Damage Formula

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Attack Types: Normal Attack | Charge Attack
Other Damage: Plain Damage | Destruction Damage | Bonus Damage | Critical Damage | Supplemental Damage | DMG Taken Amplified
Damage Formula: Basic Concepts | Detailed Formula | Damage Cap


The damage formula is the process through which a character's stats, weapon skills, status effects, etc. are turned into the final damage that is observed in game. While there are slight differences to the formula depending on the type of damage being dealt, the shared general structure of the formula is:

[math]\displaystyle{ \underset{\mathrm{Soft\ Cap}}{f} \left( \frac{Raw\ DMG}{Enemy\ DEF} \right) \times DMG\ Amp.\ +\ Supp.\ DMG }[/math]

This page covers the important parts of the damage formula at a basic level. A detailed breakdown of every step, including the actual math, is available on the detailed damage formula page.

Estimated Damage Panel

Estimated damage shown on the Party menu's Weapon tab

The Estimated Damage in the Party screen can provide some insight into the damage formula. While it can be useful for making rough comparisons between grid weapons, there are several limitations:

  • The estimate given is a Normal Attack damage instance against a foe with 10 defense (DEF).
    • As a result, weapon skills that do not directly improve N.A. Damage may lower the Estimated Damage despite providing other beneficial effects, such as Normal Attack Bonus Damage and Skill or Charge Attack-related effects.
    • Once a certain amount of raw damage is present, weapons that provide DMG Cap/Amp to Normal Attacks will be favored by the Estimated Damage.
  • Passive effects are not consistently taken into account.
    • For example, the DMG Cap from Lancer Origin's  Volitional ArmamentsIf main weapon is a Spear:
      Supplement damage (Damage cap: 30,000) and normal attacks deal 2-hit damage to random foes.
      If main weapon is an Axe:
      100% / 20% boost to critical hit rate100% chance of dealing 20% more damage. and 10% boost to damage cap.
      At level 40:
      No longer requires Spear or Axe.
      affects Estimated Damage, but other effects granted by the support skill do not.
  • Critical Hit DMG and other effects that are only applied on critical hits are only calculated if the grid has 100% critical hit chance.
  • In-combat effects such as character skills or enemy debuffs are not reflected. This also includes raid unique effects such as the 60% boost to Omega weapon skills present in Impossible Omega III Raids.

The Formula

Raw Damage

[math]\displaystyle{ \text{Raw Damage} = \text{Base ATK}\ ×\ \text{DMG Modifier}\ ×\ ∏\text{ATK Boosts} }[/math]

Base ATK

A character's Base ATK shown on the Party menu's Character tab
  • The orange number found next to the icon on the party screen.
  • Each class/character will have an initial value that can be increased by flat amounts. Notable sources include:

DMG Modifiers

ATK Boosts

  • ATK boosts are additive within their own category but are multiplicative with other categories.
  • Has the biggest influence on raw damage.
  • Consists of many different categories.

Common categories of ATK Boosts include:

Category Name Common Examples Notes
Normal
  • Weapon Skills
  • Statuses
    •  Rage IIIAll parties gain 30% ATK UpATK is boosted
      Strength: 30%Duration: 3 turns
      .
    • Hidden Tiger, Crouching DragonAll allies gain Hidden Tiger, Crouching DragonCharge bar gain is boosted /
      Debuff resistance is boosted /
      ATK is boosted /
      Double attack rate is boosted /
      Attacks made with elemental superiority have a chance to deal boosted DMG
      (Can't be removed)
      Multiplier: NormalDuration: 3 turns
      .
      At level 95:
      Effect enhanced.
      Hidden Tiger, Crouching DragonCharge bar gain is boosted /
      Debuff resistance is boosted /
      ATK is boosted /
      Double attack rate is boosted /
      Attacks made with elemental superiority have a chance to deal boosted DMG
      (Can't be removed)
      Multiplier: NormalDuration: 5 turns
      duration increased to 5 turns.
Omega
Odious
EX
  • Weapon Skills
  • Weapon skills are not boostable.
  • Both and are part of this category.
Elemental
  • Summon Auras
    •  Beelzebub's Main AuraMain Aura100% boost to all Elemental ATK.
      Sharp boost to MC's stats.
      Raise MC's TranceAdditional effects based on lvl (Max: 3 / Can't be removed)
      Duration: Indefinite
      lvl by 3 at battle start (Max: 3).
  • Statuses
    • Elemental BreathAll allies gain 50% Wind ATK UpWind ATK is boosted
      Strength: 50%Duration: 3 turns
      and KeenSupplemental DMG to critical hits
      Strength: 1% of foe's max HP (Damage cap: 50,000)Duration: 3 turns
      .
      At level 90:
      All allies also gain 10% UpliftedCharge bar is boosted on every turn
      Strength: 10%Duration: 3 turns
      .
    • Book of Sunlight, Page 19All Earth allies gain Enigmatic RefugeEarth ATK is boosted / Triple attack rate is boosted / Deals bonus earth DMG for normal attacks (Can't be removed)
      Duration: 5 turns
      .
      (When FlavumTriple attack rate is boosted based on number of Flavum / Normal attacks deal 3-hit DMG to random foes at 10 Flavum (Max: 10 / Can't be removed)
      is at 10:

      All Earth allies also gain Supplemental DMG (100,000)DMG dealt is supplemented
      Strength: 100,000Duration: 1 turn
      .)
Perpetuity
  • Character Skills/Support Skills
    • EnlightenmentAll other Light allies gain ZenBoost to ATK / Bonus Light DMG effect / Supplemental DMG / Sharp hit to debuff resistance (Can't be removed)
      Multiplier: PerpetuityDuration: 3 turns
      .
    •  Melody for Another10% boost to ATKMultiplier: Perpetuity, 30% boost to DEF, 20% boost to double attack rate, and 10% boost to triple attack rate for all Wind allies.
      At level 150:
      Also for all Wind allies, 10% boost to damage cap and buffs can't be removed.
  • Various Items

Due to the multiplicative nature of ATK boosts, sometimes it is more beneficial to have smaller ATK boosts from multiple categories rather than a large ATK boost from a single category. For example:

Grid 1:

Raw Damage Boost = (Omega ATK) × (EX ATK)
                 = 1.2 × 1.18
                 = 1.416
                 = 41.6%

Grid 2:

Raw Damage Boost = (Omega ATK)
                 = 1.2 + 1.2
                 = 1.4
                 = 40%

Enemy Defense

[math]\displaystyle{ \text{Enemy DEF} = \text{Base DEF} \times \text{DEF modifiers} }[/math]

An enemy's defense (DEF) value is a core component of the damage formula, reducing the amount of damage dealt. As discussed previously, the estimated damage panel assumes an enemy DEF of 10, the same value as the Old or Used Lignoid found in Trial Battles. However in practice, many raids will have higher DEF values, typically around 15 or 20 depending on their difficulty.

An enemy's base DEF can be further modified during combat by statuses such as DEF DownDEF is lowered
and DEF UpDEF is boosted
. These modifiers stack additively, meaning that an enemy with 25% DEF Up combined with 50% DEF Down will result in a net 25% DEF Down.

The DEF modifier normally has a lower limit of -50%. However, ForfeitDMG dealt is lowered / DMG taken is boosted
and other related debuffs can lower this limit further to -60%.

Soft Damage Cap

For more in-depth information, see Damage Cap.

Every source of damage has its own soft damage cap, commonly referred to as the soft cap. The soft cap acts as a way to keep damage numbers under control. While the specifics of the soft cap formula vary per damage source, functionally they are very similar. Once damage exceeds a certain threshold (the soft cap), the excess damage is reduced significantly.

As a simplified example, consider the following:

Raw Damage = 1,000,000
Soft Cap = 500,000
Damage Reduction = 99%

Final Damage = (Raw Damage - Soft Cap) + [(Raw Damage - Soft Cap) * (1 - Damage Reduction)]
             = (1,000,000 - 500,000) + [(1,000,000 - 500,000) * (1 - 0.99)]
             = 500,000 + (500,000 * 0.01)
             = 500,000 + 5,000
             = 505,000

In this example, the first 500,000 damage is dealt normally, while the 500,000 damage exceeding the soft cap is reduced by 99%, resulting in 505,000 damage.

Due to this behavior, sufficiently large amounts of raw damage can effectively "overwhelm" the soft cap, allowing for significant amounts of damage to be dealt beyond it.

Damage Amplification and Supplemental Damage are applied after the soft cap and are therefore not affected by it.

Damage Amplification

[math]\displaystyle{ \text{Total DMG Amp.} = 1 + \text{Seraphic Amp.} + \sum (\text{Non-Seraphic Amp.}) }[/math]

Damage Amplification (DMG Amp.) is a damage modifier that is applied after the soft damage cap. With the exception of Seraphic Amp. where only the highest value takes effect, all sources of DMG Amp. are additive. The resulting DMG Amp. modifier is then multiplied with the post-soft cap damage.

Seraphic Amplification

These sources of DMG Amp. are mutually exclusive, with only the highest value taking effect:

Source Amp. Value Notes
Seraphic Weapons 23%
Ultima Weapons 25%
Destroyer Weapons 30%
Character Support Skills e.g.
  • Tiamat -  Anima DuctusAmplifyMultiplier: Seraphic damage against Earth foes by 20%.
    At level 95:
    When Tiamat is a main ally: Also amplifiesMultiplier: Seraphic other Wind allies' damage against Earth foes by 20%.
    Boost to Wind allies' skill specs based on their number of Typhoon CrestWind magic is amplified (Max: 5 / Can't be removed)
    .
    (Boost to skill damage specs takes effect even when Tiamat is a sub ally.)
  • Izmir -  Ice QueenAmplifySeraphic modifier damage against Fire foes by 20%.
    At level 95:
    Also amplifiesSeraphic modifier other Water allies' damage against Fire foes by 20%.
    3% boost to Water allies' critical hit damage cap.
Varies per source Does not include Support Skills that amplify specific damage types. e.g.
  • Parashurama -  Jvalasarpah35% hit to charge bar gain.
    Amplify skill damage by 10%.
    When a foe's SnakeblazeBased on lvl when Parashurama is a main ally: Multiattack rate is lowered / DMG taken is supplemented (Max: 5 / Can't be removed)
    Stacking: Permanent
    lvl is 1 or above upon attacking:

    2-hit, 100% Fire damage to the foe (Damage cap: ~108,000 per hit).
    (Based on SnakeblazeBased on lvl when Parashurama is a main ally: Multiattack rate is lowered / DMG taken is supplemented (Max: 5 / Can't be removed)
    Stacking: Permanent
    lvl:

    Hit number increases [Max: 10 hits].
    When SnakeblazeBased on lvl when Parashurama is a main ally: Multiattack rate is lowered / DMG taken is supplemented (Max: 5 / Can't be removed)
    Stacking: Permanent
    lvl is 5:

    Also remove 1 buff.)
  • Narmaya (Grand) -  No Matter What It TakesNo charge bar gain upon normal attacks, amplifySeraphic modifier normal attack damage by 20%, guaranteed triple attacks, and buffs can't be removed.

Non-Seraphic Amplification

DMG Amp. modifiers in this category are additive with each other. Common examples include:

Source Amp. Value Notes
Certain Arcarum Summons 10%
Transcended Dark Opus Weapons Varies per source Pendulums only affect certain damage types.
Certain Odious Weapons Boostable 1.8%
Symbolum Amicitiae 0.5% - 5%

Supplemental Damage

For more in-depth information, see Supplemental Damage.

Supplemental Damage (Supp. DMG) is another source of damage that is applied after the soft damage cap. However, unlike DMG Amp., Supp. DMG is added to the capped damage rather than multiplied with it.

Since Supp. DMG is added each damage instance, it is particularly effective on damage sources that deal many instances of damage. To illustrate, the following is how 100,000 Supp. DMG would be applied in various scenarios:

Triple Attack:

Supp. DMG = 100,000
# of Hits per TA = 3

Total Supp. DMG = Supp. DMG x # of Hits
                = 100,000 x 3
                = 300,000

Triple Attack with one source of Bonus DMGDeals bonus DMG for one-foe one-ally attacks
:

Supp. DMG = 100,000
# of Hits per TA = 3
# of Bonus DMG Sources = 1

Total Supp. DMG = Supp. DMG x [Hits per TA x (1 + Bonus DMG Sources)]
                = 100,000 x [3 x (1 + 1)]
                = 100,000 x 6
                = 600,000

Triple Attack with 3-hit FlurryNormal attacks deal multi-hit DMG to random foes
and one source of Bonus DMGDeals bonus DMG for one-foe one-ally attacks
:

Supp. DMG = 100,000
# of Hits per TA = 9
# of Bonus DMG Sources = 1

Total Supp. DMG = Supp. DMG x [Hits per TA x (1 + Bonus DMG Sources)]
                = 100,000 x [9 x (1 + 1)]
                = 100,000 x 18
                = 1,800,000

All charge attacks are only one damage instance, despite what the animation may show. Therefore, Supp. DMG would only be added once. However, if the charge attack auto-activates a skill (e.g. Romeo -  Sole di Verona500%Massive Water damage to a foe.
Gain 10% Skill DMG Cap Up (Stackable / Max: 30%)Maximum amount of skill DMG that can be dealt per hit is boosted (Stackable)
Strength: 10% (Max: 30%)Duration: Indefinite
.
Activate Lama Acuta250%-350% Water damage to a foe (Damage cap: ~630,000).
When 1 SpiritConsumes 1 upon normal attacks (Restored every 5 turns / Can't be removed)
is consumed:
Also inflict 20% Water DEF DownDEF is lowered for water DMG
Strength: 20%Base Accuracy: 100%Duration: 180 seconds
.
At level 55:
Damage increased to 300%-400%.
At level 95:
Damage further increased to 500%.
Also inflict 5% ATK Down (Stackable / Max: 30%)ATK is lowered (Stackable)
Strength: 5% (Max: 30%)Base Accuracy: 100%Duration: 180 seconds
and 5% DEF Down (Stackable / Max: 30%)DEF is lowered (Stackable)
Strength: 5% (Max: 30%)Base Accuracy: 100%Duration: 180 seconds
.
Also gain 1 Deluge CrestWater magic is amplified (Max: 5 / Can't be removed)
Duration: Indefinite
.
.
) or deals additional skill damage hits (e.g. Elmott (SSR) -  Hellish Blazing Inferno500%Massive Fire damage to a foe.
5-hit, 100% Bonus Fire damage to foe (Damage cap: 121,500).
All Fire allies gain 10% ATK Up (Stackable / Max: 30%)ATK is boosted while active (Stackable)
Strength: 10% (Max: 30%)Multiplier: Unique StackableDuration: Indefinite
, 20% C.A. DMG Up (Stackable / Max: 60%)Charge attack DMG is boosted (Stackable)
Strength: 20% (Max: 60%)Duration: Indefinite
, and 5% C.A. DMG Cap Up (Stackable / Max: 15%)Charge attack DMG cap is boosted (Stackable)
Strength: 5% (Max: 15%)Duration: Indefinite
.
), then Supp. DMG would be applied separately to those damage instances.

Almost all sources of Supp. DMG are a percentage of a foe's max HP up to a fixed cap. However, due to the HP values of commonly fought foes, the fixed cap is easily reached and as such, supplemental damage is usually calculated with the value of the fixed cap.

Additional Resources