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Damage

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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/noise ATK plus or minus thread modifiers
  • Pin ATK: Attack value of the pin. This is 0 for partners and noise.
  • R: Resonance multiplier. If Neku has an active resonance pin, this value is 1.20, otherwise it is 1.00.
  • T: Trend multiplier for brands:
    • Brand #1: 2.00
    • Brand #2: 1.50
    • Brand #3: 1.20
    • Brands #4-12: 1.00
    • Brand #13: 0.50
  • SOS: SOS multiplier. Default is 1.00, maximum is 2.70.
  • EFF%: Efficiency multiplier. 50% efficiency is 0.50, 100% is 1.00, etc.
  • D: Difficulty multiplier:
    • Easy: 2.00
    • Normal: 1.00
    • Hard: 0.61
    • Ultimate: 0.40
  • 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 0.25. If the attack is not being amplified by the puck, this is 1.00. Default start value is 2.00, maximum is 5.00.
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