Skip to content

Damage Formula — Brown Dust II

TL;DR

The Damage Formula consists of a few multipliers, the main of which are ATK \(\text{\textcolor{ffe8aa}{ATK}}\) / MATK \(\text{\textcolor{ffa6ff}{MATK}}\) and its Buffs, Critical DMG \(\text{\textcolor{white}{CDMG}}\) 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 ATK buffs generally loses to a single ATK 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 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 HP, only \(\text{50,000}\) will be put as the value.

\({\textcolor{AFDBF5}{[2]}}\): Energy Guard damage (from Boo Ghost Granhildr) counts as HP 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 ATK% / MATK MATK% Buffs are irrelevant when character deals damage based on own / enemy HP HP.

Buffs are relevant if character uses enemy ATK ATK / MATK 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 ATK, MATK MATK, own or enemy HP HP, or, rarely, enemy ATK ATK / MATK MATK. To understand what's being used in each case, find words like "of your ATK" in the costume skill description.

Image Showcase

Base stat dependency Showcase

Formula for calculating ATK ATK, MATK MATK or HP 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.

Image Showcase

Skill% Showcase

There are some conditional \(\text{Skill\%}\) values, meaning they are achievable, only when some conditions are met.

Costume Skill%
Respected Master Roxy Respected Master
Roxy
\(\textcolor{white}{300\% \sim 600\% \text{ to the Main Target}} \newline 140\% \sim 300\% \text{ otherwise}\)
Prophetic Dream Darian Prophetic Dream
Darian
\(\textcolor{white}{775\% \sim 1300\% \text{ to the Main Target}} \newline 500\% \sim 900\% \text{ otherwise}\)
Bittersweet Bunny Darian Bittersweet Bunny
Darian
\(\textcolor{white}{400\% \sim 600\% \text{ if enemy is under DoT effects}} \newline 200\% \sim 400\% \text{ otherwise}\)
Maid Name R Liatris Maid Name R
Liatris
\(\textcolor{white}{500\% \sim 850\% \text{ if enemy is under DoT effects}} \newline 400\% \sim 550\% \text{ otherwise}\)
Celebrity Bunny Loen Celebrity Bunny
Loen
\(50\% + [75\% \sim 175\%] \times \text{Targets affected}\)
Esteemed Adventurer Eris Esteemed Adventurer
Eris
\(\textcolor{white}{600\% \sim 1100\% \newline \text{if Chain count after the attack is} \le 7} \newline 300\% \sim 650\% \text{ otherwise}\)
Night of Jealousy Levia Night of Jealousy
Levia
\(\textcolor{white}{80\% \sim 300\% \text{ to the Main Target}} \newline 30\% \sim 90\% \text{ otherwise}\)
Overheat Levia Overheat
Levia
\(\textcolor{white}{550\% \sim 1000\% \newline \text{if enemy is in Vulnerability state}} \newline 200\% \sim 350\% \text{ otherwise}\)
New Hire Nebris New Hire
Nebris
\([40\% \sim 80\%] + [15\% \sim 30\%] \times \text{Buffs Applied}\)
Innocent Bunny Tyr Innocent Bunny
Tyr
\([125\% \sim 300\%] + [100\% \sim 180\%] \times \text{SP Consumed}\)
Snow White Ventana Snow White
Ventana
\(\textcolor{white}{600\% \sim 1300\% \newline \text{if enemy is in Taunt or Concentrated Fire state}} \newline 200\% \sim 450\% \text{ otherwise}\)
Reclaimed Destiny Sacred Justia Reclaimed Destiny
Sacred Justia
\([150\% \sim 300\%] + [50\% \sim 100\%] \times \text{Targets affected}\)
Fallen Wings Olivier Fallen Wings
Olivier
\([150\% \sim 250\%] + [60\% \sim 100\%] \times \text{Additional SP Consumed}\)
Faithful Wings Olivier Faithful Wings
Olivier
\([150\% \sim 250\%] + [30\% \sim 50\%] \times \text{Targets affected}\)
Anonymous Sage Nartas Anonymous Sage
Nartas
\(\textcolor{white}{400\% \sim 1050\% \newline \text{if enemy is a Physical Type}} \newline 300\% \sim 450\% \text{ otherwise}\)
Deal Snatcher Luvencia Deal Snatcher
Luvencia
\(\textcolor{white}{[80\% \sim 160\%] \times (100\% - 5\% \times \text{Targets Affected}) \newline \text{ to the Main Target}} \newline [60\% \sim 80\%] \times (100\% - 5\% \times \text{Targets Affected}) \newline \text{otherwise}\)
Wild Dog Luvencia Wild Dog
Luvencia
\(\textcolor{white}{40\% \sim 160\% \newline \text{if enemy Chain count is a multiple of 3}} \newline 30\% \sim 80\% \text{ otherwise}\)
Onsen Swordfighter Blade Onsen Swordfighter
Blade
\([350\% \sim 600\%] + [70\% \sim 120\%] \times \text{Debuffs Applied on enemy}\)

The ATK ATK% / MATK 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 ATK \(\text{\textcolor{ffe8aa}{ATK\%}}\) buffs to allies:

Costume Buff Value Duration SP
Medical Club Teresse Medical Club Teresse \(50\% \sim 120\%\) \(\text{4 Turns}\) \(4 \sim 3\)
Homunculus Lathel Homunculus Lathel \(60\% \sim 90\%\) \(4 \sim 6 \text{ Turns}\) \(2 \sim 1\)
\(25\% \sim 70\%\) \(\text{2 Turns}\)
Dark Saintess Liberta Dark Saintess Liberta \(35\% \sim 115\%\) \(\text{4 Turns}\) \(3 \sim 1\)
Priest of Vitality Arines Priest of Vitality Arines \(25\% \sim 80\%\) \(\text{6 Turns}\) \(3 \sim 2\)
Shadow Bunny Eleaneer Shadow Bunny Eleaneer \(20\% \sim 60\%\) \(\text{10 Turns} \newline \text{\textcolor{AFDBF5}{[Domain]}}\) \(6 \sim 4\)
Kind Student Samay Kind Student Samay \(20\% \sim 50\%\) \(\text{2 Turns}\) \(2 \sim 0\)


Costumes providing MATK \(\text{\textcolor{ffa6ff}{MATK\%}}\) buffs to allies:

Costume Buff Value Duration SP
Medical Club Teresse Medical Club Teresse \(50\% \sim 120\%\) \(\text{4 Turns}\) \(4 \sim 3\)
Queen of Gluttis Granadair Queen of Gluttis Granadair \(50\% \sim 80\%\) \(4 \text{ Turns}\) \(2 \sim 1\)
\(45\% \sim 70\%\) \(\text{2 Turns}\)
B-Rank Idol Helena B-Rank Idol Helena \(35\% \sim 115\%\) \(\text{4 Turns}\) \(3 \sim 1\)
Retired Legend Olivier Retired Legend Olivier \(60\% \sim 100\%\) \(\text{10 Turns} \newline \text{\textcolor{AFDBF5}{[Domain]}}\) \(6 \sim 4\)
Shadow Bunny Eleaneer Shadow Bunny Eleaneer \(20\% \sim 60\%\) \(\text{10 Turns} \newline \text{\textcolor{AFDBF5}{[Domain]}}\) \(6 \sim 4\)
Kind Student Samay Kind Student Samay \(20\% \sim 50\%\) \(\text{2 Turns}\) \(2 \sim 0\)
Hand of Salvation Elpis Hand of Salvation Elpis \(25\% \sim 80\%\) \(\text{6 Turns}\) \(3 \sim 2\)


Costumes providing ATK \(\text{\textcolor{ffe8aa}{ATK\%}}\) buffs to themselves only:

Costume Buff Value Duration SP
The Sword Queen Sylvia The Sword Queen
Sylvia
\(100\% \sim 225\%\) \(2 \sim 6 \text{ Turns}\) 1
Herb Tracker Lathel Herb Tracker
Lathel
\(50\%\) \(2 \text{ Turns}\) \(3 \sim 2\)
Lonely Survivor Lathel Lonely Survivor
Lathel
\(50\%\) \(2 \text{ Turns}\) \(4 \sim 2\)
Promise of Vengeance Lathel Promise of Vengeance
Lathel
\(50\% \sim 60\%\) \(2 \text{ Turns}\) \(3 \sim 2\)
Maid Name C Rubia Maid Name C
Rubia
\(50\%\) \(4 \sim 6 \text{ Turns}\) \(3 \sim 2\)
Noble Flame Ikaruga Noble Flame
Ikaruga
\(60\% \sim 100\%\) \(\infty \newline \text{3 stacks MAX} \newline \text{\textcolor{AFDBF5}{[Conditional]}}\) \(6 \sim 4\)
Laid-back Lifeguard Nebris Laid-back Lifeguard
Nebris
\(50\%\) \(6 \sim 10 \text{ Turns} \newline \text{\textcolor{AFDBF5}{[Conditional]}}\) \(4 \sim 3\)
Pool Party Justia Pool Party
Justia
\(150\% \sim 300\%\) \(8 \sim 12 \text{ Turns}\) \(2 \sim 1\)
Comeback Idol Ventana Comeback Idol
Ventana
\(50\% \sim 125\%\) \(4 \text{ Turns}\) \(5 \sim 3\)
Whitebolt Yuri Whitebolt
Yuri
\(150\% \sim 160\%\) \(4 \text{ Turns}\) \(4 \sim 3\)
Haggard Delinquent Emma Haggard Delinquent
Emma
\(200\% \sim 500\%\) \(6 \text{ Turns}\) \(2 \sim 1\)
Shadow Bunny Eleaneer Shadow Bunny Eleaneer \(25\% \sim 40\%\) \(10 \text{ Turns}\) \(6 \sim 4\)


Costumes providing MATK \(\text{\textcolor{ffa6ff}{MATK\%}}\) buffs to themselves only:

Costume Buff Value Duration SP
Track and Field Team Loen Track and Field Team
Loen
\(40\% \sim 80\%\) \(4 \text{ Turns}\) \(5 \sim 4\)
Beachside Justice Michaela Beachside Justice
Michaela
\(200\%\) \(2 \text{ Turns}\) \(5 \sim 4\)
Apostle Olivier Apostle
Olivier
\(50\% \sim 80\%\) \(8 \sim 10 \text{ Turns}\) \(2 \sim 1\)

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 HP%
  • ATK ATK% / MATK MATK%
  • Critical Rate Crit Rate
  • Critical DMG Crit Damage
  • DEF DEF% / Magic RES MRES%
  • Property Damage

Example

Maxed Medical Club Teresse, which would give \(120\%\) ATK ATK / MATK 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.

Pressure Effect in a fight

Pressure Effect in a fight

ATK ATK% / MATK MATK% Debuffs are straightforward: they reduce character's ATK ATK / MATK 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 ATK% / MATK MATK% Debuffs, damage will always be \(\ge 1\) even with 0 ATK ATK / MATK 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 ATK \(\text{\textcolor{ffe8aa}{ATK\%}}\) debuffs:

Costume Debuff Value Duration SP
Combat Doctor Remnunt Combat Doctor
Remnunt
\(50\%\) \(4 \text{ Turns}\) \(4 \sim 3\)
Sage of Blue Clouds Olstein Sage of Blue Clouds
Olstein
\(70\%\) \(2 \sim 4 \text{ Turns}\) \(2 \sim 1\)
Lugo Hunter Gynt Lugo Hunter
Gynt
\(50\%\) \(4 \text{ Turns}\) \(4 \sim 3\)
The Curse Celia The Curse
Celia
\(35\% \sim 65 \%\) \(4 \text{ Turns}\) \(5 \sim 4\)


Costumes providing MATK \(\text{\textcolor{ffa6ff}{MATK\%}}\) debuffs:

Costume Debuff Value Duration SP
Sage of Blue Clouds Olstein Sage of Blue Clouds
Olstein
\(70\%\) \(2 \sim 4 \text{ Turns}\) \(2 \sim 1\)
Descendant of the Great Witch Celia Descendant of the Great Witch
Celia
\(35\% \sim 65 \%\) \(4 \text{ Turns}\) \(5 \sim 4\)

Critical DMG Crit Damage matters when a character crits, meaning it is essential to have high Critical Rate Crit Rate or guarantee it via other methods.

Critical Rate Crit Rate

Critical 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 Critical Rate Crit Rate means the one from the character itself. It varies from \(0\%\) to \(20\%\), depending on the character. Characters with \(0\%\) Critical Rate Crit Rate cannot crit.


\(\text{\textcolor{white}{CDMG\%}}\) addend refers to the sum of inherent, gear and bonding Critical DMG 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 Critical Rate \(\text{\textcolor{white}{Crit Rate\%}}\) buffs to allies:

Costume Buff Value Duration SP
Dark Saintess Liberta Dark Saintess Liberta \(25\% \sim 50\%\) \(\text{4 Turns}\) \(3 \sim 1\)
Adventurer of the Unknown Diana Adventurer of the Unknown Diana \(20\% \sim 30\%\) \(\text{8 Turns} \newline \text{\textcolor{AFDBF5}{[Aura]}}\) \(3 \sim 2\)
B-Rank Idol Helena B-Rank Idol Helena \(25\% \sim 50\%\) \(\text{4 Turns}\) \(3 \sim 1\)
Priest of Vitality Arines Priest of Vitality Arines \(30\%\) \(\text{6 Turns}\) \(3 \sim 2\)
Red Riding Hood Rou Red Riding Hood Rou \(30\% \sim 50\%\) \(\text{6 Turns}\) \(4 \sim 2\)
Hand of Salvation Elpis Hand of Salvation Elpis \(30\% \sim 35\%\) \(\text{6 Turns}\) \(3 \sim 2\)


Costumes providing Critical DMG \(\text{\textcolor{white}{Crit DMG\%}}\) buffs to allies:

Costume Buff Value Duration SP
The Gluttonous Refithea The Gluttonous Refithea \(50\% \sim 125\%\) \(\text{6 Turns} \newline \text{\textcolor{AFDBF5}{[Aura]}}\) \(3 \sim 2\)
Red Riding Hood Rou Red Riding Hood Rou \(150\% \sim 300\%\) \(\text{6 Turns}\) \(4 \sim 2\)


Costumes providing Critical Rate \(\text{\textcolor{white}{Crit Rate\%}}\) buffs to themselves only:

Costume Buff Value Duration SP
Pool Party Lathel Pool Party Lathel \(100\%\) \(\text{2 Turns}\) \(4 \sim 3\)
Miracle Rose Liberta Miracle Rose Liberta \(40 \sim 100\%\) \(\text{1 Turn}\) \(2 \sim 1\)
Pool Party Gray Pool Party Gray \(50\%\) \(\text{4 Turns}\) \(5 \sim 3\)
Daughter of Starwind High Elf Archer Daughter of Starwind
High Elf Archer
\(100\%\) \(\text{2 Turns}\) \(4 \sim 3\)
Haggard Delinquent Emma Haggard Delinquent
Emma
\(30\%\) \(6 \text{ Turns}\) \(2 \sim 1\)
Stray Cat Rou Stray Cat Rou \(50\%\) \(\text{1 Turn}\) \(5 \sim 4\)


Costumes providing Critical DMG \(\text{\textcolor{white}{Crit DMG\%}}\) buffs to themselves only:

Costume Buff Value Duration SP
Night of Death Mamonir Night of Death Mamonir \(200\% \sim 300\%\) \(\text{6 Turns}\) \(4 \sim 3\)
Gentle Maid Anastasia Gentle Maid Anastasia \(200\% \sim 500\%\) \(\text{1 Turn}\) \(5 \sim 3\)
Fire Graffiti Anastasia Fire Graffiti Anastasia \(200\% \sim 500\%\) \(\text{1 Turn}\) \(4 \sim 3\)
Pool Party Gray Pool Party Gray \(50\%\) \(\text{4 Turns}\) \(5 \sim 3\)
Labyrinth Gatekeeper Nebris Labyrinth Gatekeeper Nebris \(200\% \sim 300\%\) \(6 \text{ Turns} \newline \text{\textcolor{AFDBF5}{[Conditional]}}\) \(4 \sim 3\)
Comeback Idol Yuri Comeback Idol Yuri \(150\%\) \(4 \text{ Turns}\) \(4 \sim 3\)
Acting Archbishop Michaela Acting Archbishop Michaela \(300\% \sim 500\%\) \(4 \sim 6 \text{ Turns}\) \(4 \sim 2\)

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 Pure White Blessing Refithea \(\text{2 Turns}\) \(3 \sim 2\)


Costumes providing \(\text{Increased Chain DMG\%}\):

Costume Value Duration SP
Poolside Guardian Zenith 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 Water Park Queen Wilhelmina \(4 \sim 6 \text{ Turns}\) \(5 \sim 4\)
Masquerade Bunny Celia 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 Damage Type Physical or Magical Damage Type Magical damage type.
    • Physical Damage Type Physical Vulnerability is described as Vulnerability (Physical)
    • Magical Damage Type 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:

Costume Vulnerability Value Duration SP
Robin Hood Zenith Robin Hood Zenith \(20\% \sim 100\%\) \(\text{4 Turns}\) \(2 \sim 0\)
Shadow Bunny Eleaneer Shadow Bunny Eleaneer \(30\% \sim 50\%\) \(\text{10 Turns} \newline \text{\textcolor{AFDBF5}{[Domain]}}\) \(6 \sim 4\)
Shadowed Dream Sonya Shadowed Dream Sonya \(55\% \sim 125\%\) \(\text{4 Turns} \newline \text{\textcolor{AFDBF5}{[Conditional]}}\) \(4 \sim 3\)


Costumes providing Physical Damage Type Physical Vulnerability:

Costume Vulnerability Value Duration SP
Game Club Rafina Game Club Rafina \(50\% \sim 100\%\) \(\text{4 Turns}\) \(5 \sim 3\)
Your Very Own Cat Eris Your Very Own Cat Eris \(100\% \sim 150\% \newline \text{\textcolor{AFDBF5}{[Main Target]}}\) \(\text{4 Turns}\) \(6 \sim 4\)
Young Lady Blade Young Lady Blade \(100\% \sim 150\% \newline \text{\textcolor{AFDBF5}{[Main Target]}}\) \(\text{4 Turns}\) \(5 \sim 4\)


Costumes providing Magical Damage Type Magical Vulnerability:

Costume Vulnerability Value Duration SP
Track and Field Captain Levia Track and Field Captain Levia \(60\% \sim 120\% \newline \text{\textcolor{AFDBF5}{[Main Target]}} \newline 40\% \sim 100\% \newline \text{\textcolor{AFDBF5}{[Otherwise]}}\) \(\text{4 Turns}\) \(5 \sim 4\)
Earth Mother Believer Priestess Earth Mother Believer Priestess \(50\% \sim 75\%\) \(\text{2 Turns}\) \(4 \sim 3\)


Costumes providing DoT Vulnerability:

Costume Vulnerability Value Duration SP
Maid Bikini Rubia Maid Bikini Rubia \(150\% \sim 300\%\) \(\text{4 Turns}\) \(4 \sim 3\)


Costumes providing Summons Vulnerability:

Costume Vulnerability Value Duration SP
Apostle Morpeah Apostle Morpeah \(100\% \sim 180\%\) \(\text{2 Turns}\) \(3 \sim 1\)


Costumes providing Property Vulnerability:

Costume Vulnerability Value Duration SP
Wind Dancer Venaka Wind Dancer Venaka \(75\% \sim 150\% \newline \text{\textcolor{AFDBF5}{[Wind]}}\) \(\text{4 Turns}\) \(4 \sim 3\)
Onsen Practitioner Ventana Onsen Practitioner Ventana \(100\% \sim 200\% \newline \text{\textcolor{AFDBF5}{[Light]}}\) \(6 \sim 10 \text{ Turns} \newline \text{\textcolor{AFDBF5}{[Conditional]}}\) \(3 \sim 2\)
Shadowed Dream Sonya Shadowed Dream Sonya \(75\% \sim 175\% \newline \text{\textcolor{AFDBF5}{[Darkness]}}\) \(\text{4 Turns} \newline \text{\textcolor{AFDBF5}{[Conditional]}}\) \(4 \sim 3\)

\(\text{DMG Increase\%}\) 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:

Costume Buff Value Duration SP
Beachside Angel Teresse Beachside Angel
Teresse
\(100\% \sim 200\% \newline \text{\textcolor{AFDBF5}{[When attacking enemy}} \newline \text{\textcolor{AFDBF5}{with a Chain count 5 or less]}}\) \(4 \sim 8 \text{ Turns}\) \(4 \sim 2\)
Shrine Maiden of Purification Granadair Shrine Maiden
of Purification
Granadair
\(75\% \sim 120\%\) \(4 \sim 6 \text{ Turns}\) \(4 \sim 3\)
\(10\% \times \text{\textcolor{AFDBF5}{Debuffs Absorbed}}\) \(4 \sim 6 \text{ Turns}\)
Onsen Manager Liberta Onsen Manager
Liberta
\(80\% \sim 130\% \newline \text{\textcolor{AFDBF5}{[When attacking enemy}} \newline \text{\textcolor{AFDBF5}{with 10 Chains or more]}}\) \(6 \sim 4 \text{ Turns}\) \(3 \sim 2\)
New Hire Seir New Hire
Seir
\(10\% \sim 22\% \times \newline \text{\textcolor{AFDBF5}{[Amount of times}} \newline \text{\textcolor{AFDBF5}{Seir gets hit]}}\) \(6 \sim 8 \text{ Turns}\) \(3 \sim 2\)


Costumes providing \(\text{DMG Increase\%}\) Buffs to themselves only:

Costume Buff Value Duration SP
Labyrinth Gatekeeper Nebris Labyrinth Gatekeeper
Nebris
\(100\% \sim 150\% \newline \text{\textcolor{AFDBF5}{[If no Augmentation}} \newline \text{\textcolor{AFDBF5}{Status Effect]}}\) \(6 \text{ Turns}\) \(4 \sim 3\)
Fist of Conviction Yozakura Fist of Conviction
Yozakura
\(400\% \sim 1200\% \newline \text{\textcolor{AFDBF5}{[For 1 next}} \newline \text{\textcolor{AFDBF5}{Basic Attack]}}\) \(\text{Until} \newline \text{Basic Attack}\) \(5 \sim 4\)

Property is another aspect of any character. There are a total of 6 Properties: Water Water, Fire Fire, Wind Wind, Light Light, Darkness Darkness and Neutral 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:

Costume Buff Value Duration SP
Adventurer of the Unknown Diana Adventurer of the Unknown
Diana
\(100\% \sim 220\%\) \(\text{8 Turns} \newline \text{\textcolor{AFDBF5}{[Aura]}}\) \(3 \sim 2\)
Magical Innovator Diana Magical Innovator
Diana
\(25\% \sim 200\% \newline \text{\textcolor{AFDBF5}{[Per Summon]}}\) \(\text{4 Turns}\) \(5 \sim 3 + 1 \text{ per activation}\)
Pure White Blessing Refithea Pure White Blessing
Refithea
\(40\% \sim 100\%\) \(\text{2 Turns}\) \(3 \sim 2\)
Poolside Fairy Refithea Poolside Fairy
Refithea
\(\newline 50\% \sim 100\% \newline \text{\textcolor{AFDBF5}{[if Light Property]}} \newline 25\% \sim 50\% \newline \text{\textcolor{AFDBF5}{[otherwise]}}\) \(\text{8 Turns}\) \(7 \sim 6\)


Costumes providing \(\text{Property Damage\%}\) buffs to themselves only:

Costume Buff Value Duration SP
Frozen Queen Wilhelmina Frozen Queen
Wilhelmina
\(30\% \sim 60\%\) \(4 \sim 6 \text{ Turns}\) \(5 \sim 3\)
Laid-back Lifeguard Nebris Laid-back Lifeguard
Nebris
\(50\%\) \(\text{2 Turns} \newline \text{\textcolor{AFDBF5}{[Conditional]}}\) \(4 \sim 3\)
Blood Glutton Justia Blood Glutton
Justia
\(200\% \sim 400\%\) \(\text{8 Turns}\) \(3 \sim 2\)

DEF \(\text{\textcolor{ffe8aa}{DEF}}\) / Magic RES \(\text{\textcolor{ffa6ff}{MRES}}\) are two main stats of a character. They reduce damage from the enemy.

  • \(\text{\textcolor{ffe8aa}{DEF}}\) decreases all incoming Physical Damage Type Physical Damage.
  • \(\text{\textcolor{ffa6ff}{MRES}}\) decreases all incoming Magical Damage Type 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 DEF \(\text{\textcolor{ffe8aa}{DEF\%}}\) reduction:

Costume Debuff Value Duration SP
Code Name A Rafina Code Name A
Rafina
\(50\%\) \(4 \text{ Turns}\) \(5 \sim 3\)
Empress of the Ocean Rubia Empress of the Ocean
Rubia
\(25\% \sim 45\%\) \(4 \text{ Turns}\) \(5 \sim 4\)
Lovely Lady Elise Lovely Lady
Elise
\(50\%\) \(4 \sim 6\text{ Turns}\) \(5 \sim 3\)
B-Rank Manager Gray B-Rank Manager
Gray
\(50\%\) \(2\text{ Turns}\) \(3 \sim 2\)
Nature's Claw Rou Nature's Claw
Rou
\(20\%\) \(2\text{ Turns}\) \(5 \sim 3\)
The Curse Celia The Curse
Celia
\(10\%\) \(2 \text{ Turns}\) \(5 \sim 4\)
B-Rank Idol Eleaneer B-Rank Idol
Eleaneer
\(20\%\) \(2 \text{ Turns}\) \(5 \sim 3\)
Liberated Marauder Kry Liberated Marauder
Kry
\(50\%\) \(4 \text{ Turns}\) \(5 \sim 4\)


Costumes providing Magic RES \(\text{\textcolor{ffa6ff}{MRES\%}}\) reduction:

Costume Debuff Value Duration SP
Magic School Professor Scheherazade Magic School Professor
Scheherazade
\(15\%\) \(2 \text{ Turns}\) \(6 \sim 4\)
Daydream Bunny Morpeah Daydream Bunny
Morpeah
\(30\% \newline \text{\textcolor{AFDBF5}{[Summon]}}\) \(4 \text{ Turns}\) \(3 \sim 1\)
Lovely Lady Elise Lovely Lady
Elise
\(50\%\) \(4 \sim 6\text{ Turns}\) \(5 \sim 3\)
DJ Venaka DJ
Venaka
\(50\%\) \(4\text{ Turns}\) \(4 \sim 3\)
Nightmare Bunny Eclipse Nightmare Bunny
Eclipse
\(15\% \sim 20\%\) \(4\text{ Turns}\) \(3\)
Descendant of the Great Witch Celia Descendant of the Great Witch
Celia
\(10\%\) \(2 \text{ Turns}\) \(5 \sim 4\)
Kind Liberator Samay Kind Liberator
Samay
\(50\%\) \(4 \text{ Turns}\) \(5 \sim 3\)


Costumes decreasing own DEF \(\text{\textcolor{ffe8aa}{DEF}}\) / Magic RES \(\text{\textcolor{ffa6ff}{MRES}}\):

Costume Debuff Value Duration SP
Acting Archbishop Michaela 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 DEF \(\text{\textcolor{ffe8aa}{DEF}}\) and Magic RES \(\text{\textcolor{ffa6ff}{MRES}}\), 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 Damage Type Physical or Magical Damage Type Magical, meaning they will reduce incoming damage from only one damage type.


Costumes providing Barrier buff to allies:

Costume Buff Value Duration SP
Top Idol Helena Top Idol
Helena
\(30\% \sim 70\%\) \(\text{4 Turns}\) \(2 \sim 1\)
The Gluttonous Refithea The Gluttonous
Refithea
\(25\% \sim 50\%\) \(\text{6 Turns} \newline \text{\textcolor{AFDBF5}{[Aura]}}\) \(3 \sim 2\)


Costumes providing Barrier buff to themselves only:

Costume Buff Value Duration SP
Desert Flower Sylvia Desert Flower
Sylvia
\(50\% \sim 75\%\) \(\text{4 Turns}\) \(4 \sim 2\)
Disciplinary Committee Glacia Disciplinary Committee
Glacia
\(50\% \newline \text{\textcolor{ffa6ff}{[Magic]}}\) \(\text{2 Turns}\) \(3 \sim 2\)
Beach Vacation Morpeah Beach Vacation
Morpeah
\(30\%\) \(\text{4 Turns}\) \(6 \sim 5\)
Mercenary Knight Carlson Mercenary Knight
Carlson
\(35\% \sim 65\% \newline \text{\textcolor{ffe8aa}{[Physical]}}\) \(2 \sim 4 \text{ Turns}\) \(3 \sim 1\)
Dark Knight Lathel Dark Knight
Lathel
\(50\% \sim 65\% \newline \text{\textcolor{ffe8aa}{[Physical]}}\) \(4 \sim 6 \text{ Turns}\) \(2 \sim 1\)
Orcbolg Goblin Slayer Orcbolg
Goblin Slayer
\(50\% \sim 75\%\) \(2 \text{ Turns}\) \(5 \sim 4\)
Killer Doll Lecliss Killer Doll
Lecliss
\(45\% \sim 85\%\) \(4 \text{ Turns}\) \(4 \sim 1\)
Magical Innovator Diana Magical Innovator
Diana
\(20\%\) \(\text{6 Turns}\) \(5 \sim 3\)
Pool Party Angelica Pool Party
Angelica
\(75\%\) \(\text{2 Turns}\) \(5 \sim 4\)
Neon Savior Angelica Neon Savior
Angelica
\(75\%\) \(\text{2 Turns}\) \(6 \sim 3\)
The Fallen Angelica The Fallen
Angelica
\(50\%\) \(\text{2 Turns}\) \(3 \sim 2\)
Beautiful Girl Devotee Jayden Beautiful Girl Devotee
Jayden
\(50\% \sim 75\% \newline \text{\textcolor{ffa6ff}{[Magic]}}\) \(4 \sim 6 \text{ Turns}\) \(3 \sim 2\)
Demon's Daughter Seir Demon's Daughter
Seir
\(40\% \sim 85\%\) \(4 \sim 6\text{ Turns}\) \(3 \sim 1\)
B-Rank Idol Seir B-Rank Idol
Seir
\(40\% \sim 85\%\) \(2 \text{ Turns}\) \(2 \sim 1\)
Anonymous Sage Nartas Anonymous Sage
Nartas
\(75\% \newline \text{\textcolor{ffa6ff}{[Magic]}}\) \(4 \text{ Turns}\) \(5 \sim 4\)

The Example

As an example, let's take this fight. Fight Screenshot

All Costumes are upgraded to the max.

Blade's Stats

  • Hit Multiplier: \(150\%\)
  • ATK ATK: \(2950\)
  • Critical DMG Crit DMG: \(734.44\%\)
  • Darkness DMG: \(60\%\)

Enemy Stats

  • DEF DEF: \(25\%\)

Liberta increases ATK ATK by \(115\%\), Lathel increases ATK 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:

Fight Screenshot №2

Stat Limits

During calculations, some numbers have a cap to avoid weird bugs or mechanics.

  • ATK ATK and MATK MATK are capped at \(100,000\).
  • HP HP is capped at \(50,000\).
  • Critical Rate Crit Rate is capped at \(100\%\).
  • Critical DMG 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 ATK / MATK MATK Buff
  • \(100\%\) DEF DEF / Magic RES 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, Critical Rate Crit Rate and more.

Refer to the Evil Castle page for more detailed explanation.