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Damage in Eternal Return is what attacks and offensive skills cause on enemy targets.

Description[ | ]

When a unit (be it player controlled character or computer controlled wild animals and androids) takes damage, it will lose a certain amount of HP (hit points). If the unit loses all of their HP they will die, rendering them unable to continue fighting.

Damage can be dealt as a specific value, or as a percentage of the target's current or maximum HP. There are also certain effects called Damage over Time (or DoT) that instead of dealing their damage as soon as they are applied, they will instead do small ticks of damage over its duration.

Characters can increase their damage output by obtaining Items that grant offensive statistics (also known as stats) and with offense oriented Augments. Gaining mastery ranks will also level a character up, increasing their statistics which will boost their damage dealt.

Damage Classifications[ | ]

There are 3 main damage types: Basic Attack, Skill and True damage along with the additional Trap damage. Each type has different formulas depending on the attacker's and their target's stats.

Basic Attack Damage[ | ]

Basic Attack Damage (also known as Auto Attack Damage) is the type of damage dealt by a character's basic attacks (attacks that a unit does automatically when targetting an enemy). Basic Attack Damage is increased by the character's Basic Attack Amplification stat, and decreased by the target's Defense and Defense from Basic Attacks stats. Some characters have skills that deal damage in form of basic attack damage.

The formula for how basic attack damage is calculated is:

((( Attack Power * 100 / (100 + (( Target's Defense * ( 1 - Armor Penetration (%) )) - Armor Penetration )) * (1 + On a Critical Hit, (0.65 + Critical Damage Increase (%)))) * ( Damage Increase (%) - Target's Damage Reduction (%) ))


The priority for stats, buffs and other effects that can increase this damage is as follows: Basic Attack Amplification (%) → Basic Attack Amplification → Additional Adjustments

Skill Damage[ | ]

Skill Damage is the type of damage dealt by most character skills and items with active effects. Skill damage is increased by the character's Skill Amplification (also known as Skill Amp) stat, and decreased by the target's Skill Damage Reduction and Defense stats.

The formula for how skill damage is calculated is:

(( (Skill Damage Value + Attack Power Scaling + Skill Amplification Scaling) * 100 / (100 + (( Target's Defense * ( 1 - Armor Penetration (%) ) ) - Armor Penetration))) * ( Damage Increase (%) - Target's Damage Reduction (%) ))

True Damage[ | ]

True Damage is a type of damage dealt by certain skills and item effects that is unaffected by any offensive or defensive stats, dealing an exact amount of damage.

The formula for how true damage is calculated is:

Base Damage Value

Trap Damage[ | ]

Trap Damage is an additional damage type dealt by installation items. Trap Damage does not benefit from Omnisyphon or any offensive stats, but will still be mitigated by defense and damage reduction.

The formula for how trap damage is calculated is:

Base Damage Value

Game Mode Adjustments[ | ]

Most characters have additional perfomance adjustment depending on whether they're being played in the main game mode Lumia Island or other game modes (such as Cobalt Protocol), and also which weapon type they have equipped at the time. The two relevant modifiers are the Damage Dealt and Damage Taken adjustments which increase and decrease damage done to other characters and how much damage the character takes from others respectively by a percentage. Both of these adjustments are applied after the calculations above.

Lifesteal and Omnisyphon[ | ]

Lifesteal and Omnisyphon are statistics that allow characters to restore their HP by a percentage of the damage dealt by their Basic Attacks or all non-trap damage dealt respectively. Omnisyphon's effectivity is reduced by 50% for AoE (Area of Effect, which are attacks that can hit multiple targets) damage.

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