The damage formula, elements, faction bonus and stats
Echocalypse: Scarlet Covenant battle mechanics
Damage, step by step
13- 1.HitA hit lands with 100% + Hit - Dodge (both in the attacker's and target's own numbers).
- 2.AttackAttack x (1 + Attack Bonus). Attack Bonus can fall to -90% at the lowest.
- 3.DefenseArmor against physical damage, Resistance against magic, each x (1 + its own bonus + Defense Bonus).
- 4.Ignore defenseIgnore Defense minus the target's resistance to it, held between 0% and 50%.
- 5.Base damageAttack - Defense x (1 - Ignore Defense), but never less than 5% of Attack + 10.
- 6.SkillBase damage x the skill's percentage (the number in its text), plus any flat damage the skill adds.
- 7.Critical hitChance: Crit - Crit Res, held between -60% and 60%. A critical hit deals 150% + Crit Strength - Crit Reduction, that part held between -20% and 50%, so 130% to 200%.
- 8.BlockChance: Block - Pierce, held between -60% and 60%. A blocked hit deals 70% + Block Reduction - Block Strength, that part held between -20% and 20%, so 50% to 90%.
- 9.DMG Bonusx (1 + DMG Bonus - DMG Reduction, plus the faction and class bonuses against the target), held at -80% or more.
- 10.Final DMGx (1 + Final DMG Bonus - Final DMG Reduction), held between -60% and 300%.
- 11.ElementElement DMG Bonus and Penetration against the target's Element DMG Resistance; a Case hitting the element it counters also gains its counter bonus.
- 12.RollThe result is multiplied by a random 95% to 105%.
- 13.Element advantageLast, the hit is multiplied by the element table: x1.5 against the element the attacker counters, x0.7 against the one that counters it.
Elements
5Only MR Cases carry an element. Water counters Fire, Fire counters Wind, Wind counters Thunder, Thunder counters Earth, Earth counters Water. The table is the damage multiplier for the attacker's element (rows) against the target's (columns).
WaterWater: x1Fire: x1.5Wind: x1Thunder: x1Earth: x0.7
FireWater: x0.7Fire: x1Wind: x1.5Thunder: x1Earth: x1
WindWater: x1Fire: x0.7Wind: x1Thunder: x1.5Earth: x1
ThunderWater: x1Fire: x1Wind: x0.7Thunder: x1Earth: x1.5
EarthWater: x1.5Fire: x1Wind: x1Thunder: x0.7Earth: x1
Faction bonus
4Deploying several Cases of the same faction (Empire, 51 Cases; Bifrost, 49 Cases; Eastrise, 45 Cases; Nebu, 27 Cases) switches on Synergy, and each tier adds to the ones before it.
- 2 CasesTier: Synergy IBonus: Ally ATK +90
- 3 CasesTier: Synergy IIBonus: Ally HP +3,300, Armor Percentage +5%
- 4 CasesTier: Synergy IIIBonus: Ally DEF +130, ATK +5%
- 5 CasesTier: Synergy IVBonus: Ally HP +6,700, Resistance Percentage +5%
- 6 CasesTier: Synergy VBonus: Ally ATK +440, HP +5%
Classes
5DPS (79), Support (39), Healing (17), Tank (28), Control (9). Faction and class bonuses against the target join DMG Bonus in step 9.
Stats
25- HPIt is reduced when Cases take DMG in battle. When their HP hits 0 in combat, they are considered deceased.
- AttackAttack value, determines the power of Cases' Physical Attacks and Magic Attacks. Neolith DMG is also based on it.
- ArmorDefense value, works against Physical Attacks.
- ResistanceDefense value, works against Magic Attacks.
- DefenseArmor and Resistance
- HP BonusFinal HP (pre-battle) = HP Value × (1 + Total HP Percentage)
- Attack BonusFinal Attack (pre-battle) = Attack Value × (1 + Total Attack Percentage)
- Armor BonusFinal Armor (pre-battle) = Armor Value × (1 + Total Armor Percentage)
- Resistance BonusFinal Resistance (pre-battle) = Resistance Value × (1 + Total Resistance Percentage)
- Defense BonusArmor and Resistance Percentages
- All AttributesAttack, HP, Armor, and Resistance Percentages
- HitDetermines whether a Case's Attack can hit (Attacker's Hit - Target's Dodge)
- DodgeDetermines whether a Case's Attack can hit (Attacker's Hit - Target's Dodge)
- CritDetermines whether a Case's Attack/Heal can be a critical hit (Attacker's Crit - Target's Crit Res)
- Crit ResDetermines whether a Case's Attacks can be a critical hit (Attacker's Crit - Target's Crit Res)
- BlockDetermines whether a Case's Attacks can be blocked (Target's Block - Attacker's Pierce)
- PierceDetermines whether a Case's Attacks can be blocked (Target's Block - Attacker's Pierce)
- Block StrengthUsed to calculate the Block effect when a Case blocks (Attacker's Block Reduction - Target's Block Strength)
- Block ReductionUsed to calculate the Block effect when a Case blocks (Attacker's Block Reduction - Target's Block Strength)
- Crit StrengthUsed to calculate the Crit effect when a Case deals a critical hit (Attacker's Crit Strength - Target's Crit Reduction)
- Crit ReductionUsed to calculate the Crit effect when a Case deals a critical hit (Attacker's Crit Strength - Target's Crit Reduction)
- DMG BonusDetermines the increased/reduced amount of DMG in all battles
- DMG ReductionDetermines the increased/reduced amount of DMG in all battles
- Healing AdvantageDetermines the increased/reduced amount of Healing in all battles
- Healing ReductionDetermines the increased/reduced amount of Healing in all battles
Deploying Cases
1. You may deploy Cases, Neoliths, Elemonos, and Assist on the Deploy page. 2. Tap a Case to view her info or change the deployed Case in this position. 3. Tap a Neolith to unequip, switch, or upgrade it. 4. When the number of SSR Cases of the same faction deployed in the squad reaches 2/3/4/5/6, the Leader Buff is triggered, which gives an attribute bonus to all units. 5. Each squad can deploy only 1 Coordinator at the same time.
1. Players may deploy up to 6 Cases. As your permission level increases, new positions will unlock. Tap Deploy to select Case to include in the Squad, Once Cases have been deployed, they may not leave the Squad, and can only be replaced. 3. Equipment, Chimera, and Vibration Arms are bound to their positions in the Squad, and replacing Cases will not affect their deployment. 4. Deployment position refers to the positions Cases are placed at. After deploying Cases, they will be placed according to their numbered positions from 1 to 6, and players may adjust Cases' deployment positions during deployment. 5. In the Deploy interface, players may deploy and adjust Neoliths and help Cases.



