- 1 Damage
- 2 Recovery
- 3 Combo
- 4 Status Effects
- 5 Hit Accuracy
- 6 Others
- 7 Expedition
- 8 Loot Drop
Damage[edit | edit source]
Physical Damage[edit | edit source]
The formula for physical damage:
- Unit ATK - Calculated after buff and debuff
- Enemy DEF - Calculated after buff, debuff, and ignore DEF skills
- Modifier - The skill's modifier, normal attack is 1
- Level Correction =
- Weapon Variance - See weapon variance
- Final Variance - Randomly chosen between 0.85 to 1, with 0.01 steps and averages to 0.93
and Multipliers are:
- Chain Damage Bonus - Caps at 4. See chaining
- Killers - If enemy has more than 1 race, then divide the potency by amount of races, caps at 4 (base 100% + 300%)
- Elemental Resistance
- Damage Mitigation & Physical Mitigation & Physical Resistance
- Critical = 1.5 - Only works on normal attacks or certain skills. Base chance is 10% and caps at 70%
- Attacking player's unit reduces your damage to one-tenth.
- In the arena, your damage is capped at 999 per cast, before chain damage bonus.
- The weakness text display only appears if you have 50% or more damage increased due to elements or killers.
Weapon Variance[edit | edit source]
|Dagger||95% - 105%|
|Sword||90% - 110%|
|Great Sword (1H)||85% - 115%|
|Great Sword (2H)||100% - 160%|
|Katana||90% - 110%|
|Staff||95% - 105%|
|Rod||95% - 105%|
|Bow (2H)||125% - 175%|
|Axe||70% - 130%|
|Hammer||80% - 120%|
|Spear (1H)||85% - 115%|
|Spear (2H)||100% - 160%|
|Harp (1H)||90% - 110%|
|Harp (2H)||130% - 170%|
|Whip||90% - 110%|
|Throwing||90% - 110%|
|Gun (1H)||95% - 105%|
|Gun (2H)||135% - 165%|
|Mace||95% - 105%|
Typical weapons share the same range that is common to nearly all weapons of the same type as shown in the table to the right, which always averages to 100% for 1-handed weapons and generally averages to 150% for 2-handed weapons. The following are atypical weapon examples:
|Avg Variance||Damage range||Notes|
|385%||120% - 650%||Fixed Dice (2h throwing weapon)|
|150%||130% - 170%||Machine Gun+ (2h gun)|
|130%||100% - 160%||Nail Bat (2h mace)|
|100%||95% - 105%||Tinkererbow (1h bow)|
|100%||30% - 170%||Zile Cannon (2h gun)|
|125%||100% - 150%||Vajrayana (2h spear)|
When dual wielding weapons of different variance, only the right hand weapon variance is used for both hits.
To calculate the equivalent ATK of a unit with no variance, multiply your current ATK with the multiplier below. This will only work when comparing two units single wielding, as dual wield damage will differ by hand.
|130%||1.140||2h great sword and spear|
|150%||1.225||2h instrument, bow, and gun|
Magic Damage[edit | edit source]
The formula for magic damage:
(Unit MAG2 / Enemy SPR) * Magical Killer Effects * Elemental Weakness/Resist * Skill Modifier * Level Correction * Final Variance
- Unit MAG is calculated after buffs, see above.
- Magic Damage is calculated using your total MAG when dual-wielding.
- Enemy SPR is calculated after a debuff and ignore spirit skill/spell - Enemy Base SPR * Break * Ignore SPR
- Skill modifier varies per skill/spell.
- Level correction is calculated with 1 + (Unit Level / 100)
- Attacking player's unit reduces your damage to one-tenth.
- In arena, your damage is capped to 999 per action, before chain.
Once you get a base damage, a random number is picked within 85% and 100%.
Hybrid Damage[edit | edit source]
The formula for hybrid damage:
Physical Damage: (Unit ATK2 / Enemy DEF) * Physical Killer Effects * Skill Modifier * Level Correction * Weapon Variance
Magic Damage: (Unit MAG2 / Enemy SPR) * Physical Killer Effects * Skill Modifier * Level Correction
Hybrid Damage: (Physical Damage + Magic Damage) / 2 * [1 - (Physical Immunity + Magic Immunity) / 2] * Final Variance
- Unit MAG and ATK are calculated after buffs, see above.
- Magic Damage is calculated using your total MAG when dual-wielding.
- Enemy SPR and DEF are calculated after a debuff and ignore spirit/defense skill
- Enemy Base SPR * Break * Ignore SPR and Enemy Base DEF * Break * Ignore Defense
- Physical killer effects will work on the magic damage portion, but not magical killer effects.
- Skill modifier varies per ability.
- Level correction is calculated with 1 + (Unit Level / 100)
- Attacking player's unit reduces your damage to one tenth
- In arena, your damage is capped to 999 per action, before chain
- If an enemy is immune to one damage type, the total damage will be halved since it is both Physical AND Magical damage.
A simple but accurate way of thinking about Hybrid damage is that you're attacking with half of the skill modifier as physical damage and the other half modifier as magic damage.
Hybrid damage skills generally require a higher skill modifier to deal comparable damage to a non-hybrid skill. If your opponent has equal DEF/SPR (including buffs/debuffs), then ATK and MAG will be equally valuable to your hybrid damage. However, if your opponent has significantly different DEF/SPR, then the relative value of ATK vs MAG is weighted accordingly (inversely proportional).
Partially Unmitigated Damage[edit | edit source]
- Partial unmitigated damage is referred to as "Ignore DEF" or "Ignore SPR" on this wiki
- Each damage formula above already took ignore DEF/SPR into account
- Unmitigated damage increases your ability damage by static percentage. It is not better on enemy with high DEF/SPR or less effective against a low DEF/SPR.
- You may calculate the amount of damage increased with 1 / (1 - Ignore DEF/SPR)
- Ignore 25% DEF/SPR will increase your damage by 1.33x
- Ignore 50% DEF/SPR will increase your damage by 2x
- Ignore 100% DEF/SPR or higher cannot exist as it'll deal infinite damage
- Unmitigated damage also has some minor mechanical differences. It can't be reflected nor can it be stopped by cover effects.
Consecutive damage increase[edit | edit source]
- Commonly known as stacking abilities, they contain a base modifier, a stack modifier, and the number of times the damage can ramp up (i.e. the number of times an ability "stacks")
- The stack is not shared between units, each unit has their own stack.
- The stack is not shared between different consecutive damage increase abilities, using a different one will reset the stacks
- The formula for current damage of stacking abilities:
- Base Modifier + (Stack Modifier * Number of stacks)
- The maximum modifier of Blood Pulsar becomes 3.5 + (1 * 3) = 6.5x.
- The maximum modifier of Comet becomes 1.7 + (0.1 * 2) = 1.9x.
- The following actions will reset the stacks:
- Retaining lost stacks: Whenever you use a normal attack or guard once or more, you can retain the previous stack only if it's followed with a dualcast of non-stacking spell + stacking spell. e.g. guarding on one turn, then using dualcast Tornado + Aeroja on the next turn.
- Full stacks Aeroja > guard > Aeroja, stacks reset.
- Full stacks Aeroja > guard > Tornado+Aeroja, stacks retained.
- Full stacks Aeroja > guard > attack > guard > Tornado+Aeroja, stacks retained.
- The following actions will not reset the stacks:
- Using other abilities (as long as they are not stacking abilities).
- Using items.
- Dualcasting non-stacking and stacking skills, regardless of the order.
- Getting afflicted with petrify or other ailments.
Esper Damage[edit | edit source]
- Esper damage is based on the esper's ATK/DEF/MAG/SPR, as well as the summoner's EVO MAG.
- Esper's stats are divided by 100 then rounded down, so you will need to increase a stat to +100 in order to increase damage.
- Esper's damage formula changes depending on their damage type, physical or magic.
Physical: (FLOOR((ATK + DEF + MAG/2 + SPR/2)/100 * (1 + EVO MAG))²) * (1 / Enemy DEF) * Damage Modifier * Damage Up * Lvl Correction * Variance Magic: (FLOOR((MAG + SPR + ATK/2 + DEF/2)/100 * (1 + EVO MAG))²) * (1 / Enemy SPR) * Damage Modifier * Damage Up * Lvl Correction * Variance Damage Modifier: See esper page Damage Up: 3★ Esper learns this passive skill, applied as a straight multiplier, separate from EVO MAG Lvl Correction: 1 + (Esper Level / 100) Variance: 0.85 to 1.00 in 0.01 increments, averages to 0.93
Evoke Damage[edit | edit source]
- The esper evocation gauge can hold up to 10 esper orbs.
- Instead of requiring MP to cast, it uses the evocation gauge which is shared with the party.
- The damage type is fixed attack with magic damage.
- Similar to hybrid damage, it uses the caster's MAG and SPR.
- EVO MAG increases its damage and caps at 300%.
- EVO MAG increases damage as flat multiplier. e.g. EVO MAG +100% will double the damage.
(Unit MAG² + Unit SPR² ) / (Enemy SPR * 2) * (1 + EVO MAG) * Damage Modifier * Lvl Correction * Elemental Weakness/Resistance * Variance
Guard[edit | edit source]
- Decrease all damage taken by 50%
- The skill Defend reduces only physical damage by the same amount and yet requires MP, for an unknown reason.
Elemental Resistance[edit | edit source]
A unit or enemy elemental resistance increases or decreases the damage received by attacks of that element.
An attack can be infused with elements from the ability and the equipped weapon(s) only if it deals physical damage. Magic damage take element from the ability only. Dual Wield will add both weapons element on all of its attack.
If you have multiple elements infused to your attack, their resistance will be averaged. For example:
- Dual wielding fire and ice weapons, while using a lightning physical damage ability
- Enemy has +50% fire resist, +50% ice resist, and +100% lightning resist
- Effective resistance for that attack would be (50% + 50% + 100%) / 3 = 66.66%
The damage formula for elemental resistance:
Damage = Initial Damage * (1 - Elemental Resistance) | Min: 0
- The Initial Damage is the value after the physical, magic or hybrid calculation, see above.
- Having an elemental resistance over 100% provides no extra benefit damage-wise, but it provides buffer against enemy resistance debuff.
- Having elemental absorption is separate from the damage calculation. Most units/monsters with elemental absorption have zero elemental resistance; in fact, having negative resistance would result in more damage absorbed.
- Imperil debuffs do not stack. If there were multiple imperil debuffs, only the strongest imperil takes effect regardless of the order in which the debuffs were applied.
- Imperil debuffs are additive with innate resistances. (For example: a Green Slime with innate -50% fire resist will have -90% fire resist after Anti-Element.)
Damage Types[edit | edit source]
Damage is divided into 4 types: Physical, Magic, Hybrid, and Fixed.
All magic spells (black or white) do magic damage, modified by magic killer effects, and are affected by matching type of Dualcast. An exception to this would be Olive's Mortar Beacon: A black magic dealing physical damage.
Abilities, however, are more complicated, and can cause certain damage to be calculated differently. Just as damage is divided into 4 types, abilities are also divided into the exact same types. For most of them, ability and damage type matches. There are some instances of ability and damage type being different, and does not conform to the usual damage calculation described above.
Let's take a look at how each one of these affect damage mechanics and calculation:
Examples of mixed type abilities:
|Name||Attack Type||Damage Type|
|Spirit Blade||Hybrid|| Physical|
Physical and hybrid type abilities trigger physical counters, while magic type abilities trigger magic counters. Fixed type abilities do not trigger any counters. There are also limit bursts with mixed types similar to abilities, with the big difference of dual wield not affecting it. The example listed above does not currently list limit bursts and enemies' abilities.
Recovery[edit | edit source]
Healing[edit | edit source]
The formula for healing:
Skill Base Healing + (0.5 * Unit SPR + 0.1 * Unit MAG) * (Skill Modifier)
- Unit SPR & MAG are calculated after buffs, see above.
- All healing done will be randomized within a range of 85 - 100%
|Skill name||Base healing||Skill modifier|
Over Turns[edit | edit source]
Healing skills over turns are calculated just like normal healing, but the amount (Skill Base Healing and Skill Modifier) are divided by the amount of turn duration. They proc after your turn ends, but before your opponent takes action.
So like nearly the same as above:
(Skill Base Healing / amount of turns) + (0.5 * Unit SPR + 0.1 * Unit MAG) * (Skill Modifier / amount of turns)
Combo[edit | edit source]
Multiple Hits[edit | edit source]
There are two kind of multiple hits: Number of actions and animation.
Generally, the majority of abilities are single action, but there are several abilities which activate multiple actions, indicated by your unit casting them multiple times. These abilities are described on this wiki by the number of actions. For example, Barrage description states "Physical damage combo (4 times, 0.8x each, 3.2x total) to random enemies." In arena, each action caps at 999 damage, before chain. Status ailments can also proc from each action.
Dual Wield doubles the amount of action of any physical ability. Note that variable action abilities such as Gamble Attack are simply doubled, i.e. both weapons will hit the same number of times (as opposed to being rolled separately).
Animation can either be unique or taken from caster's attack animation, depending on the ability. This will determine the amount of multiple hits the ability will perform.
Weaving a large amount of multiple hits from different units (multiplied by Dual Wield) is important to be able to create a high chain value. See the list of animation type, number of hits, and frame data on the main article page: Multiple Hits by Maximum joeeh.
Chaining[edit | edit source]
- Main article: Chaining
Status Effects[edit | edit source]
Boosts[edit | edit source]
The formula for calculating a unit's stats with buffs:
(Unit Base Stats * Buffs) + Equipment Stats
Any stats buffs are applied to unit's base stats excluding equipment. The exception to this are abilities similar to the Doublehand ability, which grant [stats] (%) to equipment. Stats enhancing pots adds to the base stats, and are affected by buffs.
Active buffs and debuffs of the same type don't stack. They will be overwritten by the stronger one. Power Break ATK -15% will not stack with Full Break ATK/DEF/MAG/SPR -30% but will work together with Armor Break DEF -15%. If your unit has an auto-buff ability they will also be temporarily overwritten by the same but stronger buff. Finally, a unit can cumulate a buff and a debuff. A +50% buff and a -30% debuff of the same type can coexist for a total of +20% .
Passive buffs do stack additively. Two of ATK +10% will give you ATK +20%, up to a hard cap of +300%. This cap only counts toward passive buffs, and can still be increased further with an active buff.
Status Ailments[edit | edit source]
- Main article: Status Ailments
|Poison||Deals 10% of the target's Max HP as damage every turn|
|Blind||Reduces the targets physical attack accuracy|
|Sleep|| Renders the target incapable of taking any action|
Physical damage will wake the target
|Silence|| Renders the target incapable of using magic or songs. |
Abilities can still be used
|Paralyze||Renders the target incapable of taking any action or evading attack.|
|Confuse|| Randomly auto-attacks foes or allies|
Physical damage will remove the ailment
|Disease||Reduces stats by 10%|
|Petrify|| Renders the target incapable of taking any action regardless of buffs|
Counts as death unless cured
Enfeeblements[edit | edit source]
Additionally, there are some effects that are not covered in normal resistance table. They are counted as enfeeblements and not status ailments but monsters do have resistance for them. In Arena these are sometimes counted as status ailments.
Lasting effects[edit | edit source]
- Charm - Renders the target incapable of taking any action or evading attack.
- Stop - Renders the target incapable of taking any action or evading attack.
- Break - Stats decrease (ATK/DEF/MAG/SPR)
Instant effects[edit | edit source]
- Death - Instant KO
- Gravity - Reduces HP by fixed percentage
Hit Accuracy[edit | edit source]
Accuracy[edit | edit source]
- This stat gives a unit a percentage-based chance to bypass a unit's physical evasion stat
- Must be using both hands on one weapon for the stat to apply
- Often found on 2-handed weapons and Doublehand-type passive abilities
- Abilities with reduced accuracy can be compensated with additional accuracy via equipment, except critical or miss abilities.
- Accuracy is checked first before evasion, so 100% accuracy will always bypass evasion.
- Accuracy does not bypass mirage.
Evasion[edit | edit source]
- Referred to as "Chance of evading/dodging physical damage" in the game.
- This stat gives a unit a percentage-based chance to completely negate incoming damage.
- It is possible to reach 100% for physical evasion.
- Physical evasion works against physical and hybrid attacks, whereas magic evasion works only against magic attacks.
- Evasion - A list of units and abilities that utilize this mechanic.
- A unit cannot evade when they have been inflicted with Paralysis, Sleep, Stop, or Charm.
- A unit that has landed from a jump cannot evade counters like Brachiosaur.
Others[edit | edit source]
Counter[edit | edit source]
- Refers to abilities that are triggered by sustaining physical or magical damage.
- The Counter skills can stack if coming from different sources, though that only increases the likelihood of a counter, not the quantity.
- Abilities that buff user's next normal attack (like Store) are consumed during a counter.
- You may counter up to a single time per single attack your character sustains.
- If you evade an attack, it still counts as sustaining it for the purposes of counter.
Cover[edit | edit source]
- Partially unmitigated physical damage, those with ignore DEF, will bypass cover entirely. But this isn't the case with partially unmitigated magic damage.
- If a unit has several covers of the same target and type, only the one with highest rate is used.
- If a unit has both ST (single target) and AoE (area of effect) cover active, the AoE cover will take precedence.
- Cover targetting (ST/AoE) refers to the target allies protected, either single or all allies, and will work regardless of the target of the enemy attacks. If a unit uses AoE cover and an enemy uses an AoE attack, the chance for cover will be counted per unit, dramatically increasing the chance for it to proc. e.g. a 50% chance to cover against attacks to full party of 6 units will in effect gives it 96.87% chance to proc (5 units are counted, excluding the coverer).
- Cover will trigger based on the attack type, regardless of the damage type. e.g. Magic attack with physical damage will trigger magic cover instead of physical cover. Hybrid attack will trigger both magic cover and physical cover instead of physical cover.
- A unit cannot have both AoE physical and AoE magic cover statuses simultaneously. The most recently applied cover status will take effect and remove the previous one (e.g. a unit using Triteleia Wall and then being targeted by Illusion - Redirect will have the magical cover overwritten by the physical one).
- For ST cover, the chance to protect party member is based on the order of the party, with left-most unit having the highest chance.
- Once cover is triggered, that cover will stay activated for the entire turn unless the coverer dies. If the coverer has reraise they can't cover for the rest of the turn.
- Cover cannot trigger if the unit is being covered by another unit, regardless of the cover target or type. This means that once an AoE cover is activated, no more cover can be triggered for the rest of the turn.
- If a unit covers another unit with ST cover, the coverer cannot be covered by another ST cover. However,
- If a unit covers another unit with ST cover, the coverer can be covered by another AoE cover.
- If an enemy has counters, their attacks can also be covered. Enemy counter turn exists before enemy turn, and the chance to cover will reset accordingly. However, there is a visual bug that prevents a unit to reset their position after covering in enemy counter turn. This leads to a situation where two coverers can stand in the same position, covering a unit/party, but in actuality only one cover was triggered.
- Mitigation from a cover will reduce any type of damage, and is stackable with other types of mitigation.
- Some cover has a variable range of mitigation, e.g. 50-70% mitigation. A random number is picked once it triggers, and will not change for the rest of the turn.
Damage Mitigation[edit | edit source]
- Types of mitigation in the game:
- Physical mitigation
- Magic mitigation
- General mitigation
- Cover mitigation
- Different types of mitigation stack multiplicatively with each other
- Generally, the mitigation on most provokes is classified as General mitigation
- For the items or unit abilities that provide a mitigation buff, see here.
Enemy targeting[edit | edit source]
- Abilities that modify the chances of being targeted can be stacked additively.
- Abilities that reduce the chance of being targeted (such as Camouflage) will "fade" over time.
- Example: After ~7 turns, a unit with 100% Camouflage will no longer be completely safe from being targeted.
- Evidence is still needed to prove this mechanic functions as described above.
- Active abilities that increase the chances of being targeted will override the passive reduction of not being targeted.
Jump attacks[edit | edit source]
- A unit using these abilities will temporarily disappear from combat. They cannot be targeted or attacked, and will not be affected by any party buffs not applied prior to jumping.
- After the listed number of turns, at the beginning of the player's turn, the unit will land and deal damage to the target. The unit is unavailable for further actions on that turn.
- When using Dual Wield, both damage will be performed when they land.
- If multiple units are landing, they land in quick succession. If the target is dead, a new target is chosen if available, or else no damage is dealt.
- Damage from jumps is calculated using any buffs/debuffs still persisting by the end of the jump.
- If the round is won before the jump finishes, the jump is canceled and the unit is back on the ground for the next round.
- Jump skills are permanently banned from the arena.
Killing blow mission[edit | edit source]
- The said source of damage (esper, magic, ability) must either deal damage causing the target to go to 0 HP, or deal overkill damage after the target is dead.
- If the target is the last target in the round (e.g. a single boss), any skill or spell must be selected before the target goes to 0 HP, or else only normal attacks are available. You can still tap to activate as long as the target is still taking damage.
- Espers are particularly finicky, as the animation must play before the target goes to 0 HP, or else the summoning is cancelled and no extra damage is dealt.
LB Gauge[edit | edit source]
- The automatic filling of the limit burst gauge is limited to 12 crysts per turn.
- Increase LB fill rate boosts have no cap.
- Automatic LB filling is not affected by LB fill rate boosts
- When using another unit's gauge to fill an ally's, the required cryst value is not considered. Rather the percentage the gauge is full is transferred to that ally, meaning a full (100%) gauge for a 16 cryst LB gauge can fill an empty 30 cryst LB gauge.
Reflect[edit | edit source]
- Reflect will cause one magic attack to bounce off the unit and hit a random unit on the other side.
- AoE attacks will be reflected as individual attacks, potentially allowing you to concentrate all your power to one enemy. This means the number of units in your party determines the number of reflected attacks (e.g. when an AOE spell is reflected in a party of 6 units, the reflected spell becomes 6 ST attacks).
- Reflected AoE spells do not chain with themselves, instead it would be as if a single unit were attacking multiple times on its own.
- The reflected spell ignores any cover or provoke effects.
- Reflect only works one time. If a unit uses multiple spells, by use of Dualcast or else, the spells after will work normally.
- Multiple layers of reflect cannot stack. Meaning using Marie's Limit Burst and then summoning Carbuncle at the same time will allow for only 1 layer of reflect to be active.
- Does not reflect spells with an ignore SPR component such as Ultima or Meteor.
- Does not reflect Black Magic spells with a level of 8 or higher, such as Tornado.
- While there are general patterns, there is no set rule, for example Flare cannot be reflected for an unknown reason.
- Reflect will not work if the unit with reflect is performing any action.
- Spells that are bouncing from another reflect cannot be reflected. Ex. If a monster is using reflect, your own reflect will not bounce it back.
Steal[edit | edit source]
- Some abilities allow you to procure additional items while battling a monster.
- Each monster can only be stolen from once, max. If the steal fails, you can try again.
- The steal success rate is independent of any damage the ability might also deal at the same time. For example, a Mug that misses can still successfully steal, while a blinded unit will not face any penalty to their steal chance.
- Steal Gil passive will enable any item-steal ability to gather 100% of the gil-steal value when used (active gil-steal abilities work different, see Pilfer). The gil-steal chance is 100% and independent of the item-steal chance - you can fail to steal an item and still get the gil. You will successfully steal the gil from a monster once.
- Bandit doubles all steal chances.
- Waylay and Mug won't attack twice with Dual Wield.
- You can't exceed 100% of steal chances.
- Fleeing denies any stolen items/gil.
Stored damage[edit | edit source]
- Abilities that increase the damage of your next attack.
- Will work for normal attacks only.
Unstackable Effects[edit | edit source]
- Main article: Effect Stacking
Expedition[edit | edit source]
The formula used to calculate expedition success rate:
Expedition Success Rate: Total unit success rates + Consumable Success Rate Per Unit: (Unit's Stats / Stats Modifier) + Bonus Consumable: 20% when used
See the table for the full list of stats modifier for each expedition.
Stats modifier can be derived from:
Stats Modifier: Difficulty Value / Stats Weight
Each expedition has its own stats weight and difficulty value. This value can be found under each expedition's page.
Loot Drop[edit | edit source]
Each monster has its own Loot Drop table(s) (up to 3):
The items contained within each Loot Drop Table differs between each enemy.
- An item in the Common table can have a lower chance to drop and an item in the Rare table can have a higher chance to drop.
- Similarly, the rarity of the items (stars rating) does not affect the Loot Drop table it is placed in, and the same item can be dropped from multiple tables for the same monster.
Once defeated, a monster can drop an item from each Loot Drop table.
- If the monster has items in the Common and Rare Loot Drop table, it has a chance to drop up to 2 unique items.
- If all 3 tables are empty, there will be no item drops.
- The drop rate cap is 100% for each of their respective tables. This is a list of items and unit abilities that affect the drop rates of their own respective table.