Damage calculation

From PSO2: New Genesis Wiki

This page is effectively a port of the damage calculation tabs on the NGS Verification Sheet. (EN) (JP)

This page will also have very scary looking math. Be warned.

Damage dealt

The base damage of an attack is determined by the following formula.

(W*F)+P-E

  • W = Weapon Attack
  • F = Potency Floor modifier
  • P = Player Base Attack
  • E - Enemy Defense

The result of this calculation is then modified by percentage modifiers, such as Potency Up, Power Notation, part modifiers, etc.

Attack Cap

If the value of (W*F)+P is higher than the Attack Limit of an enemy's level, then it is set to the maximum attack.
This usually will not occur in normal gameplay until enemies are 40+ levels below the player.

Potency Floor

Shown in-game as the "Damage Adj." stat, short for "Damage Adjustment." The name "Potency Floor" comes from the effects of Augments such as Ability (NGS) C/Dolz Soul III and is the current most common name for this stat.

Damage Adjustment acts as a modifier on your Weapon's attack stat on each hit calculated. Decimal Attack does not exist, so it is rounded to the nearest value.


In this example, we have a level 85 Gunner (1,905 Attack) with a Reyaar Machine Gun +80 (1,098 Attack).

While the total displayed Attack stat is 3,003, the listed Damage Adjustment of 57.5% on this setup means the total Attack stat will range from 2,536 to 3,003.

Critical Hits

For Critical Hits, Potency Floor modifier does not occur and the formula simply becomes W+P-E.

Enemy Defense

The target enemy's base Defense stat. For the sake of simplicity, all enemies above level 75 have 1,844 Defense.

Damage dealt multipliers

After the base damage value has been calculated, modifiers begin to be applied. All modifiers will be explained further below.

(Z)*A*B*C*D*E*F*G*H*I*J*K*L*M*N*O

  • Z = the final result of the Attack-Defense calculation
  • A = Augment and Armor Potency Up across all equipment, which is its own calculation.
  • B = Add-on Skill Potency Up, from the Hunter/Ranger/Force Main Effects. This is not displayed in your Potency Up value on stats.
  • C = Alliance Mag Potency Up
  • D = Region Mag, if applicable
  • E = Attack Point modifier, such as if you're hitting a weak point or not
  • F = Blight Rounds modifier
  • G = Elemental Weakness modifier for Technique-based damage. This is NOT related to elemental weapon potency.
  • H = Main class weapon boost. If you are dealing damage with a weapon your main class uses (so a Hunter using a Sword), you deal bonus damage.
  • I = Class skills, such as Fighter's Defeat Advantage or Force's Photon Flare
  • J = End result of all weapon potential potency modifiers, multiplied
  • K = Appropriate Distance modifier. This is used for Wire Lance, Assault Rifle, and Twin Machine Guns.
  • L = Quick Food Potency Up. This itself does not automatically include the effect of Crisp.
  • M = Crisp modifier, if applicable
  • N = Status ailment modifier
  • O = Buffs gained from outside sources, such as an allied Drome

Augment and Armor Potency

This is the "Weapon Up" stat information shown in character information.

Each boost is a percentage multiplier based off the first one rather than an additive modifier, so if you have four copies of Might IV across your gear, the effect is (1*1.03*1.03*1.03*1.03=1.1255), or in other words the effect is 12.55% instead of only 12%.

This means that at higher and higher levels of Potency Up from equipment, what would be a .5% increase can very quickly turn into a 1.25% increase in the menu's displayed number.

Add-on Skill Potency Up

Modifier based on the Hunter, Ranger, and Force Add-on Skills.

Alliance Mag

Damage dealt bonus gained from taking the Potency Up effect from an Alliance Mag.

Region Mag

Certain Region Mags grant a Potency bonus while awake. This bonus only applies in their region, so if the Aelio Mag is asleep while the Kvaris Mag is awake, you only get a damage bonus in Kvaris.

Usually doesn't apply to trigger quests.

Attack Point modifier

Blight Rounds modifier

Elemental Weakness modifier

Main Class weapon boost

Class Skills

Weapon Potential

Distance Modifier

Quick Food

Crisp Food

Status Ailment

If suffering from the Burn status caused by certain attacks, players deal less damage.

Other buffs

Final Calculation

After all other modifiers have been calculated, the damage value given is multiplied by Power Notation, and then finally divided by 5.

((Z)*A*(B/100)*C)/5*D

  • Z = Attack-Defense calculation value
  • A = Final value of damage dealt modifiers
  • B = Power Notation, divided by a hundred. If an attack's Power Notation is 200, then it will effectively be a modifier of 2x.
  • C = Critical hit modifier
  • D = Special enemy damage modifiers

Power Notation

Power Notation is the result of ([Attack Potency] * [Potency Portion]). After all other aspects of damage up to this point are calculated, the Power Notation is a modifier on the final damage dealt, divided by 100. If your attack has a Power Notation of 350, then the final multiplier on the base damage value is 3.5x.

The base power notation for an attack is 100, and is the usual power notation of the very first attack of a normal attack string.

To give an example of Power Notation, Hunter's Calibur Streak has a listed Attack Potency of 3,500.
This attack is broken down into upwards of thirty hits, with the 3,500 total Attack Potency split up among them.

Attack type Attack Potency Potency Portion Final Power Notation Number of hits
Uncharged Stage 1 3,500 6.6% 231 1 hit
Uncharged Stage 2 3,500 7% 245 1 hit
Uncharged Stage 3 3,500 10% 350 1 hit
Charged Stage 1 3,500 3.2% 112 10 hit
Charged Stage 2 3,500 3.25% 113.75 10 hit
Charged Stage 3 3,500 3.55% 124.25 10 hit

Critical Hit modifier

Critical hits at base deal 20% more damage. This is further multiplied by the Fighter Add-on Skill, and multiplied again by the effects of Fixa Termina.

Special enemy damage modifiers

Damage dealt modifiers granted through means such as the Malevolent title, certain Leciel modifiers, BREAK status, etc.

Damage Taken

Damage taken is much simpler due to the smaller amount of moving parts involved.

insert formula later

Enemy Power Notation

Power Notation for enemies is a simple multiplier on the base damage roll of an attack. The displayed value is divided by 100 in calculation.

The default Power Notation for an attack would be 100, which is its base damage. Similarly, a Power Notation of 300 means the attack would deal three times the damage of a 100 Power Notation attack.

The average attack from an enemy hovers around 250 Power Notation.
Most large attacks, such as an Ams Kvaris laser, have a Power Notation of 500.
Anything with a Power Notation higher than 800 should be treated as fatal.