Damage Formula

Eight multiplier slots, applied in this exact order. Every gear and talent decision feeds one (or more) of these slots.

Master formula

Damage = ATK
       × SkillMult
       × (1 + ATKbuff)
       × (1 + DmgTakenDebuff)
       × FinalDmgMult
       × (1 − Defence%)
       × (1 − DmgReduction%)
       × CritMult

This pipeline is reconstructed from observation of boss attack scripts and the per-skill multiplier columns. SkillMult and CritDmg% come straight from the data; the slot ordering and the 30,000 defence divisor are engine-inferred.

Slot by slot

  1. 1

    ATK

    base_ATK + flat_ATK

    Sum of character base ATK and flat ATK from gear, talents, and Stand Stage. Only the player side of this term matters in normal play — boss ATK feeds the engine separately via the per-skill coefficient.

  2. 2

    SkillMult

    × skill_pct / 100

    Per-skill coefficient pulled from the skill row, e.g. an Ultimate at 400 = ×4.0. SSR Ultimates routinely sit above 800.

  3. 3

    (1 + ATKbuff)

    × (1 + buff_stacks × 0.05)

    Each ATK-buff stack adds 5% (additive), capped at 10 stacks for a maximum of +50%.

  4. 4

    (1 + DmgTakenDebuff)

    × (1 + debuff_stacks × 0.05)

    Mirror of the ATK rule, applied on the defender. Only damage-amplifying debuffs count — CC effects (stun, freeze) do not enter this slot.

  5. 5

    FinalDmgMult

    × (1 + final_dmg_pct + RUSH_bonus)

    A slot used for unique passives ("increase final damage by X%") and for the RUSH +25% when three fighting types are active.

  6. 6

    (1 − Defence%)

    × (1 − min(def_sec / 30000, 0.7))

    Secondary defence reduces incoming damage as a percentage with a 70% floor. Engine values 0–30 000 map to 0–70% reduction.

  7. 7

    (1 − DmgReduction%)

    × (1 − min(dmg_red / 30000, 0.7))

    A second multiplicative reduction slot on the defender. Same 70% floor as secondary defence — they do not share a cap.

  8. 8

    CritMult

    × (1 + CritBoostBonus% + CritDmg%)

    Applied only on crit hits. CritBoostBonus comes from the piecewise curve (≤+90%), CritDmg% is added on top — see Crit System.

What boss ATK actually means

Boss damage is engine-side: the hit you take comes from a coefficient on the boss skill run against your party's HP and defence, not from the boss's ATK stat. So when you're building, ignore the raw ATK column on a boss page — it doesn't tell you how hard the boss hits.

What does matter on the boss page: defense_secondary, dmg_reduction, and crit (resistance).

Engine-side player damage

Conversely, when a boss hits you, its skill row carries the multiplier and the engine plugs your party stats into a mirrored version of the same formula. Damage you take responds to defence and dmg-reduction slots in exactly the same way damage you deal does — the 70% cap applies to both sides.

Worked example

SSR Power DPS with average gear, hitting an Infinity boss on Normal:

ATK         = 10 000 + 2 000  = 12 000
SkillMult   = 400 / 100        = 4.00
ATKbuff     = 1 + 4 × 0.05     = 1.20  (4 stacks)
DmgTaken    = 1 + 2 × 0.05     = 1.10  (2 stacks)
FinalDmg    = 1.00 + 0.25      = 1.25  (RUSH on)
Defence%    = 1 − min(10000/30000, 0.7) = 0.667
DmgRed%     = 1 − min(10000/30000, 0.7) = 0.667
Crit on     ⇒ ×(1 + 0.50 + 0.60) = 2.10

Normal hit  = 12000 × 4.00 × 1.20 × 1.10 × 1.25 × 0.667 × 0.667 ≈ 35 250
Crit hit    = 35 250 × 2.10                                       ≈ 74 025
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