Gaming
 

Damage

From The World Ends With You

Damage in the game is calculated as follows:

DAMAGE = [(Base ATK + (Pin ATK x R x T)) x SOS x EFF% x D - DEF] x (2-RES%) x P

Note that this formula is used for both the player and noise.

  • Base ATK: Character's/Noise's Base ATK plus/minus Thread changes.
  • Pin ATK: Attack value of the Pin (Neku only).
  • R: Resonance multiplier. If Neku is wearing a Resonance Pin, this value is 120% (x1.2), otherwise it's 100% (x1.0).
  • T: Trend multiplier for brands:
    • No. 1 Brand: Doubled (x2)
    • No. 2 Brand: One-and-a-half times (x1.5)
    • No. 3 Brand: One-and-one-fifth times (x1.2)
    • 4th-12th Brands: Unchanged (x1)
    • Last Brand: Halved (x0.5)
  • SOS: SOS Multiplier. Default is x1.0, maximum is x2.7.
  • EFF%: Efficiency Multiplier. 50% Efficiency is x0.5, 100% is x1, and so on.
  • D: Difficulty multiplier:
    • Easy: x2
    • Normal: x1
    • Hard: x0.61
    • Ultimate: x0.40
  • DEF: Character/noise DEF. This is 0 for most noise, but some noise have a hidden DEF value.
  • RES%: Resistance multiplier. For noise, this is the percentage value listed in the noise report. 100% is 1.00, 120% is 1.20, etc. If RES% is listed as 200%, then substitute 3.00 instead. For characters, this is 100% for Neku and partners facing the enemy. It is 50% for partners attacked from behind or Joshua while airborne.
  • P: Puck multiplier. If attacking taboo noise without the puck, this is x0.25. If the attack is not being amplified by the puck, this is x1. Default start value is x2, maximum is x5.
Facts about DamageRDF feed