Test:97/Elemental DMG Factors

From GRAY RAVENS

Elemental DMG Factors

For the following section on Elemental DMG, they share many similarities with their counterpart Physical DMG, but have very noticeable differences too.

2.1 Character’s ATK Stat

Total ATK Stat is mostly composed of base ATK Stat, memory Stats, weapon Stats and relevant memory resonances. Fixed increases of ATK goes here.

Electricity Add-ons from Norman Revival Plan is an example here.

Attack of the entire team increases by 50

2.2 Skill Scaling

The base percentage of DMG dealt by the specific skill.

Karenina: Ember Basic Attack is an example here.

“Enhanced: Basic Attacks deal 720% Fire DMG.”

2.3 Buffs

Different types of buff factors are typically multiplicative and NOT additive. An exception is Final ATK. Remember that the formula for most buff factors is (1 + Buff).

To calculate Elemental DMG, please consult this section.

However if 2 separate buffs are part of the same factor (e.g. both are considered Extra DMG Bonus buffs), they are additive.

To add on, if 2 buffs have the same origin (e.g. apply 2-piece Guinevere twice from 2 different characters’ healing), they do NOT stack, and the duration of the buff is refreshed.

The buffs (for Elemental DMG) are as follows:

2.3.1 ATK Increase

Any percentage increase to ATK Stat.

Luna: Laurel Leader skill is an example here.

“Dark DMG of all members increases by 10% and Attacker’s ATK increases by 5%.”
For this case only ATK increases by 5% is relevant to this buff.

2.3.2 Final ATK

Found in any fixed increases to ATK in CUBs passive skills.

Noctua Passive Skill: Resonance is an example here.

Increases the carrier’s Attack by 60.”
(The skill does not specify Final ATK but it is certainly classified under Final ATK, not under ATK Stat.)

Also found in 2 of the weapon resonances, specifically:
Incandescence (Weapon's final ATK is increased by 15% at the start of battle. No duration limit.)
Glorious Afterglow (Final ATK of the weapon increases by 30% for 8s upon a 3-ping. Duration resets upon a repeated trigger.)

Final ATK is always a fixed value, as its nature is slightly similar to Base ATK Stat, and should not be converted to its decimal form. If you don’t understand, check Elemental DMG Full Formula.

Final ATK DOES NOT directly affect the final DMG output (after all calculations), it only affects ATK Stat. In other words, Final ATK is a further increase in ATK, but the value of Final ATK is unaffected by ATK Increase.

Yet, a strange feature of these weapon resonances across many, if not all, 6★ weapons is that they are not calculated by using the weapon’s real ATK Stat, but collectively use an artificial ATK Stat of 500.
(i.e. Incandescence will increase ATK Stat by 75, since 15% x 500 = 75; there is a small chance this info is outdated.)

2.3.3 Elemental DMG Increase

Any percentage increase that specifically applies to Elemental / Dark / Fire / Ice / Lightning DMG.

Bathlon 2-piece memory set effect and Samantha 2-piece memory set effect are examples here.

“All ATK increases by 3% and Dark DMG increases by 7%.
“Next healing effect increases the target’s Elemental DMG by 8% for 4s.”

1.3.4 Base DMG Increase

Concept of this skill is similar to ATK Increase, but usage of this term implies that instead of buffing ATK (which ATK Increase does), it typically buffs the DMG of a specific skill it is tied to.
Wording in-game describing factors under this category right now can be varying and vague, unfortunately.

Marco 6-piece memory set effect, Tifa 4-piece memory set effect and Seraphine 4-piece memory set effect are examples here.

“Dragon Force Combo's Base DMG increases by 50%. …”
“...Basic DMG from Lightning Fall increases by 100%.”
“A random Reprise deals 100% more damage. …”
(There’s nothing that suggests Seraphine 4-piece set effect is under this category just by reading this, but it is after comparing it with the CN Wiki. Likely poor phrasing in-game.)

2.3.5 Extra DMG Bonus

Any percentage increase to DMG not covered by those above falls under this category.
Most typically defined as “Extra DMG Bonus increases by...”

Levi-Gun Type Zero skill and Vanguard Class skill are examples here.

“Laser Shot's Extra DMG Bonus increases by 50%.”
“Gain +20% DMG and 20% HP worth of shield for 10s whenever the character enters the battle.”

2.4 Debuffs

Likewise, different types of debuff factors are multiplicative and NOT additive, and vice versa if the same type. Remember that the formula for any given debuff factor is (1 - Debuff). All debuffs are protective numbers that reduce DMG taken.

To add on, if 2 debuffs have the same origin (e.g. apply 2-piece Einsteina twice from 2 different characters’ QTE), they do NOT stack, and the duration of the debuff is refreshed.

2.4.1 Elemental / Dark / Fire / Ice / Lightning Resistance

A typically unknown percentage of Elemental / Dark / Fire / Ice / Lightning Resistance exists for all mobs.
This stat is difficult to determine, as there are no explicit values in-game for reference. Players must obtain this value by continuous testing on the same specific mob to acquire a rough estimate of what this value is.
This value may vary from mob to mob, difficulty to difficulty.

Nanami: Pulse Leader skill and Einsteina 2-piece memory set effect are examples here.

“DEF and Fire Resistance of all party members increases by 15% and 10%.”
“QTE and 3-Ping skills reduce the target's corresponding Elemental Resistance by 15% for 8s.”

This value can also be affected by relevant buffs / debuffs in Buff List.

e.g. Lightning Weakness, (PRes ↓) Lightning Resistance decreases by 40%.

2.4.2 Extra DMG Reduction

A typically unknown percentage of Extra DMG Reduction exists for all mobs.
This stat is difficult to determine, as there are no explicit values in-game for reference. Players must obtain this value by continuous testing on the same specific mob to acquire a rough estimate of what this value is.
This value may vary from mob to mob, difficulty to difficulty.
There are relatively fewer ways of decreasing this debuff.

Tank Class skill and Liv: Empyrea Core skill are examples here.

“Attacks lower the target's Extra DMG Reduction by 20% for 5 seconds.”
“When it is full, double tapping the dodge button triggers Divine Prayer with 70% DMG Reduction.”
(The word “Extra” is not specified but it still refers to the same factor. Take note, not all descriptions of Extra DMG Reduction are applied to mobs, it may be applied to your character as seen in Liv: Empyrea’s Core skill.)

This value can also be affected by relevant buffs / debuffs in Buff List.

e.g. Fused Armor (FArmor) “For Damage from Tank Construct, Extra Damage Reduction -50%.”

Read the skill carefully, there are many instances where changes in (Extra) DMG Reduction is applied to your characters and not the mobs.

ELEMENTAL DMG IMPORTANT NOTES

  • Elemental DMG is unaffected by DEF Stats and Armor (the yellow bar).
  • Elemental DMG cannot deal CRIT DMG.
  • Elemental DMG is a fixed value; unlike Physical DMG, the final DMG output has only 1 possibility given that the factors in the calculation are of the same value (as compared to Physical DMG varying from 95% to 105% of the expected DMG output).

Elemental DMG Full Formula

Failed to parse (unknown function "\small"): {\displaystyle \small\color{white}Skill Scaling \times (Base ATK Stat \times (1 + \textcolor{orange}{ATK Increase}) + \textcolor{orange}{Final ATK}) \\ \small\color{white} \times (1 + \textcolor{orange}{Elemental / Dark / Fire / Ice / Lightning DMG Increase}) \\ \small\color{white} \times (1 + \textcolor{orange}{Base DMG Increase}) \times (1 + \textcolor{orange}{Extra DMG Bonus}) \\ \small\color{white} \times (1 - \textcolor{cyan}{Elemental Resistance}) \times (1 - \textcolor{cyan}{Extra DMG Reduction}) = \text{Final DMG Output}}