Comment fonctionnent les dégâts

Un aperçu de la construction des dégâts d'un coup dans JoJo: Golden Spirit — Attaque, bonus, Défense de la cible, RUSH et critique — et où investir en premier.
Every hit in the game builds up its final damage through the same sequence of phases, in the same order, whether it’s a basic attack or an Ultimate. Knowing the order tells you which stats actually move the needle and which ones only help a little.
The two rules that matter
Attack is the foundation everything else multiplies. A skill’s damage starts as a percentage of Attack, and almost every other phase below scales that number up or down — so Attack is never a wasted investment.
Defense mitigates through a ratio, not a flat percentage. The target’s Defense doesn’t subtract a fixed cut of your damage — it competes against your own Attack in a ratio. That means stacking more Attack doesn’t just raise your base damage, it also chips away at how much the target’s Defense can mitigate.
Phase by phase
- Base damage — the skill’s listed percentage of Attack (or occasionally Defense or Max HP, for the rare skill that scales differently).
- Attack Up stacks — each stack adds a flat bonus, up to 10 stacks.
- Other flat and multiplicative bonuses — skill-specific modifiers and gear/kit bonuses layer in here.
- Class passive — a Ranged character’s per-tile bonus applies at this stage, for example.
- Target vulnerability — debuffs like Damage Amplification that make the target take more from every source.
- Defense mitigation — your Attack is weighed against the target’s Defense (reduced by any Defense Penetration you’ve applied) in a ratio: roughly
Attack ÷ (Attack + 2 × Defense). A bigger Attack number pushes this ratio toward 1 — meaning your damage passes through mostly unreduced — while a target with heavy Defense pulls it down. - RUSH — if your team currently has RUSH active, this hit gets +25% Final Damage on top of everything above.
- Crit — the hit rolls to crit last. A crit multiplies the whole result so far, so everything upstream — Attack, buffs, and getting past the target’s Defense — is worth just as much on a crit as it is on a normal hit.
What a target’s stats tell you
A target’s Defense caps out how much of your damage it can shave off, but it can never fully wall you out — the ratio always lets some damage through, and enough Attack investment on your side keeps that ratio favorable even against a heavily-armored target. Watch for Effect Resistance and Crit Resistance too: those don’t touch this damage pipeline directly, but they decide whether your debuffs land and whether your crits can even trigger in the first place.
Where to push first
Attack is rarely a bad investment, since it sits at the base of the whole calculation and also fights directly against the target’s Defense. Past that, the next-best return depends on your kit and the fight: Crit Rate and Crit Boost pay off once you’re landing hits reliably, Defense Penetration matters most against a genuinely tanky target, and RUSH uptime rewards a team that spans multiple Fighting Types rather than one.
See also
- Crit System — Crit Rate, Crit Boost, and Crit Resistance in detail.
- Buffs & Debuffs — how Attack Up, damage-over-time, and Effect Hit/Res work.
- Fighting Styles — class passives and the RUSH trigger.