How a hit is worked out, the hit checks, elements and every buff and debuff
Dislyte damage formula and battle mechanics
Damage formula
1.Base damage
stat x ratio
Each damage part of a skill names a stat and a ratio: "30% ATK + 70% DEF" is two parts added together. A part on the caster's DEF or max HP counts 82% of it, so tank damage trails ATK damage at the same ratio. Parts on the target's max HP count all of it. Skills that grow with SPD add SPD times a rate to the ratio before anything else.2.Skill bonuses
x (1 + Skill 1 or Skill 3 bonus) x (1 + single-target or AoE bonus)
Effects that raise Skill 1 damage apply only to Skill 1, and Skill 3 bonuses only to Skill 3. Every hit also takes either the single-target or the AoE bonus, whichever kind of hit it is. The target's own modifiers of each kind add into the same brackets.3.Damage dealt and damage taken
x max(0.15, 1 + dealt - reduced) x max(0.5, 1 + taken - reduction)
The caster's damage-dealt bonuses and penalties form one bracket that can't fall below 15%. The target's damage-taken increases and damage reduction form the second, which can't fall below 50%, so damage reduction never takes off more than half.4.DEF
x 1,800 / (570 + (1 - ignored) x DEF)
DEF cuts damage fast at first and slower later: 0 DEF gives x3.16, 500 DEF gives x1.68, 1,000 DEF gives x1.15, 1,500 DEF gives x0.87, 2,000 DEF gives x0.70, 3,000 DEF gives x0.50. Ignore-DEF effects take their share off the target's DEF first, so ignoring 100% gives the full x3.16.5.Hit type and skill growth
x (1 + h) x (1 + g / 0.7) / (1 + g) - h x g / (0.7 x (1 + g)) x D
h is the hit type's modifier: C. DMG minus 1 on a crit (50% at the base 150%), +30% on an Elemental Boon, -25% on a miss and 0 on a normal hit. g is the growth the skill's level adds (shown on each level in the calculator), and D is the damage so far with step 3 capped at 1. Growth lifts normal hits (g = 0.25 adds 8.6%, g = 1 adds 21%) and trims crits, more so the higher C. DMG is: at 250% C. DMG, g = 0.25 turns x2.5 into x2.29. Levelling a skill narrows the gap between its crits and its normal hits.6.Final adjustments
x skill-specific bonus, at least 1
Some skills carry a final bonus of their own: more damage per buff or debuff counted, by missing HP, against a lower DEF than the caster's or by the number of enemies left. A hit that would deal less than 1 deals 1.
Hit checks
The game rolls three checks in order and stops at the first that lands. A miss comes first: its chance is the target's block chance minus the caster's hit, and an attacker at an elemental disadvantage gives the target +50% block. A crit comes next: C. RATE (at most 100%) minus the target's crit resistance, +15% with elemental advantage. An Elemental Boon is last and only happens with advantage, at 50%. A hit that is none of the three is a normal hit.
- NormalDamage: x1When: No other check landed
- CritDamage: x C. DMG (150% base)When: C. RATE roll, +15% with advantage
- Elemental BoonDamage: x1.3When: With advantage only, 50% of non-crits
- MissDamage: x0.75When: Block roll, +50% block at a disadvantage
Elements
Inferno, Wind and Flow beat each other in a circle. Umbra beats all three and only Shimmer beats Umbra, while nothing beats Shimmer.
InfernoStrong against:
WindWeak against:
Flow
Umbra
WindStrong against:
FlowWeak against:
Inferno
Umbra
FlowStrong against:
InfernoWeak against:
Wind
Umbra
ShimmerStrong against:
UmbraWeak against: None
UmbraStrong against:
Inferno
Wind
FlowWeak against:
Shimmer
Stat limits
- C. RATEEvery Esper starts with: 0%Counts up to: 100%
- C. DMGEvery Esper starts with: 150%Counts up to: No limit
- ACCEvery Esper starts with: 0%Counts up to: 100%
- RESISTEvery Esper starts with: 15%Counts up to: 100%
Battle rules in the game's words
Battle basics
Elemental Classes
All Espers and Miramon can be grouped into five major Elemental Classes: Inferno, Wind, Flow, Shimmer, and Umbra.
Inferno, Wind, and Flow are the three basic attributes. They counter each other in the following order: Inferno > Wind > Flow > Inferno. Shimmer and Umbra are special attributes. Umbra counters all three basic attributes, and Shimmer counters Umbra.
Attackers belonging to a superior Elemental Class gain a +15% chance to trigger a Crit and +50% an Elemental Boon.
Attackers belonging to a disadvantaged Elemental Class suffer a +50% chance to Miss.
Determining Attack Outcomes
The result of an attack action is judged on many factors such as the differences in stats and other metrics between the attacker and target which may trigger a Miss, Crit, or Elemental Boon.
Attack outcomes are judged in the order of Miss > Crit > Elemental Boon. There is no need to determine a subsequent result if either of the first two are triggered.
Status Effects (Buffs/Debuffs)
Espers and Miramon can both cast a wide range of potential status effects lasting for many turns using abilities or equipment.
Ongoing beneficial status effects (buffs) are highlighted in green.
Ongoing negative status effects (debuffs) are highlighted in red.
Undispellable status effects tagged as ongoing effects will be highlighted by a golden frame.
Ongoing status effects that ignore ACC and RESIST, cannot Miss, and must trigger are highlighted by a silver frame.
ACC and RESIST
The success of any ongoing negative status effect (including dispels or Action Point debuffs) from an Esper or Miramon will be initially judged according to its chance to trigger (as outlined in the ability description).
Once this initial judgement has been made, if the target's RESIST minus the attacker's ACC is smaller than 20%, then the target has a 20% chance to block the effect.
Once this initial judgement has been made, if the target's RESIST minus the attacker's ACC is greater than 20%, then this amount is the target's chance to block the effect.
ACC: the chance for an attacker to successfully hit a target with an ongoing negative status effect increases along with their ACC rating.
RESIST: the chance for a target to block an incoming, ongoing status effect increases with their RESIST rating.
Action Points (AP)
All Espers and Miramon move based on an "Action Point bar". When they reach the end of the bar, then their turn begins.
Certain things modify this Action Point bar including:
All units experience an Action Point increase based on their current SPD at the start of battle or the end of someone's turn.
Many positive and negative status effects can increase or reduce Action Points.
Cooldowns
The vast majority of non-basic abilities can only be cast at certain preset intervals, that is, after their cooldown has elapsed. In other words, abilities cannot be used prior to the end of their cooldown.
A cooldown moves 1 turn closer to expiration upon the completion of its character's turn. The number of turns remaining on a cooldown can be significantly altered (that is, increased or decreased) through the use of buffs/debuffs.
Bonuses
Equipment Collection
Each unlocked Ritual Miracle instance offers 3 daily equipment loot bonuses.
The first time you clear a new difficulty for Ritual Miracle, your daily loot bonuses will not be triggered.
Boost Stone Collection
After unlocking the Desolate Lands, you can get 100 extra Boost Stone loot bonuses each calendar week.
The four Elemental Shadows in the Desolate Lands share loot bonuses, and bonus attempts are not deducted if a battle is lost.
Blitz
Basic Rules
When your best run for the current stage (number of turns/battle rating) has reached the requirements, the Blitz function will be unlocked. Blitz offers the same rewards as an actual challenge!
Blitz is a type of automated battle which cannot be canceled while in progress. Blitz will stop when you run out of Stamina, or when you run out of MemoChips.
When "Stop Upon Battle Failure" is enabled, Blitz will automatically stop when you lose a battle. This can be disabled manually.
During Blitz, Helper Espers cannot be used. If you exceed the specified number of turns, you will automatically lose and won't receive rewards.
MemoChip Consumption Rules
The number of MemoChips required to Blitz different dungeons and levels differs.
You must own more MemoChips than the maximum number required in order to Blitz a stage.
During Blitz, a defeat or a lower battle rating will cost the maximum number of MemoChips required for the stage.
The number of MemoChips consumed by each Blitz will be calculated based on the actual number of turns or battle rating.
3-Star Requirements
Requirements
3-Star: Claim victory with no casualties
2-Star: Claim victory with 1 death
1-Star:Claim victory with more than 1 death
Battle failure won't grant Star Rating.
Buffs
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ATK Up+40% ATK.
AbsorbDealing damage restores HP equal to 20% of damage.
ApotropaicDeals extra damage to a target with Sleep. Extra Damage: 5% of Yu Ran's Max HP. Cannot trigger a Miss, Crit, or Elemental Boon.
Brisingamen's WatchCannot be debuffed. At the end of any teammate's turn, the carrier's AP +15%.
Bull RageEach stack increases the carrier's basic DEF by 10% and RESIST by 5%. When inflicted with a debuff other than Incapacitated, 50% chance of consuming 1 Bull Rage stack to ignore this debuff.
Max 5 stacks.
C. DMG Up+30% C. DMG.
C. RATE Up+30% C. RATE.
Cold ArmorAbsorbs damage equal to Cold Armor strength. When attacked, 50% chance of inflicting ATK Down and SPD Down on the attacker for 2 turns. If the attacker is already afflicted with SPD Down, 50% chance of inflicting Freeze on them for 1 turn.
Crit ResistReduces the chance of taking critical hits by 30%.
DEF Up+60% DEF.
Deep SleepInflicts Sleep for 1 turn and Poison for 2 turns at the start of any enemy's turn.
FangsCan't be Poisoned. May retaliate to an attack with Poison for 1 turn.
ImmunityCan't be debuffed.
InvincibilityCan't be damaged.
Kagura DanceDamage dealt +10%. Healing received +10%.
Kiss of the NightingaleWhen the carrier takes damage, reflects 75% True Damage to the attacker. At the start of the carrier's turn, dispels 1 debuff from the carrier.
Lotus MarkDamage taken -50%. Disappears when attacked.
Magic TuneC. RATE and C. DMG +20%. Reduces the chance of taking critical hits by 20%. SPD +20.
NightshroudGrants Stealth. Absorbs damage equal to the Shield Strength. Removed when the caster dies.
Power ReserveDamage taken -50%. Disappears when attacked.
Random BonusATK Up, SPD Up, C. DMG Up
RecoveryAt the start of each turn, heals the buffed Esper for 15% max HP.
Red Chili+10% ATK and +10% C. DMG per stack. Max 3 stacks.
SPD Up+30% SPD.
Sardonic SliceBefore an enemy's turn starts, if they have at least 2 debuffs, inflicts Petrification on them for 1 turn.
ShieldAbsorbs damage.
Snake Shape+30% basic ability damage.
SnowveilInflicts SPD Down and Freeze for 1 turn at the start of any enemy's active turn.
Soul GuardRedistributes 30% damage taken by the carrier to the caster. Revives the carrier upon their death and heals them for 10% of the caster's max HP. Expires upon the caster's death.
SoulinkIncreases C. RATE by 3%. Max 10 stacks. Each dispelling attempt removes only 1 stack.
At 10 stacks, if the carrier is affected by any Stealth effect, this buff transforms into Noctfox.
StandoffRetains at least 1 HP.
StealthCannot be targeted directly, but will take AoE damage. The carrier's attacks won't trigger enemy counterattacks.
Tiger RoarThe next attack consumes 1 stack of Tiger Roar to gain 100% C. RATE.
Warm WelcomeRevives the carrier upon their death, and recovers HP. Healing: 50% of the carrier's Max HP. Expires upon the caster's death. Only 1 ally can have this status.
Debuffs
48
ATK Down-40% ATK.
AshwingReduces healing received by 20%, and becomes restricted to basic abilities. Takes damage at the start of each turn. Each stack deals extra True Damage. True Damage: 8% of the caster's Max HP.
Max 5 stacks. Each dispelling attempt removes only 1 stack and applies 1 stack of Ashwing to 2 other random enemies.
BleedAt the start of the carrier's turn, they take damage equal to 75% of the debuff caster's ATK.
BrandIncreases damage taken by 4% per stack. Max 5 stacks. Each dispelling attempt removes only 1 stack.
Buff BlockerCannot be buffed.
C. RATE Down-30% C. RATE
CalamityFor every 1 debuff the carrier has, Final Ability Damage Taken +10%., Final Ability Damage Dealt -10%. (Max: 50%; multiple identical debuffs are regarded as one)
CharmAt the start of their turn, the carrier is forced to attack the caster, taking 50% of the ability damage they deal to the caster.
At the end of the turn, if they did not attack, they take damage equal to 10% of the caster's Max HP. This damage ignores DEF and won't miss or crit. The effect's duration is then extended by 1 turn.
ConvictWhen the carrier attacks, they take True Damage. True Damage: 4% of their Max HP. When they take damage, the caster's AP +10%. Triggers once per turn.
Corrupted SeedEnemies afflicted with Corrupted Seeds gain an extra stack when attacked. They may also gain Diseased for 2 turns (50% chance), and a debuff will be dispelled from the attacker.
Corrupted Seeds will be detonated when they are dispelled from the carrier without reaching max stacks. Detonation deals damage and inflicts Bleed for 2 turns. Damage: 35% Embla's ATK per stack.
When Corrupted Seeds reach max stacks (8) or the carrier dies, an Auto Detonation is triggered. Auto Detonation deals max stack damage, removes the Corrupted Seed stacks on the carrier, and passes Corrupted Seed to 2 of the carrier's allies.
Embla gains 30% AP when Corrupted Seeds are removed. Embla's death removes all Corrupted Seeds on the battlefield.
Crit Resist DownIncreases the chance of taking critical hits by 30%.
DEF Down-60% DEF.
DevourCan't take action. Can't be selected or attacked. Can't be buffed or debuffed. When the caster or all enemies (except the carrier) die, the effect expires.
DiseasedCan't be healed.
Dizzy DazeIncapacitated. When taking a hit, grants Jin-hee AP +10%. Triggers once per turn.
Doom's GraspHealing received -20%. Max 5 times. Each dispelling attempt removes only 1 stack.
Eye of HorusWhen the buff effect disappears, the carrier takes True Damage equal to 20% of total damage taken during the effect.
Final PassageThe carrier's ATK, DEF, and SPD -40%, and Miss Rate +100%. When this effect expires, if Toland is fallen, revives him, restores his HP to 1% of his Max HP, and grants him Absorb and Invincibility for 1 turn.
FreezeCannot take action or gain AP Up effects.
HamstrungCannot gain AP Up or special turns, including counterattacks, Pursuit Attacks, or assist attacks. Does not affect bosses.
HypothermiaWhen the carrier is attacked, each stack gives the attacker 15% chance of inflicting Freeze on the carrier for 1 turn. Triggers only once per turn. Max 5 stacks. Each dispelling attempt removes only 1 stack (ineffective on Bosses.)
Judgment SealWhen a target afflicted with Judgment Seal is hit, deals Splash Damage (True Damage) to 2 of the target's teammates (not including the target). Damage 5% of their Max HP, capped at 200% of Javid's ATK.
Triggers once per turn. Damage for multiple Judgment Seals on different targets are calculated separately.
LinkWhen a Linked unit is attacked, their counterpart takes True Damage equal to 80% of damage dealt in this attack.
Miss Rate Up+50% Miss Rate.
Molten HotThe effect of the equipped equipment set expires. For non-player units, the effect becomes ATK -20% and DEF -20%. Hailey is immune to this effect.
NetherbloomEnemies afflicted with Netherbloom will trigger a blast after taking 5 hits. This blast deals damage to 3 random enemies (prioritizes the Netherbloom carrier). Damage: 85% of Jiang Man's ATK.
50% chance of inflicting Silence on targets for 2 turns.
One SwingThe carrier can only use the basic ability. At the end of the carrier's turn, deals True Damage to all members on the carrier's team. True Damage: 5% of the target's Max HP.
OvertimeReduces max HP by 6% per stack. Max 5 stacks. Each dispelling attempt removes only 1 stack. (Overtime does not work on bosses.)
Pandora's BoxTriggers upon taking an action turn. Removes a certain percentage of current HP and inflicts SPD Down for 2 turns.
Panic GazeBasic abilities from any unit inflicted with Panic Gaze ("the carrier") will remove Magic Tune from their target (won't miss and cannot be resisted). Upon using basic abilities, the carrier also takes True Damage. True Damage: 20% of their Max HP (The carrier won't be killed. If the carrier is a Boss-level enemy, the damage rate changed to 5%). If the carrier casts non-basic abilities or dies, all Panic Gaze debuffs on their team will be removed, and all their Ability Cooldowns +1 turn (won't miss and cannot be resisted).
PetrificationCannot take actions or reduce ability cooldown.
PoisonThe carrier takes damage at the start of their turn. Damage: 4% Max HP. Each time Poison is successfully inflicted, the target's healing received -5%, up to -50%.
Predator's MarkWhen the carrier is hit, gains 1 stack of Predator's Mark. When detonated, deals damage to all enemies. Damage per stack: 18% of the caster's ATK (auto-detonation deals damage as if at max stacks).
If the status ends early, it is considered detonated. Auto-detonates at max stacks or when the carrier dies. Max 8 stacks.
Promise BreakerDamage Taken +3%. C. RATE -20% when attacking Yalina. Randomly dispels 1 buff from the carrier at the end of their turn. Max 10 stacks.
Puppet ArtRESIST -100%. Miss Rate -100% when taking hits. Damage Taken +20%. The carrier gains Taunt for 1 turn at the start of their turn.
SPD Down-30% SPD.
Sear+25% damage taken.
SilenceCasts only basic ability.
SleepCannot take actions until damaged.
Soul SeverSPD -5%, C. DMG -5%. Stackable.
Soul SnareCannot be healed. The carrier takes True Damage at the start of their ally's non-active turn. True Damage: 10% Max HP.
SparkWhen the carrier takes a critical hit, Mateo gains 5% AP and deals extra damage to the target. Extra Damage: 30% of Mateo's ATK (won't miss, land a critical hit, or trigger an Elemental Boon).
StunCannot take actions.
TauntAt the start of each turn, forces the debuffed Esper to attack the debuff caster with a basic ability.
Third-Eye SealMiss Rate +15%.
Usurp1 buff of the carrier will be stolen when attacked by Yu Xu.
Voodoo DollDMG taken from Mei +10%.
Zero HourIncapacitated. Can't be selected or attacked. Can't be buffed or debuffed. When all enemies (except the carrier) fall, the effect expires.



