Damage and critical hits
Every attack skill goes through one damage routine. Attack, defence and resistance come from the data shown on the site's enemy and equipment pages. A few tuning constants used by the routine are compiled into the game and are not in any data file, so the exact damage of a hit cannot be worked out from public numbers yet. Those constants are marked unknown below.
Stats and buffs
A stat in battle is its base value plus equipment and other bonuses. A buff or debuff then adds a percentage of that total, at least 1 point either way:
A stat with a non-zero base never falls below 1. Physical skills use Attack and Defence, magic skills use Magic Attack and Magic Defence, and a few skills use whichever attack is higher.
Element
The attacker's element affinity and element bonuses scale the attack before defence is applied:
m is 1 when neither element has the upper hand. It takes one value when the attack's element beats the target's and another when the target resists it. Both values are unknown. Skills that hit with several elements use whichever element gives the highest A'.
Base damage
The routine has four ways to combine A' with the target's defence, chosen by a setting. Which one the game uses, and the constants a to e, are unknown.
| Mode | Base damage |
|---|---|
| 1 | A' − Def |
| 2 | (A' / a − Def / b) × c |
| 3 | A' × c / (Def + d) |
| 4 | A'e / (A' + Def) |
Full hit
- P is the skill's power, raised by percentage bonuses: buffs, equipment bonuses for the skill's category, and a bonus by target size.
- resist is the target's resistance to the attack's element, shown under Resistances on each enemy page. A negative resistance raises damage. Some skills skip this step.
- R is a random factor between two unknown bounds.
- crit is 1, or the critical multiplier below.
Critical hits
Critical chance is the attacker's Critical stat minus the target's critical evasion. Some skills set a fixed chance instead. The game rolls a whole number from 1 to 99, and the hit is critical when the roll is lower than the chance. A chance of 1 or less never crits, and 100 or more always does. Some status effects on the target force a critical hit.
| Chance | 1 | 5 | 10 | 25 | 50 | 75 | 100 |
|---|---|---|---|---|---|---|---|
| Real odds | 0.0% | 4.0% | 9.1% | 24.2% | 49.5% | 74.7% | 100.0% |
The critical multiplier is the equipment's critical damage bonus divided by 100, plus a base value that is unknown.
After the hit
- Damage cuts are added up and capped at 100%: the target's status cuts, a Just Guard (Perfect Guard) cut, some equipment cuts, and a cut that applies when an NPC party member guards. Just Guards and NPC guards cut 100%, so the hit does 0 damage, the same as a dodge. Both are global settings that are not in the game's data files.
- The defender's equipment takes off its percentage cut, then its flat cut.
- A final skill-specific percentage is applied.
- The result is clamped to 1 to 99,999. Just Guards, NPC guards, and some multiplayer and NPC cases set it to 0.
Skills that deal a share of HP skip all of this: damage = max HP × percentage / 100, optionally reduced by the target's cut for that skill.
















