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XC2 damage calculation

Smalten Jan 8th, 2018 (edited) 5,690 Never
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  1. Xenoblade Chronicles 2 damage formula
  2.  
  3. Damage = ((AutoAttack * Attachment * JustRange * Stability) + TypeStat) * (DmgRatio/100) * (1 + CriticalPower) * (1 + ClassEffect) * IdeaLvl * (1 + AdditiveMultipliers) * (1 + CancelBonus) *(1 + DriverCombo) * (1 + Element) * (1 + FusionCombo) * (ChainRatio/100)* EnemyDefense * BArtsDamageRev * BladeArtsRev
  4.  
  5. >AutoAttack
  6. Auto-Attack stat of current Blade
  7. >Attachment
  8. Accessories like Sword Attachment. Specific weapon attachments are additive with Master Attachment. Clone weapon types only benefit from Master Attachment.
  9. >JustRange (if in specific distance from enemy)
  10. +20%. Each weapon has a specific range they need to stand in to receive this increase to auto-attack stat. Aegis is between 3 and 7 meters. No effect if closer than minimum range or farther than max. List of ranges: https://xenoblade.github.io/xb2/bdat/common/ITM_PcWpnType.htm
  11. >Stability
  12. Random multiplier that increases (maybe decreases too) your auto attack. Every weapon type + chip combo has a different multiplier. List of stability values can be found at https://xenoblade.github.io/xb2/bdat/common/ITM_PcWpn.html
  13. If you ignore this stability when calculating damage you get the average damage between the low and high rolls for stability.
  14. >TypeStat
  15. Physical or Ether stat of driver depending on weapon type and art/special type.
  16. E.g. Ether Cannon uses ether for auto attacks, Rex's Rolling Smash is an ether type Art.
  17. Poppi QTpi's level I special is physical, and the other 3 specials are ether type.
  18. >DmgRatio
  19. Dmg Ratio of auto hit, Art, or Special.
  20. Rolling Smash Lv 5 = 490
  21. Damage ratios for specials are in the guidebook/datamine. Their ratios increase with each level of their related red skill in blade affinity chart.
  22. In Max Affinity state Driver Arts and Blade Specials get their levels increased by 1 (max level 6), which increases their damage ratios.
  23. Poppi QT's level I special starts at 300 ratio with skill level 1, skill level 5 is 460 ratio, and level 6 from Max Affinity is 480 ratio. Level IV special has 1150 ratio.
  24. Multi-hit attacks divide the dmgratio into each of the hits, but the distribution of the ratio to each hit varies by the attack used.
  25. Auto-attack ratios for first/second/third attack are 50/80/120. Decimation Cannon is the only weapon with different ratios and uses 60/96/144.
  26. >CriticalPower
  27. No crit = 0
  28. critical = 1.25 * (1 + total critical damage increases from skills, AUX cores, and parts)
  29. Legendary Optical Headband = +.50
  30. Poppi Pinpoint Weakness V = +0.50
  31. >ClassEffect
  32. Passive effect of class determined by roles of equipped blades.
  33. Boosts damage dealt ↑ = +0.10
  34. Boosts damage dealt ↑↑ = +0.15
  35. Boosts damage dealt ↑↑↑ = +0.20
  36. >Idealvl
  37. Gain 5% damage increase per idea level that matches the element of your current blade. Level 0 = x1 damage, level 10 = x1.5 damage.
  38. >AdditiveMultipliers
  39. All increase damage effects from skills, AUX cores, accessories
  40. >CancelBonus
  41. Total of cancel stage bonus and increased damage when canceling effects.
  42. First auto-attack cancel = +0.10
  43. Second auto-attack cancel = +0.20
  44. Third auto-attack cancel = +0.30
  45. Combo Enhance, Bestial Pursuit, Imperial Pursuit = +0.20
  46. Legendary Hi-Tech Eyepatch = +0.54
  47. >DriverCombo
  48. Topple = 0.25
  49. Launch = 0.50
  50. Smash = 0.50
  51. >Element
  52. Opposite element = 0.20
  53. Same/Resisted element = -0.20
  54. Adenine Battle Wisdom 5 = +1.00
  55. >FusionCombo
  56. Fusion Combos apply a damage up bonus if a special attack hits while a break, topple, or launch is active and the damage boosts lasts until that specific driver combo effect runs out. Hitting with a driver combo while a blade combo effect is active removes any fusion damage bonus and replaces it with time extension bonus for the blade combo effect.
  57. 2 Stage: Damage +50%, Effect time +10%, Party Gauge +10, Exp gained +40%
  58. 3 Stage: Damage +50%, Effect time +10%, Party Gauge +10, Exp gained +50%
  59. 4 Stage: Damage +75%, Effect time +20%, Party Gauge +15, Exp gained +60%
  60. 5 Stage: Damage +75%, Effect time +20%, Party Gauge +15, Exp gained +70%
  61. 6 Stage: Damage +100%, Effect time +30%, Party Gauge +20, Exp gained +80%
  62. 7 Stage: Damage +100%, Effect time +30%, Party Gauge +20, Exp gained +100%
  63. >EnemyDefense
  64. Enemies have percentage physical and ether resist just like blade defense stats. Datamine has values for these, and they can be positive (damage reduction) or negative (damage increase) values. Tyrannotitan Kurodil for example has 30 physical resist and no ether resist. Blade specials with Pierce property ignore defense.
  65. Check RstPower and RstEther columns: https://xenoblade.github.io/xb2/bdat/common/CHR_EnParam.html
  66. >BArtsDamageRev (if special lvl 1-3)
  67. Battle affinity has a multiplier to special damage ranging from 0.75 to 1.25 at max affinity. This does not apply to level IV special.
  68. >BladeArtsRev
  69. S rank levels of trust have a modifier to special damage, ranging from 1.0 at S to 1.6 at S+.
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