
General, Physical, and Magic Mitigation.If enemy has more than 1 race, then divide the potency by amount of races, caps at 4, (base 100% + 300%) Killers - Hybrid Damage only uses Physical Killers for both Physical and Magic Damage components.Weapon ATK Modifier - Only applies to certain newer battles.Enemy DEF and SPR - Calculated after a debuff and ignore DEF/SPR skills.Unit MAG and ATK - Calculated after buffs, see above.General Damage Mitigation, Magic Mitigation, Magic Resistance.Killers - If enemy has more than 1 race, then divide the potency by amount of races, caps at 4, (base 100% + 300%).Modifier - The skill or spell's modifier.Enemy SPR - Calculated after a debuff and ignore SPR skill/spell.Magic Damage - Calculated using your total MAG when dual-wielding.Unit MAG - Calculated after buffs, see above.DEF-scaling physical attacks and the physical portion of hybrid attacks are also affected, and uses the weapons' ATK still.This multiplier only applies to units using weapons unarmed attacks are not affected.This new multiplier is based on the sum of the weapons' ATK, and varies depending on whether the unit is using one or two weapons. This will only work when comparing two units single wielding, as dual wield damage will differ by hand.Īs early as the Scorn of the Lich trial, newer released battles have an additional multiplier to the original physical damage formula. To calculate the equivalent ATK of a unit with an average variance of 1.00, multiply your current ATK with the multiplier below. When dual wielding weapons of different variance, only the right hand weapon variance is used for both hits. The following are atypical weapon examples: Typical weapons share the same range that is common to nearly all weapons of the same type as shown in the table to the right, which always averages to 100% for 1-handed weapons and generally averages to 130% or 150% for 2-handed weapons. The weakness text display only appears if you have 50% or more damage increased due to elemental weakness or killers.In the arena, your damage is capped at 999 per cast, before chain damage bonus.Attacking player's unit reduces your damage to one-tenth.Elemental Damage Boost - See Elemental Damage Boosts.Weapon Weakness - If multiple weapons are used, then divide the potency by number of weapons.Critical = 1.5 - Only works on normal attacks or certain skills.General Damage Mitigation, Physical Mitigation, Physical Resistance.Elemental Resistance or Weakness - See Elemental Resistance.Jump Damage Boost - Caps at 9 (base 100% + 800%).Killers - If an enemy has more than 1 race, then divide the potency by amount of races, caps at 4, (base 100% + 300%).Chain Damage Bonus - Caps at 4 normally.Weapon ATK Correction - Only applies to certain newer battles.Final Variance - Randomly chosen between 0.85 to 1, with 0.01 steps and averages to 0.925.Modifier - The skill's modifier, normal attack is 1.Enemy DEF - Calculated after buff, debuff, and ignore DEF skills.Unit ATK - Calculated after buff and debuff.
