Damage

Formula
The maximum damage that can be dealt is 9,999,999,999. In practice, the maximum attainable damage is on the order of 99,999,999. The basic damage formula is given by 1  Unit_Attack * (1 + Attack_%_Modifier) subject to a number of conditional damage multipliers 2 * IfWeakAndHostile ? 1.5 IfNotWeakAndHostile ? 1 IfNotWeakAndNotHostile ? 0.5 3 * Total_Resist > 0 Then / (1 + Total_Resist) Else * (1 - Total_Resist) 4 * (1 + SomeSlayerThing1) 5 * (1 + SomeSlayerThing2) 6 * (1 + SomeSlayerThing3) 7 * createdByDirectAttack ? (1 + statModifierDirectAttackDamage) 8      * (1 + statModifierAdditionalDirectAttackDamage) / statModifierAdditionalDirectAttackTimes 9 * createdByPowerFlipAction ? (1 + statModifierPowerFlipDamage) 10 * createdByPowerFlipAction AND ChargeLevel > 0 ? (1 + statModifierPowerFlipLvDamage) 11 * createdBySkillAction ? (1 + statModifierSkillDamage) * Skill_Attack_Multiplier 12     * enablesComboBonus ? (1 + CurrentCombo) 13     * enablesCoffinCountBonus ? (1 + TotalCoffinCounts) 14     * enablesBuffCountBonus ? (1 + TotalBuffCount) 15     * enablesRangeBonus ? Distance^2 16 * targetHasPinch ? (1 + statModifierPinchSlayer) 17 * 1 - totalResistanceToConditionEnemies 18 - elementDamageCut 19 * targetIsInvincible ? 0 which we will go over line by line.


 * 1)   is the base attack of the attacker.   is the sum of all attack modifiers to the attacker from weapons, abilities, souls, and buffs.
 * 2)  deals with elemental advantage, and   determines whether the damage is dealt to a player or monster. Monsters with an elemental weakness take   damage from units or attacks of that element. In addition, they only deal   damage to units of that element.
 * 3)   is the total elemental resistance the target has against damage of that element, which can be positive or negative. The damage multiplier is defined piecewise for positive and negative values as stated. Example: a   resistance corresponds to a multiplier of , whereas a   resistance corresponds to a multiplier of.
 * 4) These three conditional multipliers account for modifiers associated with the unit's race, for example, via Vyron's Abi3; break/down status, which occurs momentarily after breaking all of a target's weak points or once sufficiently many hits are dealt during fever, and gives a constant   damage multiplier; and guard status , which occurs for players when moving toward an attack at high speed, and gives a constant   damage multiplier.
 * 5) See above.
 * 6) See above.
 * 7) This conditional multiplier applies only to direct attacks.   is the sum of all direct attack damage modifiers to the attacker from weapons, abilities, souls, and buffs.
 * 8) This conditional multiplier applies only to direct attacks.   is the additional damage dealt by multi-hit, and   is the number of multi-hits. Example: Sonia's Abi3 gives her a multi-hit of , so   and  . In other words, Sonia's multi-hit causes her to do two attacks, each at   times their usual strength.
 * 9) This conditional multiplier applies only to power flip damage.   is the sum of all power flip damage modifiers to the attacker from weapons, abilities, souls, and buffs.
 * 10) This conditional multiplier applies only to power flip damage.   is a multiplier to power flip damage that depends on the level (1, 2, 3) and type (sword, fist, bow, special, support) of power flip.
 * 11) This conditional multiplier applies only to spell damage.   is the sum of all spell damage modifiers to the attacker from weapons, abilities, souls, and buffs.   is the multiplier associated with the attacker's skill. If the skill has multiple projectiles, then this is the multiplier associated with each projectile.
 * 12) This conditional multiplier accounts for skill damage boosted by combo count and applies, for example, via Kannon's skill.   is capped at.
 * 13) This conditional multiplier accounts for skill damage boosted by coffin count and applies, for example, via Luna's skill.
 * 14) This conditional multiplier accounts for skill damage boosted by buff count and applies, for example, via Ellya's skill.
 * 15) This conditional multiplier accounts for skill damage boosted by distance from target and applies, for example, via Selgir's skill. Note that this multiplier scales quadratically with distance.
 * 16) This conditional multiplier accounts for modifiers associated with break/down status.   is the sum of all break/down damage modifiers to the attacker from weapons, abilities, souls, and buffs.
 * 17) This conditional multiplier accounts for modifiers associated with status effects.   is the sum of all status effect modifiers from weapons, abilities, souls, and buffs to a target subject to those status effects, for example, via Bianca's Abi2 and Cipher's Abi1.
 * 18)   accounts for flat elemental damage resistance the target has against damage of that element, and applies, for example, via Walter's skill.
 * 19) This conditional multiplier accounts for whether the target is currently targetable, and applies, for example, during Orochi Adv's body phase.