon" includes Unit Augments, Set Effects, Mag, Stat Up Skills, etc. I.e. everything that is also affected by the Attack Power increase of released Katana Focus. | ||
+ | * Using Switch Skills will cause the referenced Attack Power to change, as noted in [[#Damage_Type_Reference|Damage Type Reference]]. For instance, if Switch Shoot is active, the referenced Attack Power will change from TEC to RNG, then RNG values from Augments on equipped Units and Set Bonuses will be used instead. | ||
+ | * The player's increased Attack Power from Shifta <strong>has no effect on the Pet's damage output. Shifta must be applied on the Pet to take effect.</strong> | ||
== Criticals and Expected Values == | == Criticals and Expected Values == | ||
− | When you deal critical damage, the damage will show up in-game as a blue damage number. The default critical | + | When you deal critical damage, the damage will show up in-game as a blue damage number. The default critical rate is estimated to be 5%. |
− | The higher the critical rate, the higher the average damage will be | + | The higher the critical rate, the higher the average damage will be. To calculate the expected value considering the critical rate, the following is recommended: |
<pre> | <pre> | ||
Line 351: | Line 406: | ||
</pre> | </pre> | ||
− | And taking Critical Strike into account: | + | And taking critical damage bonuses (e.g. Critical Strike) into account: |
<pre> | <pre> | ||
− | Mid-range = ( | + | Mid-range = (Maximum Value + Minimum Value) ÷ 2 |
− | Expected Value = Mid-range + Critical Rate × ( | + | Expected Value = Mid-range + Critical Rate × (Maximum Value x Critical Damage bonus - Mid-range) |
</pre> | </pre> | ||
− | + | == External Reading == | |
− | + | * [https://docs.google.com/spreadsheets/d/1ITnKIP8iE0nErYJQ25wlV0JY-aMWVZBlaNVZ3XuGj2c/edit?usp=drivesdk Potency Analysis] - A spreadsheet that compiles and calculates all the DPS tables in a single place. | |
− | + | * [https://pso2c.kyata.work Combo Simulator] - A Japanese PSO2 damage calculator that does similar things to the Potency Analysis spreadsheet. Uses Japanese terms and PSO2JP English Patch terms. | |
[[Category: Player]][[Category: Game Mechanics]] | [[Category: Player]][[Category: Game Mechanics]] | ||
+ | {{PSO2 Navbox}} |
Latest revision as of 02:40, 6 July 2021
Damage Composition and Variance
Damage Composition
PSO2's damage is divided into the following:
- Player Damage (Base Stats, Mag Stats, Augments, 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):
Non-critical damage under the best conditions:
Non-critical damage under the worst conditions:
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.
It should also be noted that Summoner Pets have a wide damage variance. The exact reasoning is unknown, but it's presumed they follow the non-rare OT damage formula. More on that later in this page.
Damage Variance
The above section can be summarized as the following table:
Maximum Damage | |||
---|---|---|---|
Player Damage | Weapon Element Damage | Weapon Damage 100% | |
Minimum Weapon Damage | Damage Variance |
To determine the minimum weapon damage, there are two broad categories.
- Rare weapons ( 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 minimum weapon damage formula similar to that of "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 weapon damage has a large modifier, resulting in generally higher minimum weapon damage.
- Crafts that are below Silver tier, common, uncommon, Red and Blue weapons, non-primary ATK stats (e.g. Vibras weapon's TEC) → calculated minimum weapon damage has a small modifier, resulting in generally less minimum weapon damage.
In the case of non-rare, the value of minimum weapon 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 weapon damage of both weapons would still be the same.
See Minimum Damage for more details on minimum weapon 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 and is affected by elemental Part Boost multiplier. Note that this is independent from Weapon Element Damage which is always 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 "Advanced Precision Hit".
Base
Method of Attack | Attack Power | Defense Power | Weapon Element Damage | Part Boost | Final Attack Type | Notes |
---|---|---|---|---|---|---|
Normal Melee Attack | MEL | MEL Def | MEL | Melee | Melee | |
Normal Ranged Attack | RNG | RNG Def | RNG | Ranged | Ranged | |
Technique | TEC | TEC Def | None | Elemental Attribute | Tech | |
Bare hands | MEL | MEL Def | MEL | Melee | Melee | |
Talis Attack | TEC | TEC Def | TEC | Tech | Melee | |
Harmonizer Normals | TEC | TEC Def | None | Tech | Tech | Enhanced Attack not applicable |
Jet Boots (Without Switch Strike) | TEC | TEC Def | TEC | Melee | Melee | |
Jet Boots (With Switch Strike) | MEL | MEL Def | MEL | Melee | Melee | |
Pets (Without Switch Strike) | TEC | TEC Def | TEC | Tech | Tech | Pets stats are used in lieu of weapons, not the stats of the Harmonizer. |
Pets (With Switch Strike) | MEL | MEL Def | MEL | Tech | Tech | Pets stats are used in lieu of weapons, not the stats of the Harmonizer. |
Pets (With Switch Shoot) | RNG | RNG Def | RNG | Tech | Tech | Pets stats are used in lieu of weapons, not the stats of the Harmonizer. |
Phantom Rod Normals | TEC | TEC Def | TEC | Melee | Melee | Unlike other classes' rod attacks, Phantom's does not scale from MEL. |
Class Skills & Others
Method of Attack | Attack Power | Defense Power | Weapon Element Damage | Part Boost | Final Attack Type | Notes |
---|---|---|---|---|---|---|
Guard Arts | MEL | MEL Def | None | Melee | None | |
DS Whirlwind | MEL | MEL Def | MEL | Melee | Melee | |
Katana Counter Edge | MEL | MEL Def | MEL | Melee | Melee | |
Braver Combat Finish | MEL | MEL Def | MEL | Melee | Melee | |
Sidestep Tackle | MEL | MEL Def | MEL | Melee | Melee | |
SB Photon Blades | MEL | MEL Def | MEL | Melee | Melee | |
Hero Sword Weapon Action | MEL | MEL Def | MEL | Melee | Melee | |
Ranger Tools (Traps, Bullets, Bombs) | RNG | RNG Def | None | Ranged | None | Stationary Fire & Mobile Fire not applicable |
S-Roll Arts | RNG | RNG Def | RNG | Ranged | Ranged | |
Phantom Marker Detonation (Rifle) | RNG | RNG Def | RNG | Ranged | Melee | |
Rod Shoot | TEC | TEC Def | TEC | Tech | Melee Damage | |
Photonic Fury (Wand Focus) | TEC | TEC Def | TEC | Elemental Attribute | Melee | |
Detonation Skills | TEC | TEC Def | None | Tech | Tech | |
JB Double Jump | TEC | TEC Def | None | Elemental Attribute | None | |
Elemental Burst | TEC | TEC Def | None | Elemental Attribute | None | |
Hero Talis Marking Shot | TEC | TEC Def | TEC | Tech | Melee | |
Hero One More Jump | TEC | TEC Def | None | Tech | None | |
SB Tackle | MEL | MEL Def | MEL | Melee | Melee | |
Perfect Reversal B | MEL | MEL Def | MEL | Melee | Melee | |
Angelic Adept | MEL | MEL Def | MEL | Melee | Melee | |
Retaliating Fist | MEL | MEL Def | MEL | Melee | Melee | |
Hexing Spirit | MEL | MEL Def | MEL | Melee | Melee | |
Thundering Blades | MEL | MEL Def | MEL | Melee | Melee | |
Mysterious Conjurer | MEL | MEL Def | MEL | Melee | Melee | |
Switchblade Surprise | MEL | MEL Def | MEL | Melee | Ranged | |
Antique Shot | RNG | RNG Def | RNG | Ranged | Ranged | |
Soaring Brilliance | RNG | RNG Def | RNG | Ranged | Ranged | |
Auxiliary Dart | RNG | RNG Def | RNG | Ranged | Ranged | |
Glance of Darkness | TEC | TEC Def | None | Elemental Attribute | Tech | Treated as an uncharged Technique |
SP Auto Action (MEL) | MEL | MEL Def | None | Melee | None | Only scales from base stats |
SP Auto Action (RNG) | RNG | RNG Def | RNG | Ranged | None | Only scales from base stats |
SP Auto Action (TEC) | TEC | TEC Def | None | Elemental Attribute | Tech | Treated as an uncharged Technique with equipment stats scaling |
Photon Blast (MEL) | MEL | MEL Def | None | Melee | None | |
Photon Blast (RNG) | RNG | RNG Def | None | Ranged | None | |
Photon Blast (TEC) | TEC | TEC Def | None | Tech | None | |
Dash Panel Boost Kick | MEL | MEL Def | None | Melee | 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 | RNG | RNG Def | RNG | Melee | Ranged | |
Wild Wallop Impact Slider Kick Kamikaze Arrow Kick Kickshot Combo Kick |
RNG | RNG Def | RNG | Melee | Melee | |
Kamikaze Arrow Dash | RNG | RNG Def | RNG | Ranged | Melee | |
Hero Talis PAs | TEC | TEC Def | TEC | Tech | Melee | |
Phantom Rod PAs | TEC | TEC Def | TEC | Melee | Melee | |
Volkraptor Explosion Banishing 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 Weapon 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 Augments.
- 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 Plus Stats → Augments (affected by Shifta).
- Stats from Sweets → Augments (unaffected by Shifta).
- Interactions between Pet stats and Shifta will be explained in detail later in Applying 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, Augments, 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 Weapon Damage | Damage Variance |
As mentioned earlier in Damage Variance, weapons are divided into groups based on the formula used in the calculation:
- Non-rare group consists of the following:
- Weapons with through rarity.
- Crafted weapons using less than Silver tier recipes.
- Blue and Red Series of weapons.
- Any weapon when using a non-primary ATK stat (e.g. Vibras weapon's TEC).
- Silver Craft group consists of any weapon crafted using Silver tier recipe.
- Invade OT & Val group consists of said weapon series.
- Rare group consists of other weapons not mentioned above.
Note that not all weapons have been thoroughly tested and there may be exceptions to the grouping and formula not yet discovered.
- Grind Modifier is defined as the growth rate of weapon stats based on the current grind level of the weapon. For instance, a weapon at +35 has 135% of its original ATK, which is equal to 1.35 in decimal format. In this case, the Grind Modifier used in the formula becomes 1.35.
- In the case of Pets, both Player's and Pet's DEX values are added together in the calculation.
- It has not been verified whether Pet's DEX value is multiplied by PA DEX Modifier. Though for PAs with 100% DEX Modifier, the result of the calculation should be the same.
Weapon Modifier = Non-rare group: 50 × (Grind Modifier - 1) Silver Craft group (Twin Daggers, Double Sabers, Gunslashes): 50 + 100 × (Grind Modifier - 1) Silver Craft group (Other Weapons): 100 + 150 × (Grind Modifier - 1) Invade OT & Val group: 150 + 200 × (Grind Modifier - 1) 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 = Rare group: 90% Cap Else: 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
Applying Buffs
Maximum Damage | |||||
---|---|---|---|---|---|
Player Damage, Mag Stats | Weapon Element Damage | Weapon Damage 100% | |||
Base Stats, Mag, Stat Ups, etc. | Augments | Photon Flare, etc. | Minimum Weapon Damage | Damage Variance |
Fraction of stats caused by calculations from buffs are kept in calculation, even if numbers are rounded before being displayed in-game. Thus, when calculating damage, do not round off decimal values, as they can become significant under very high multipliers.
Based on the figure above, Base Stats, Mag, Stat Ups, etc. includes:
- The player's base stats.
- Mag stats.
- Stat Up skills (e.g. Melee Power Up, Ranged Power Up, Tech Power Up).
- Stat Up SSAs on units.
- Mag-based stats skills such as Braver Mag are also included.
- Skills which increase stats dynamically such as Photon Flare and Deadline Slayer are not included.
Stat buffs e.g. Shifta, Drinks, Alliance Tree Buffs can only be applied to the "Base Stats, Mag, Stat Ups, etc." section.
The formula to calculate Attack Power with these buffs is:
{ (Base Stats + Mag + Stat Ups) × Photon Tree Buff × Shifta Drink × Shifta}
The Effect of Shifta on Pets
The effects of Shifta on Pets is different than that of the player's.
The formula for the effect of Shifta on Pets is:
{ Shifta x (Attack Power of player with no equipped weapon + Pet Plus Stats + Attack Boost from Support Roll)}
- The Pet's base stats (not Pet Plus Stats) are not affected by Shifta.
- The Pet's Attack Power from its Element is not affected by Shifta.
- The Attack Boost granted by Cookies are not affected by Shifta.
- The equipped Harmonizer's Attack Power is not affected by Shifta.
- "Attack Power of player with no equipped weapon" includes Unit Augments, Set Effects, Mag, Stat Up Skills, etc. I.e. everything that is also affected by the Attack Power increase of released Katana Focus.
- Using Switch Skills will cause the referenced Attack Power to change, as noted in Damage Type Reference. For instance, if Switch Shoot is active, the referenced Attack Power will change from TEC to RNG, then RNG values from Augments on equipped Units and Set Bonuses will be used instead.
- The player's increased Attack Power from Shifta has no effect on the Pet's damage output. Shifta must be applied on the Pet to take effect.
Criticals and Expected Values
When you deal critical damage, the damage will show up in-game as a blue damage number. The default critical rate is estimated to be 5%.
The higher the critical rate, the higher the average damage will be. To calculate the expected value considering the critical rate, the following is recommended:
Mid-range = (Maximum Value + Minimum Value) ÷ 2 Expected Value = Mid-range + Critical Rate x (Maximum Value - Mid-range)
And taking critical damage bonuses (e.g. Critical Strike) into account:
Mid-range = (Maximum Value + Minimum Value) ÷ 2 Expected Value = Mid-range + Critical Rate × (Maximum Value x Critical Damage bonus - Mid-range)
External Reading
- Potency Analysis - A spreadsheet that compiles and calculates all the DPS tables in a single place.
- Combo Simulator - A Japanese PSO2 damage calculator that does similar things to the Potency Analysis spreadsheet. Uses Japanese terms and PSO2JP English Patch terms.
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