Damage calculation
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Reason: "Use official terminology from What's In Store for the 2.10.0 Update (Notification)"
Contents
Notation[edit | edit source]
The Floor and ceiling functions in these formulae. For example, and .
and notation is used to mean theThe truncation in these formulae. This means that , it is effectively dropping all numbers after the decimal point. To make the formulae more readable, this notation will only be used when floor is not sufficient to provide a visual shorthand for truncation.
notation is used to meanThe positive part of Positive and negative parts notation is used to set a number to 0 if it is negative.
Damage is calculated in these steps:[1]
- Base Damage
- Adjusted Damage
- Final Damage
Base Damage calculation[edit | edit source]
Simple hit[edit | edit source]
The damage calculation for a simple hit is:
Variable | Description |
---|---|
Atk | The Attack stat of the attacking unit.
Includes the might (Mt) of the equipped weapon, and any stat changes, such as |
Mit | The Mitigation stat of the defending unit.
Physical attacks are mitigated by Def, while magical attacks are mitigated by Res. |
Positive part. In short, this is used in damage calculation formulas to say "if the number is negative, set it to 0, otherwise, keep it". |
- Note: Damage is never negative.
Example |
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Example: A ![]()
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Weapon-triangle advantage[edit | edit source]
Here the formula adds in weapon-triangle advantage ("Atk+20%"):
Variable / Notation | Description |
---|---|
Adv | The weapon triangle advantage a unit receives due to weapon-triangle advantage or disadvantage. It is currently always 0.2 if advantage, 0 if neither, −0.2 if disadvantage. |
Aff | Affinity from sources such as Triangle Adept and ![]() ![]() ![]() ![]() ![]() Note: |
Example |
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Example: A red sword unit with Atk 15 attacks a blue unit with Def 11. The red unit has a disadvantage, so Adv is negative.
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Important is that although weapon-triangle advantage is "Atk+20%" and Triangle Adept 3 will "boost Atk by 20%", these modifiers all affect the same component and do not act independently, thus,
is incorrect while is correct.To illustrate this point, take the example of a red unit with 54 Atk attacking a green unit with a Mitigation of 34.[2]
Example |
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Damage: |
Note: Affinity does not stack. Triangle Adept does not stack with the gemstone weapons. Only the highest value is applied.
Effectiveness[edit | edit source]
The formula including the weapon-triangle and factoring effective damage in is
Variable | Description |
---|---|
Eff | The effectiveness multiplier a unit receives when using a
weapon effective against an enemy. Either 1 for normal attacks or 1.5 for effective attacks. |
Note that effectiveness is first instead of weapon-triangle advantage. To illustrate this, take a look at the following example.
Example |
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In this example, ![]()
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Note that the formula cannot be simplified to
. This can be proven with the next example:Example |
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In this example, ![]()
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Boosted Damage[edit | edit source]
Some Specials can also add boosted damage. When a Special is capable of doing so, its description will say that it boosts damage. This boosted damage is also referred to as "special damage bonus" (奥義ダメージ)[5]. The formula looks like this:
Currently only Specials use boosted damage in the game. Other extra damage skills use dealt damage instead, described later. Note that BoostedDamage is added within the first set of parentheses that have positive part applied to them. This means, unlike the calculations that come afterwards, boosted damage from specials will need to "make up" negative damage.
Variable | Description |
---|---|
BoostedDamage | The damage added as a result of the Special. |
Calculating Boosted Damage[edit | edit source]
This section describes how to calculate the boosted damage for various Specials. Some specials, like Blue Flame, tell the amount directly in the skill description.
Stat-based Specials[edit | edit source]
Luna[edit | edit source]
The formula above applies for similar skills such as Moonbow or Aether, simply replace 0.5 with the appropriate value.
Note that despite Luna stating that it treats foe’s Def/Res "as if reduced by 50% during combat", it does not actually do this, because the activation of Luna also does not change whether or not the condition "If foe's Def ≥ foe's Res+5" for Shining Bow+ or
Light Brand is true or not.[6][7] In addition, the activation of Luna on a foe does not change the amount added to damage dealt for
Lunar Brace.[citation needed]
It is currently mathematically accurate to say adding 50% of foe's Def/Res to damage is identical to reducing foe's Def/Res by 50%, but only for the purpose of Base Damage calculation:
Variable | Description |
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Mit | Use the Def or Res stat, depending on the situation. |
Example |
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In this example, ![]() ![]() ![]()
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Astra[edit | edit source]
Astra does not use boosted damage.
Defensive terrain effects[edit | edit source]
Adjusted Damage calculation[edit | edit source]
Dealt Damage[edit | edit source]
Staff calculation[edit | edit source]
Damage-reducing skill effects[edit | edit source]
Final Damage calculation[edit | edit source]
References[edit | edit source]
- ↑ Notifications: What's In Store for the 2.10.0 Update
- ↑ Media:Damage_Calculation_Triangle_Adept.webm
- ↑ Media:Damage_Calculation_Merric.webm
- ↑ Media:Damage_Calculation eff damage.png
- ↑ https://guide.fire-emblem-heroes.com/en-US/eve013/
- ↑ Media:Damage_Calculation_Shining_Moonbow.webm
- ↑ Media:Damage_Calculation_Wrath_Aether_Light_Brand.webm
- ↑ Media:Damage_Calculation_Luna.webm