Damage calculation
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 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]).
As an example, 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 | Potency Portion | Power Notation | Number of hits |
---|---|---|---|
Uncharged Stage 1 | 6.6% | 231 | 1 hit |
Uncharged Stage 1 | 7% | 245 | 1 hit |
Uncharged Stage 1 | 10% | 350 | 1 hit |
Charged Stage 1 | 3.2% | 112 | 10 hit |
Charged Stage 2 | 3.25% | 113.75 | 10 hit |
Charged Stage 3 | 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.