Damage Formula — Brown Dust II
TL;DR
The Damage Formula consists of a few multipliers, the main of which are
\(\text{\textcolor{ffe8aa}{ATK}}\) /
\(\text{\textcolor{ffa6ff}{MATK}}\) and its Buffs,
\(\text{\textcolor{white}{CDMG}}\) and its buffs, \(\text{\textcolor{8A9A5B}{Property Damage}}\), \(\text{Vulnerability}\) with \(\text{DMG Increase}\) Buffs, and, lastly, \(\text{Chains}\).
Within each of these multipliers, buffs are additive, meaning, if you want to reach more damage, you must use different buff categories.
Stacking a lot of
ATK buffs generally loses to a single
ATK buff combined with \(\text{Vulnerability}\) and some \(\text{Chains}\). Keep this in mind when constructing a team.
Damage Formula
\(\small\text{Damage} = \\\\ \text{\textcolor{ffe8aa}{ATK} [\textcolor{ffa6ff}{MATK} / \textcolor{orange}{HP}}^{\textcolor{AFDBF5}{[1]}} \text{/ \textcolor{white}{Energy Guard}}^{\textcolor{AFDBF5}{[2]}}\text{]}^{\textcolor{AFDBF5}{[3]}} \\\\ \times \; \text{Skill\%} \\\\ \times \; (100\% + \text{\textcolor{ffe8aa}{ATK\%} Buffs} \times [100\% - \text{Pressure\%}] - \text{\textcolor{ffe8aa}{ATK\%} Debuffs})^{\textcolor{AFDBF5}{[4]}} \\\\ \times \; (100\% + \text{\textcolor{white}{CDMG\%}} + \text{\textcolor{white}{CDMG\%} Buffs} \times [100\% - \text{Pressure\%}] - \text{\textcolor{white}{CDMG\%} Debuffs})^{\textcolor{AFDBF5}{[5]}} \\ \times \; (100\% + (10\% + \text{Increase Chain DMG\%}) \times \text{Chains})^{\textcolor{AFDBD5}{[6]}} \\\\ \times \; (100\% + \text{Target's Vulnerability Debuffs\%} + \text{DMG Increase\% Buffs}) \\\\ \times \; (100\% + \text{\textcolor{8A9A5B}{Property Damage\%}} + \text{Season Buff\%}^{\textcolor{AFDBD5}{[7]}} + \text{\textcolor{8A9A5B}{Property Damage\%} Buffs} \times [100\% - \text{Pressure\%}] )^\text{\textcolor{AFDBF5}{[8]}} \\\\ \times \; (100\% - (\text{Target's \textcolor{ffe8aa}{DEF\%}} + \text{Target's \textcolor{ffe8aa}{DEF\%} Buffs} \times [100\% - \text{Pressure\%}] - \text{Target's \textcolor{ffe8aa}{DEF\%} Debuffs}))^\text{\textcolor{AFDBF5}{[9]}} \\\\ \times \; (100\% - \text{Target's DMG Reduction\% Buffs}) \\\\ \times \; (100\% - \text{Target's \textcolor{8A9A5B}{Property Resist\%}})^\text{\textcolor{AFDBF5}{[10]}} \\\\ \times \; (100\% + \text{Weak Point\%})^\text{\textcolor{AFDBF5}{[11]}} \\\\ \times \; (100\% + \text{Support Bonus\%})^\text{\textcolor{AFDBF5}{[12]}}\)
Formula Notes
\({\textcolor{AFDBF5}{[1]}}\): Whenever
HP is used (either your own or the enemy's), there is a cap of \(\text{50,000}\) for the value. In other words, if you use Angelica's skill on the enemy with \(\text{2,000,000}\)
HP, only \(\text{50,000}\) will be put as the value.
\({\textcolor{AFDBF5}{[2]}}\): Energy Guard damage (from Boo Ghost Granhildr) counts as
HP damage, but has no cap value.
\({\textcolor{AFDBF5}{[3]}}\): Necessary attribute depends on the Costume ability. Refer to this section to learn more.
\({\textcolor{AFDBF5}{[4]}}\):
ATK% /
MATK% Buffs are irrelevant when character deals damage based on own / enemy
HP.
Buffs are relevant if character uses enemy
ATK /
MATK to deal damage.
\({\textcolor{AFDBF5}{[5]}}\): Applied only when character crits. Characters with Fixed Damage cannot crit, making this multiplier equal to \(1\).
\({\textcolor{AFDBF5}{[6]}}\): Unless the fight disables the chain mechanic (some Story Pack bosses).
\({\textcolor{AFDBF5}{[7]}}\): Currently applicable only to Evil Castle battles.
\({\textcolor{AFDBF5}{[8]}}\): Mutually exclusive to \(\text{Property Resist\%}\) multiplier.
\({\textcolor{AFDBF5}{[9]}}\): Ignored when unit deals Pure, Consumed or Fixed Damage.
\({\textcolor{AFDBF5}{[10]}}\): Mutually exclusive to \(\text{Property Damage\%}\) multiplier.
\({\textcolor{AFDBF5}{[11]}}\): Exclusive to Fiend Hunter and Guild Raid.
\({\textcolor{AFDBF5}{[12]}}\): Exclusive to Last Night.
Pure Math Formula (FOR MATH NERDS ONLY)
\(\text{Damage} = \max \left(\left\lfloor\text{Damage}_{\; \text{Total}}\right\rfloor, 1\right)\)
\(\text{Damage}_{\; \text{Total}} = \\\\ \left[\min \left(\vec{c}_\text{max}^\text{v}, \vec{\text{v}} \odot \left[1 + \displaystyle \sum_{i=1}^{n^{(1)}} \vec{\text{b}}_\text{i}^{\text{(off)}} \times \left[1 - \min\left(\text{P},1\right) \right] - \displaystyle \sum_{i=1}^{n^{(2)}}\vec{\text{d}}_\text{i}^{\text{(off)}}\right] \right) \odot \vec{\text{SM}} \right] \vec{\text{s}}^{\top} \times \\\\ \times \left[ \min \left(1, \max \left(0.1, \left[ 1 - \left(1-\delta_{\text{pfc}}\right) \times \left(\vec{\tilde{\text{v}}} + \displaystyle \sum_{i=1}^{n^{(3)}} \vec{\text{b}}_\text{i}^{\text{(def)}} \times \left[1 - \min\left(\text{P},1\right) \right] - \displaystyle \sum_{i=1}^{n^{(4)}}\vec{\text{d}}_\text{i}^{\text{(def)}}\right) \right]\right) \right) \right] \vec{\tilde{\text{s}}}^{\top} \times \\\\ \times \Bigg[ \max \Biggl(1,\Bigg[ 1 + \left(\left(1-\delta_{\text{fc}} \right) \times \mathcal{H}\left(\text{v}^{\text{cr}} + \displaystyle \sum_{i=1}^{n^{(5)}} \text{b}_\text{i}^{\text{(cr)}} \times \left[1 - \min\left(\text{P},1\right) \right] - \displaystyle \sum_{i=1}^{n^{(6)}}\text{d}_\text{i}^{\text{(cr)}}- \mathcal{U}\left(0,1\right) \right) \right) \times \\\\ \times \min\left(10^4, 10^{-3} \times \left\lfloor 10^3 \times \left(1+ \text{v}^{\text{(cdmg)}} + \displaystyle \sum_{i=1}^{n^{(7)}} \text{b}_\text{i}^{\text{(cdmg)}} \times \left[1 - \min\left(\text{P},1\right) \right] - \displaystyle \sum_{i=1}^{n^{(8)}}\text{d}_\text{i}^{\text{(cdmg)}}\right)\right\rfloor\right) \Bigg]\Bigg)\Bigg] \times \\\\ \times \Bigg[1+\max \left(0, \vec{\text{pr}}^\text{(off)} \times \text{PR} \times \left(\vec{\text{pr}}^\text{(def)}\right)^{\top}\right) \times \left( \vec{\text{v}}_{\text{pr}}^{\text{(off)}} + \displaystyle \sum_{i=1}^{n^{(9)}} \vec{\text{b}}_\text{i}^{\text{(pr\_off)}} \times \left[1 - \min\left(\text{P},1\right) \right] - \displaystyle \sum_{i=1}^{n^{(10)}} \vec{\text{d}}_\text{i}^{\text{(pr)}}\right)+\\\\ +\min \left(0, \vec{\text{pr}}^\text{(off)} \times \text{PR} \times \left(\vec{\text{pr}}^\text{(def)}\right)^{\top}\right) \times \left( \vec{\text{v}}_{\text{pr}}^{\text{(def)}} + \displaystyle \sum_{i=1}^{n^{(11)}} \vec{\text{b}}_\text{i}^{\text{(pr\_def)}} \times \left[1 - \min\left(\text{P},1\right) \right] - \displaystyle \sum_{i=1}^{n^{(12)}} \vec{\text{d}}_\text{i}^{\text{(pr)}}\right) + \\\\ + \delta_{\text{EC}} \times \text{b}^{\text{EC}} \Bigg] \times \\\\ \times \left[1 + \delta_{\text{chains}} \times \left(0.1 + \displaystyle \sum_{i=1}^{n^{(13)}} \text{b}_\text{i}^{\text{(chains)}} \right) \times \left[\left(1-\delta_\text{ln}\right) \times \min \left(100, \text{v}^{\text{(chains)}}\right) + \delta_\text{ln} \text{v}^{\text{(chains)}} \right] \right] \times \\\\ \times \Bigg[1 + \displaystyle \sum_{i=1}^{n^{(14)}} \text{b}_\text{i}^{\text{(aug)}} + \displaystyle \sum_{i=1}^{n^{(15)}} \text{b}_\text{i}^{\text{(vuln\_gen)}} + \displaystyle \sum_{i=1}^{n^{(16)}} \vec{\text{b}}_\text{i}^{\text{(vuln\_dt)}} \times \vec{\tilde{\text{s}}}^{\top} + \displaystyle \sum_{i=1}^{n^{(17)}} \vec{\text{b}}_\text{i}^{\text{(vuln\_pr)}} \times \left(\vec{\text{pr}}^\text{(off)}\right)^{\top} + \\\\ + \delta_{\text{DoT}} \times \displaystyle \sum_{i=1}^{n^{(18)}} \vec{\text{b}}_\text{i}^{\text{(vuln\_dot)}} + \delta_{\text{summons}} \times \displaystyle \sum_{i=1}^{n^{(19)}} \vec{\text{b}}_\text{i}^{\text{(vuln\_summons)}} \Bigg] \times \\\\ \times \displaystyle \prod_{i=1}^{n^{(20)}} \left[1 - \vec{\text{b}}_\text{i}^{\text{(dmg\_red)}} \right] \vec{\tilde{\text{s}}}^{\top} \times \\\\ \times \left[1 + \delta_{\text{fh/gr}} \times \text{b}_{\text{weak}} \right] \times \\\\ \times \left[1 + \delta_\text{ln} \times \text{b}_{\text{supp}} \right] \times \\\\ \times \left[1-\delta_{\text{kb}}\right]\)
\(\vec{\text{c}}^\text{v}_\text{max} = \begin{pmatrix} 10^5 & 10^5 & 5 \cdot 10^4 & \infty & 10^5 & 10^5 & 5 \cdot 10^4 \end{pmatrix}\)
\(\vec{\text{v}} = \begin{pmatrix}\text{\textcolor{ffe8aa}{ATK}}_\text{self} & \text{\textcolor{ffa6ff}{MATK}}_\text{self} & \text{\textcolor{orange}{HP}}_\text{self} & \text{\textcolor{white}{EG}}_\text{self} & \text{\textcolor{ffe8aa}{ATK}}_\text{enemy} & \text{\textcolor{ffa6ff}{MATK}}_\text{enemy} & \text{\textcolor{orange}{HP}}_\text{enemy} \end{pmatrix}\)
\(\text{SM} = \begin{pmatrix}\text{SM}_{\text{i}}^{\text{\textcolor{ffe8aa}{ATK}}_\text{self}} & \text{SM}_{\text{i}}^{\text{\textcolor{ffa6ff}{MATK}}_\text{self}} & \text{SM}_{\text{i}}^{\text{\textcolor{orange}{HP}}_\text{self}} & \text{SM}_{\text{i}}^{\text{\textcolor{white}{EG}}_\text{self}}& \text{SM}_{\text{i}}^{\text{\textcolor{ffe8aa}{ATK}}_\text{enemy}}& \text{SM}_{\text{i}}^{\text{\textcolor{ffa6ff}{MATK}}_\text{enemy}} & \text{SM}_{\text{i}}^{\text{\textcolor{orange}{HP}}_\text{enemy}} \end{pmatrix}\)
\(\vec{\text{s}} = \begin{pmatrix}\delta\text{\textcolor{ffe8aa}{ATK}}_\text{self} & \delta\text{\textcolor{ffa6ff}{MATK}}_\text{self} & \delta\text{\textcolor{orange}{HP}}_\text{self} & \delta\text{\textcolor{white}{EG}}_\text{self} & \delta\text{\textcolor{ffe8aa}{ATK}}_\text{enemy} & \delta\text{\textcolor{ffa6ff}{MATK}}_\text{enemy} & \delta\text{\textcolor{orange}{HP}}_\text{enemy} \end{pmatrix}\)
\(\vec{\text{b}}_\text{i}^{\text{(off)}} = \begin{pmatrix}\text{b}_{\text{i}}^{\text{\textcolor{ffe8aa}{ATK}}_\text{self}} & \text{b}_{\text{i}}^{\text{\textcolor{ffa6ff}{MATK}}_\text{self}} & \text{b}_{\text{i}}^{\text{\textcolor{orange}{HP}}_\text{self}} \equiv 0 & \text{b}_{\text{i}}^{\text{\textcolor{white}{EG}}_\text{self}} \equiv 0 & \text{b}_{\text{i}}^{\text{\textcolor{ffe8aa}{ATK}}_\text{enemy}} \equiv 0 & \text{b}_{\text{i}}^{\text{\textcolor{ffa6ff}{MATK}}_\text{enemy}} \equiv 0 & \text{b}_{\text{i}}^{\text{\textcolor{orange}{HP}}_\text{enemy}} \equiv 0 \end{pmatrix}\)
\(\vec{\text{d}}_\text{i}^{\text{(off)}} = \begin{pmatrix}\text{d}_{\text{i}}^{\text{\textcolor{ffe8aa}{ATK}}_\text{self}} & \text{d}_{\text{i}}^{\text{\textcolor{ffa6ff}{MATK}}_\text{self}} & \text{d}_{\text{i}}^{\text{\textcolor{orange}{HP}}_\text{self}} \equiv 0 & \text{d}_{\text{i}}^{\text{\textcolor{white}{EG}}_\text{self}} \equiv 0 & \text{d}_{\text{i}}^{\text{\textcolor{ffe8aa}{ATK}}_\text{enemy}} \equiv 0 & \text{d}_{\text{i}}^{\text{\textcolor{ffa6ff}{MATK}}_\text{enemy}} \equiv 0 & \text{d}_{\text{i}}^{\text{\textcolor{orange}{HP}}_\text{enemy}} \equiv 0 \end{pmatrix}\)
\(\vec{\tilde{\text{v}}} = \begin{pmatrix}\text{\textcolor{ffe8aa}{DEF}} & \text{\textcolor{ffa6ff}{MRES}} \end{pmatrix}\)
\(\vec{\tilde{\text{s}}} = \begin{pmatrix}\delta\text{\textcolor{ffe8aa}{Physical}} & \delta\text{\textcolor{ffa6ff}{Magical}} \end{pmatrix}\)
\(\vec{\text{b}}_\text{i}^{\text{(def)}} = \begin{pmatrix}\text{b}_{\text{i}}^{\text{\textcolor{ffe8aa}{DEF}}} & \text{b}_{\text{i}}^{\text{\textcolor{ffa6ff}{MRES}}}\end{pmatrix}\)
\(\vec{\text{d}}_\text{i}^{\text{(def)}} = \begin{pmatrix}\text{d}_{\text{i}}^{\text{\textcolor{ffe8aa}{DEF}}} & \text{d}_{\text{i}}^{\text{\textcolor{ffa6ff}{MRES}}}\end{pmatrix}\)
\(\delta_{\text{pfc}} = \begin{pmatrix}\delta\text{Pure} & \delta\text{Fixed} & \delta\text{Consumed}\end{pmatrix} \cdot \begin{pmatrix}1 & 1 & 1\end{pmatrix}^{\top}\)
\(\delta_{\text{fc}} = \begin{pmatrix}\delta\text{Fixed} & \delta\text{Consumed}\end{pmatrix} \cdot \begin{pmatrix}1 & 1\end{pmatrix}^{\top}\)
\(\text{PR} = \begin{pmatrix}0 & 1 & -1 & 0 & 0 & 0 \\ -1 & 0 & 1 & 0 & 0 & 0 \\ 1 & -1 & 0 & 0 & 0 & 0 \\ 0 & 0 & 0 & 0 & 1 & 0 \\ 0 & 0 & 0 & 1 & 0 & 0 \\ 0 & 0 & 0 & 0 & 0 & 0\end{pmatrix}\)
\(\vec{\text{pr}}^\text{(off)} = \begin{pmatrix}\delta\text{Water} & \delta\text{Fire} & \delta\text{Wind} & \delta\text{Light} & \delta\text{Darkness} & \delta\text{Neutral}\end{pmatrix} \\\\ \vec{\text{pr}}^\text{(def)} = \begin{pmatrix}\delta\text{Water} & \delta\text{Fire} & \delta\text{Wind} & \delta\text{Light} & \delta\text{Darkness} & \delta\text{Neutral}\end{pmatrix}\)
\(\vec{\text{b}}_\text{i}^{\text{(pr)}} = \begin{pmatrix}\text{b}_{\text{i}}^{\text{Water}} & \text{b}_{\text{i}}^{\text{Fire}} & \text{b}_{\text{i}}^{\text{Wind}} & \text{b}_{\text{i}}^{\text{Light}} & \text{b}_{\text{i}}^{\text{Darkness}} & \text{b}_{\text{i}}^{\text{Neutral}} \equiv 0 \end{pmatrix}\)
\(\vec{\text{d}}_\text{i}^{\text{(pr)}} = \begin{pmatrix}\text{d}_{\text{i}}^{\text{Water}} & \text{d}_{\text{i}}^{\text{Fire}} & \text{d}_{\text{i}}^{\text{Wind}} & \text{d}_{\text{i}}^{\text{Light}} & \text{d}_{\text{i}}^{\text{Darkness}} & \text{d}_{\text{i}}^{\text{Neutral}} \equiv 0 \end{pmatrix}\)
\(\vec{\text{v}}_\text{(pr)}^{\text{j}} = \begin{pmatrix}\text{v}_{\text{pr}}^{\text{j\_Water}} & \text{v}_{\text{pr}}^{\text{j\_Fire}} & \text{v}_{\text{pr}}^{\text{j\_Wind}} & \text{v}_{\text{pr}}^{\text{j\_Light}} & \text{v}_{\text{pr}}^{\text{j\_Darkness}} & \text{v}_{\text{pr}}^{\text{j\_Neutral}} \equiv 0 \end{pmatrix}\)
\(\vec{\text{b}}_\text{i}^{\text{(vuln\_dt)}} = \begin{pmatrix}\text{b}_{\text{i}}^{\text{\textcolor{ffe8aa}{Vuln\_Physical}}} & \text{b}_{\text{i}}^{\text{\textcolor{ffa6ff}{Vuln\_Magical}}} \end{pmatrix}\)
\(\vec{\text{b}}_\text{i}^{\text{(vuln\_pr)}} = \begin{pmatrix}\text{b}_{\text{i}}^{\text{Vuln\_Water}} & \text{b}_{\text{i}}^{\text{Vuln\_Fire}} & \text{b}_{\text{i}}^{\text{Vuln\_Wind}} & \text{b}_{\text{i}}^{\text{Vuln\_Light}} & \text{b}_{\text{i}}^{\text{Vuln\_Darkness}} & \text{b}_{\text{i}}^{\text{Vuln\_Neutral}} \end{pmatrix}\)
\(\vec{\text{b}}_\text{i}^{\text{(dmg\_red)}} = \begin{pmatrix}\text{b}_{\text{i}}^{\text{\textcolor{ffe8aa}{dmg\_red\_Physical}}} & \text{b}_{\text{i}}^{\text{\textcolor{ffa6ff}{dmg\_red\_Magical}}} \end{pmatrix}\)
\(\delta_{\text{fh/gr}} = \begin{pmatrix}\delta\text{Fiend Hunter} & \delta\text{Guild Raid}\end{pmatrix} \cdot \begin{pmatrix}1 & 1\end{pmatrix}^{\top}\)
This corresponds to the character's
ATK,
MATK, own or enemy
HP, or, rarely, enemy
ATK /
MATK. To understand what's being used in each case, find words like "of your ATK" in the costume skill description.
Formula for calculating
ATK,
MATK or
HP of a character:
\(\text{Parameter} = [\text{\textcolor{ffe8aa}{ATK} / \textcolor{ffa6ff}{MATK} / \textcolor{f89c22}{HP}}] = \\\\ (\text{Character's Base Parameter} \\\\ + \; \text{Parameter from Gear} \\\\ + \; \text{Parameter from Potential}) \\\\ \times \; ( 100\% + \text{Parameter\% from Gear} \\\\ + \; \text{Parameter\% from Potential} \\\\ + \; \text{Parameter\% from Collection})\)
The Skill% mostly represents the percent (%) mentioned in the Skill Description.
There are some conditional \(\text{Skill\%}\) values, meaning they are achievable, only when some conditions are met.
The
ATK% /
MATK% buff is the most common type of buff. It directly increases the character stat.
These buffs are additive if coming from different sources (parts of the skills or different skills):
$\text{\textcolor{ffe8aa}{ATK\%} Total Buff = \textcolor{ffe8aa}{ATK\%} Buff 1 + \textcolor{ffe8aa}{ATK\%} Buff 2} + \dots $
If you apply the same buff from the same source before the previous one has expired, it will refresh the buff duration and will not make two instances of the buff.
Costumes providing
\(\text{\textcolor{ffe8aa}{ATK\%}}\) buffs to allies:
Costumes providing
\(\text{\textcolor{ffa6ff}{MATK\%}}\) buffs to allies:
Costumes providing
\(\text{\textcolor{ffe8aa}{ATK\%}}\) buffs to themselves only:
Costumes providing
\(\text{\textcolor{ffa6ff}{MATK\%}}\) buffs to themselves only:
Pressure is a debuff that reduces stat-boosting buff efficiency. It does not affect initial character stats, only buffs.
It affects such stats as:
HP%
ATK% /
MATK%
Crit Rate
Crit Damage
DEF% /
MRES%- Property Damage
Example
Maxed Medical Club Teresse, which would give \(120\%\)
ATK /
MATK buff, would only apply \(60\%\) instead.
On the contrary, her Beachside Angel costume will still give 200% Augmentation Buff as if it's not considered a stat-boosting buff.
ATK% /
MATK% Debuffs are straightforward: they reduce character's
ATK /
MATK.
Because it stacks with buffs additively, it is more or less not important unless you are in a fight where the boss doesn't gain any buffs.
This debuff is considered Weakening, so any enemy with Immune to Weakening Status Effect will ignore the reduction.
Additionally, despite
ATK% /
MATK% Debuffs, damage will always be \(\ge 1\) even with 0
ATK /
MATK on the enemy.
As mentioned above, these debuffs are not very widely used, especially since a lot of bosses have Weakening immunity or you can sustain just fine, while in PvP there are buffs pretty much nullifying your debuffs.
However, it is worth mentioning that there are Story Pack fights such as Partan (Story Pack 11) and Nox (Story Pack 12), where you can use Gynt and Remnunt to extend fight to the Death Time, where you will deal increased damage to the boss.
Costumes providing
\(\text{\textcolor{ffe8aa}{ATK\%}}\) debuffs:
Costumes providing
\(\text{\textcolor{ffa6ff}{MATK\%}}\) debuffs:
| Costume | Debuff Value | Duration | SP | |
|---|---|---|---|---|
| | Sage of Blue Clouds Olstein | \(70\%\) | \(2 \sim 4 \text{ Turns}\) | \(2 \sim 1\) |
| | Descendant of the Great Witch Celia | \(35\% \sim 65 \%\) | \(4 \text{ Turns}\) | \(5 \sim 4\) |
Crit Damage matters when a character crits, meaning it is essential to have high
Crit Rate or guarantee it via other methods.
Crit Rate
Crit Rate is additive, similar to other buffs within same multiplier:
$\text{\textcolor{white}{Crit Rate\%} Total Buff = \textcolor{white}{Crit Rate\%} Inherent + \textcolor{white}{Crit Rate\%} Gear} + [\text{\textcolor{white}{Crit Rate\%} Buff 1} + \dots] \times [100\% - \text{Pressure\%}] $
Here Inherent
Crit Rate means the one from the character itself. It varies from \(0\%\) to \(20\%\), depending on the character. Characters with \(0\%\)
Crit Rate cannot crit.
\(\text{\textcolor{white}{CDMG\%}}\) addend refers to the sum of inherent, gear and bonding
Crit Damage:
\(\text{\textcolor{white}{CDMG\%}} = \text{Character's Base \textcolor{white}{CDMG\%}} + \text{Gear \textcolor{white}{CDMG\%}} + \text{ Potential \textcolor{white}{CDMG\%}}\)
Costumes providing
\(\text{\textcolor{white}{Crit Rate\%}}\) buffs to allies:
Costumes providing
\(\text{\textcolor{white}{Crit DMG\%}}\) buffs to allies:
Costumes providing
\(\text{\textcolor{white}{Crit Rate\%}}\) buffs to themselves only:
Costumes providing
\(\text{\textcolor{white}{Crit DMG\%}}\) buffs to themselves only:
The Chain system is a mechanic that increases damage with each repetitive hit on the same tile / enemy.
Generally speaking, each hit generates 1 chain by default, with the possibility to increase the amount by applying Chain Reinforcement status effect:
\(\text{Chain Per Hit} = 1 + \text{Amount of Applied Chain Reinforcements}\)
Each Chain increases damage by 10% by default, however there is an effect called Increased Chain DMG, which increases that value more.
Costumes providing Chain Reinforcement buff to allies:
| Costume | Duration | SP | |
|---|---|---|---|
| | Pure White Blessing Refithea | \(\text{2 Turns}\) | \(3 \sim 2\) |
Costumes providing \(\text{Increased Chain DMG\%}\):
| Costume | Value | Duration | SP | |
|---|---|---|---|---|
| | Poolside Guardian Zenith | \(5\% \sim 10\%\) | \(2 \sim 4 \text{ Turns}\) | \(4 \sim 2\) |
Costumes providing Chain Reinforcement buff to themselves only:
| Costume | Duration | SP | |
|---|---|---|---|
| | Water Park Queen Wilhelmina | \(4 \sim 6 \text{ Turns}\) | \(5 \sim 4\) |
| | Masquerade Bunny Celia | \(4 \sim 6 \text{ Turns}\) | \(4 \sim 3\) |
Vulnerability is a debuff that increases damage received by the enemy. There are 5 types of Vulnerability:
- General, which increases damage in every instance
- Damage Type-related, which increases damage only to the
Physical or
Magical damage type.
Physical Vulnerability is described as Vulnerability (Physical)
Magical Vulnerability is described as Vulnerability (Magic)
- Property-related, that increases damage if only a specific property deals damage
- Summons-related, that increases damage dealt by summons
Similar to any other buff from the same multiplier, different Vulnerabilities stack additively:
\(\text{Total Vulnerability} = \text{Vulnerability 1} + \text{Vulnerability 2} + \dots\)
Costumes providing General Vulnerability:
Costumes providing
Physical Vulnerability:
Costumes providing
Magical Vulnerability:
Costumes providing DoT Vulnerability:
| Costume | Vulnerability Value | Duration | SP | |
|---|---|---|---|---|
| | Maid Bikini Rubia | \(150\% \sim 300\%\) | \(\text{4 Turns}\) | \(4 \sim 3\) |
Costumes providing Summons Vulnerability:
| Costume | Vulnerability Value | Duration | SP | |
|---|---|---|---|---|
| | Apostle Morpeah | \(100\% \sim 180\%\) | \(\text{2 Turns}\) | \(3 \sim 1\) |
Costumes providing Property Vulnerability:
\(\text{DMG Increase\%}\) Buffs are buffs that technically act as reverse Vulnerability, increasing your own characters' damage instead of forcing the enemy to take more damage.
So far, all these buffs are called Augmentation, which you can think of as a buff with conditions. The condition can be either related to chains, times getting hit or the amount of debuffs being removed from allies.
In other words, it is similar to Conditional \(\text{Skill\%}\) in a way.
As always, this type of buffs from different sources is additive:
$ \text{Total DMG Increase\%} = \text{DMG Increase\% 1} + \text{DMG Increase\% 2} + \dots$
However, since these buffs belong to the same bracket as Vulnerability, note that high Vulnerability will decrease efficiency of these buffs.
Costumes providing \(\text{DMG Increase\%}\) Buffs to allies:
Costumes providing \(\text{DMG Increase\%}\) Buffs to themselves only:
Property is another aspect of any character. There are a total of 6 Properties:
Water,
Fire,
Wind,
Light,
Darkness and
Neutral.
Depending on the opponent, there can be 3 outcomes:
- You gain Property Advantage, dealing extra damage due to a superior Property
- You neither deal more nor deal less damage, due to a Neutral enemy or cases like Light -> Water.
- You deal less damage due to Property Disadvantage.
Similar to any other buff, \(\text{Property Damage\% Buffs}\) stack additively: \(\text{\textcolor{8A9A5B}{Property Damage\%} Total Buffs} = \text{\textcolor{8A9A5B}{Property Damage\%} Buff 1} + \text{\textcolor{8A9A5B}{Property Damage\%} Buff 2} + \dots\)
\(\text{\textcolor{8A9A5B}{Property Damage\%}}\) in the formula refers to the character's own Property Damage. Usually it consists of the initial, awakening and bond ones:
\(\text{\textcolor{8A9A5B}{Property Damage\%}} = 50\% + \text{\textcolor{8A9A5B}{Property Damage\%} from Awakening} + \text{\textcolor{8A9A5B}{Property Damage\%} from Bond}\)
Costumes providing \(\text{Property Damage\%}\) buffs to allies:
Costumes providing \(\text{Property Damage\%}\) buffs to themselves only:
\(\text{\textcolor{ffe8aa}{DEF}}\) /
\(\text{\textcolor{ffa6ff}{MRES}}\) are two main stats of a character. They reduce damage from the enemy.
- \(\text{\textcolor{ffe8aa}{DEF}}\) decreases all incoming
Physical Damage. - \(\text{\textcolor{ffa6ff}{MRES}}\) decreases all incoming
Magical Damage.
During calculations, \(\text{\textcolor{ffe8aa}{DEF}}\) / \(\text{\textcolor{ffa6ff}{MRES}}\) are capped at \(90\%\). That means no matter how high the stat is, only a maximum of \(90\%\) will be used. This, however, does not actually remove anything above that mark, meaning going above can be useful when facing \(\text{\textcolor{ffe8aa}{DEF}}\) / \(\text{\textcolor{ffa6ff}{MRES}}\) Reduction.
Fixed, Consumed and Pure Damage ignores \(\text{\textcolor{ffe8aa}{DEF}}\) / \(\text{\textcolor{ffa6ff}{MRES}}\) completely.
Costumes providing
\(\text{\textcolor{ffe8aa}{DEF\%}}\) reduction:
Costumes providing
\(\text{\textcolor{ffa6ff}{MRES\%}}\) reduction:
Costumes decreasing own
\(\text{\textcolor{ffe8aa}{DEF}}\) /
\(\text{\textcolor{ffa6ff}{MRES}}\):
| Costume | Debuff Value | Duration | SP | |
|---|---|---|---|---|
| | Acting Archbishop Michaela | \(90\% \newline \text{\textcolor{ffe8aa}{DEF} \& \textcolor{ffa6ff}{MRES}}\) | \(4 \text{ Turns}\) | \(4 \sim 2\) |
\(\text{DMG Reduction}\) is a separate buff that decreases incoming damage, similar to
\(\text{\textcolor{ffe8aa}{DEF}}\) and
\(\text{\textcolor{ffa6ff}{MRES}}\), but working in a different way.
It's more known as a Barrier buff, being part of the skillset for multiple costumes in the game.
Barriers from different sources stack differently compared to other buffs. Instead of being additive, they are multiplicative:
\((100\% - \text{Target's DMG Reduction\% Buffs Total}) = \\\\ = (100\% - \text{Target's DMG Reduction\% Buff 1}) \times \\\\ \times \; (100\% - \text{Target's DMG Reduction\% Buff 2}) \times \dots\)
For example, combining 2 Barriers of \(70\%\) and \(50\%\) will essentially give you \(85\%\) Barrier.
This system ensures that a barrier can never achieve \(100\%\), meaning some damage will go through anyway.
Similar to Vulnerability, Barriers can be
Physical or
Magical, meaning they will reduce incoming damage from only one damage type.
Costumes providing Barrier buff to allies:
Costumes providing Barrier buff to themselves only:
The Example
As an example, let's take this fight. 
All Costumes are upgraded to the max.
Blade's Stats
- Hit Multiplier: \(150\%\)
ATK: \(2950\)
Crit DMG: \(734.44\%\)- Darkness DMG: \(60\%\)
Enemy Stats
DEF: \(25\%\)
Liberta increases
ATK by \(115\%\), Lathel increases
ATK by \(160\%\), and Teresse increases DMG Dealt by \(200\%\).
Putting that into the equation:
\(\text{Damage} = \underbrace{2950}_\text{ATK} \times \underbrace{150\%}_\text{Skill Multiplier} \times \underbrace{(100\% + \overbrace{115\%}^\text{Liberta} + \overbrace{160\%}^\text{Lathel})}_\text{ATK Buffs} \times \underbrace{(100\% + \overbrace{200\%}^\text{Teresse})}_\text{DMG Increase} \times \underbrace{(100\% + 734.4\%)}_\text{Crit DMG} \times \underbrace{(100\% + 60\%)}_\text{Property} \times \underbrace{(100\% - 25\%)}_\text{Enemy DEF}\)
\(\text{Damage} = 2950 \times 1.5 \times 3.75 \times 3 \times 8.344 \times 1.6 \times 0.75 = 498449.7\)
That confirms the received damage by the enemy in-game:
Stat Limits
During calculations, some numbers have a cap to avoid weird bugs or mechanics.
ATK and
MATK are capped at \(100,000\).
HP is capped at \(50,000\).
Crit Rate is capped at \(100\%\).-
Crit DMG is capped at \(10,000\) -
Chains are capped at \(100\), except in the Last Night, where they have no cap.
Additional Effects
Death Time
Starting from Turn 11 in different modes, Death Time is introduced.
Each 2 turns, each side receives
- \(100\%\)
ATK /
MATK Buff - \(100\%\)
DEF /
MRES Debuffs - \(50\%\) Damage Increase Buff
These (de)buffs follow the exact rules as described above, going into each of the brackets seamlessly.
Environmental Effects
In Evil Castle, especially Tower of Jealousy and Tower of Wrath, there are effects taking place that affect some stats, such as Pressure,
Crit Rate and more.
Refer to the Evil Castle page for more detailed explanation.



