Damage calculation: Difference between revisions

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== Power Notation ==
== 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 is 3.5x.
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.<br>This attack is broken down into upwards of thirty hits, with the 3,500 total Attack Potency split up among them.
To give an example of Power Notation, Hunter's Calibur Streak has a listed Attack Potency of 3,500.<br>This attack is broken down into upwards of thirty hits, with the 3,500 total Attack Potency split up among them.

Revision as of 19:03, 25 April 2024

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 = Part 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 = Enemy-sided modifiers, such as Enhanced enemy shields, Deband, Titles, etc

Augment and Armor Potency

Alliance Mag

Region Mag

Part modifier

Blight Rounds modifier

Elemental Weakness modifier

Main Class weapon boost

Class Skills

Weapon Potential

Distance Modifier

Quick Food

Crisp Food

Status Ailment

Enemy-sided modifiers

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

  • 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

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.