Coins, clashes, damage, stagger and Sanity

Limbus Company battle mechanics

A skill is a base power plus coins, and every coin that lands heads adds its power. When two skills target each other they clash: both sides flip, the lower total loses a coin, and that repeats until one side has none left. The winner then hits once per remaining coin, for that coin's power times a multiplier built from resistances, the level gap, crits and how long the clash ran.

Coins and Sanity

heads chance =
  50% + Sanity%,
  between 5% and 95%

Sanity runs from -45 to 45, so a unit at 0 flips heads half the time and one at 45 lands 95% of its coins. Units without Sanity, which is most Abnormalities, always flip at 50%. Effects that add heads chance stack on top, inside the same limits.

A skill starts at its base power. Each heads adds that coin's power to the total, or takes it away on the few minus coins, and tails changes nothing. Power never drops below 0.

  • -45Heads: 5%Average power, 4 base and three +3 coins: 4.45
  • -30Heads: 20%Average power, 4 base and three +3 coins: 5.80
  • -15Heads: 35%Average power, 4 base and three +3 coins: 7.15
  • 0Heads: 50%Average power, 4 base and three +3 coins: 8.50
  • 15Heads: 65%Average power, 4 base and three +3 coins: 9.85
  • 30Heads: 80%Average power, 4 base and three +3 coins: 11.20
  • 45Heads: 95%Average power, 4 base and three +3 coins: 12.55

Clashes

  1. Both skills flip all the coins they have left.
  2. The side with the higher offense level adds 1 Clash Power for every full 3 levels it has over the other side's offense level.
  3. The higher total wins the exchange and the loser's front coin breaks. A tie breaks nothing.
  4. That repeats until one side runs out of coins. The winner then attacks with the coins it still has.

Offense level is the unit's level plus the skill's own offense modifier, plus Offense Level Up and Resonance. Winning also pays off after the clash: each exchange adds 3% to the winner's damage multiplier, so a five-exchange clash is worth +15% on every hit. An unopposed attack gets no such bonus.

  • 0 to 2Clash Power: 0
  • 3 to 5Clash Power: +1
  • 6 to 8Clash Power: +2
  • 9 to 11Clash Power: +3
  • 12 to 14Clash Power: +4

Resonance

Using two or more skills of the same sin in one turn sets off Resonance, and three or more side by side is Absolute Resonance. A skill in the chain gains offense level from its Resonance count, which feeds both the clash bonus above and the level term in the damage formula. Skills further right on the dashboard get the bigger counts, and Absolute Resonance makes sure every skill in the chain gets one.

Count123456Offense+1+3+3+5+5+7
Count7891011Offense+7+9+9+11+13

Damage

damage per coin =
  power × multiplier × bonus

multiplier = 1
  + attack type term
  + sin term
  + level term
  + 20% on a crit
  + 3% per exchange won

bonus = 1
  + Damage Up + Fragile
  − Protection

A resistance above 1 counts in full: Fatal (×2.0) adds 100% and Weak (×1.5) adds 50%. Below 1 it only counts half, so Ineffective (×0.5) takes 25% off, not 50%. The attack type and sin terms are added together rather than multiplied, which makes a hit that's Fatal to both ×3.0 instead of ×4.0.

The level term is (offense level − defense level) ÷ (|difference| + 25). Five levels ahead is +16.7% and 25 ahead is +50%; it gets close to ±100% but never reaches it. Defense level is the target's level plus its defense correction, or its defense skill's level while it's using one.

Crits and the clash bonus go into the same sum, so a crit on a Fatal hit is ×2.2, not ×2.4. Damage Up and Fragile add 10% per Count in the second factor and Protection takes 10% off per Count. The result rounds to the nearest whole number (halves go to the even one), and a coin always deals at least 1, or 5% of its power if that's more.

  • FatalValue: ×2.0Multiplier term: +100%
  • WeakValue: ×1.5Multiplier term: +50%
  • NormalValue: ×1.0Multiplier term: 0%
  • EndureValue: ×0.75Multiplier term: -12.5%
  • IneffectiveValue: ×0.5Multiplier term: -25%
  • ImmuneValue: ×0.0Multiplier term: -50%
  • -25Level term: -50%
  • -10Level term: -28.6%
  • -5Level term: -16.7%
  • 0Level term: 0%
  • +5Level term: +16.7%
  • +10Level term: +28.6%
  • +25Level term: +50%
  • +50Level term: +66.7%

Critical hits

Most crits come from Poise: each point of Potency is +5% crit chance, so 20 Potency is a sure crit, and every crit spends one Count. A crit adds 20% to the damage multiplier, plus any crit damage bonuses the unit has, in the same sum as resistances.

Stagger

Every unit has stagger thresholds at set shares of its max HP, each rounded down to a whole HP value. A hit that takes HP to a threshold or below Staggers the unit, and a hit that crosses several thresholds uses them all up.

While a unit is Staggered, every attack type hits it as if its resistance were ×2.0, rising to ×2.5 at Staggered+ and ×3.0 at Staggered++, whatever its usual resistances are. Some passives and E.G.O Gifts switch this off for a unit.

Tremor Burst raises the next threshold the unit hasn't reached by the Tremor's Potency in HP, so it staggers that much sooner. The burst doesn't spend the Potency.

  • 70%, 40%, 20%Identities: 48 of 189
  • 65%, 35%, 15%Identities: 30 of 189
  • 65%, 35%Identities: 20 of 189
  • 50%Identities: 16 of 189
  • 60%, 30%Identities: 14 of 189
  • 70%, 30%Identities: 10 of 189

Statuses

Status damage skips resistances and the attack formula. It's the Potency, raised by any status damage bonus with the decimals cut off, and never less than 1. Each time a status fires it spends one Count, and when Count runs out the status goes away along with its Potency. Every status's own text is on the statuses page, and the status calculator runs them turn by turn.

  • BurnFires: At turn endWhat it does: Deals Potency as damage, then spends one Count
  • BleedFires: Each coin the bleeding unit flips to attack or clash, not on defense skillsWhat it does: Deals Potency as damage, then spends one Count
  • RuptureFires: When the unit is hitWhat it does: Deals Potency as damage, then spends one Count
  • SinkingFires: When the unit is hitWhat it does: Takes Potency off the unit's Sanity. A unit without Sanity takes Potency as damage instead, multiplied by its Gloom resistance. Spends one Count
  • TremorFires: When a skill sets off Tremor BurstWhat it does: Raises the next stagger threshold by Potency in HP; loses one Count at turn end
  • PoiseFires: On each hitWhat it does: +5% crit chance per Potency; a crit spends one Count
  • ChargeFires: When a skill spends itWhat it does: Count only, up to 20, and one is lost at turn end

Sanity

186 of 189 identities gain Sanity the same way: +10 for winning a clash plus 20% for each exchange after the first, +10 for defeating an enemy of their level or higher, and +5 when an ally does. They lose 10 when an ally of their level or higher dies. Gains round to the nearest whole number.

Sanity matters because it sets heads chance, and below 0 it starts to risk E.G.O corrosion. The Sanity calculator has every identity's numbers.

  • 1Sanity gained: +10
  • 2Sanity gained: +12
  • 3Sanity gained: +14
  • 4Sanity gained: +16
  • 5Sanity gained: +18
  • 6Sanity gained: +20

Identities with their own Sanity rules

E.G.O corrosion

An E.G.O used at 0 Sanity or below can corrode. The game measures how far Sanity has fallen toward -45 and checks it against the E.G.O's table, and every E.G.O that corrodes uses the same one: nothing down to -22, then 25%, 75% from -34, and certain corrosion at -45.

  • 0Corrosion chance: 0%
  • -22Corrosion chance: 0%
  • -23Corrosion chance: 25%
  • -33Corrosion chance: 25%
  • -34Corrosion chance: 75%
  • -44Corrosion chance: 75%
  • -45Corrosion chance: 100%

The clash calculator runs these rules on a real identity skill against a real enemy skill, the damage calculator adds buffs and resistances, and the stagger calculator has every enemy's thresholds.