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[ Guide ] Damage and Defense Calculation

A few people on Discord asked about how damage and defense are calculated. To make things easier for everyone, I thought I'd share the information with you all.
This information is adapted from FINAL FANTASY XV: The Complete Official Guide by Piggyback, pages 272, 285-287, and 292-293.

Damage Calculation

This section summarizes all computations that take place during battle. The calculations discussed here apply to all combat situations only a handful of exceptions (such as the "1000 Needles" attack by Cactuar-type enemies that inflicts a fixed amount of damage).

General Formula

Presented as a product of mechanically different factors, the basic damage formula is:
Damage = A × B × C × D × E
These five factors (A to E) are detailed in the next five sections:
A = Base Damage B = Target Defense C = Affinity Modifier D = Conditional Modifier(s) E = Random Modifier
This is a universal formula, applicable to attacks conducted by both party members and enemies. Damage per hit is capped at 9,999, except the following, which have the specific property of being able to exceed this limit:
  • Limit Break spells
  • Link-strikes, after unlocking the Limitless Link Ascension node
  • Limit Break, an Ascension ability available to each of your allies that applies to techniques
Base Damage (A)
This is the primary calculation that is performed during an attack. Physical and magic attacks obey different formulas.
Physical
The formula for physical base damage is as follows:
A = [Strength + Weapon Power + (Level × 3)] × (Attack Damage Modifier × 2)
Weapon Power applies only to party members; this value is zero for enemies. When wielding standard weapons, this is equivalent to the Attack parameter of the equipped weapon (as detailed in our Inventory chapter). Note that the in-game Stats section in the Gear menu shows a single "Attack" stat that is actually the sum of this value and your character's Strength.
With Royal Arms, this value is actually the sum of the Attack parameter of the weapon, plus Noctis's Strength or Magic. For the Bow of the Clever and Scepter of the Pious, this value is Magic; for all others, it is Strength.
This again brings up some interesting ramifications when you consider the properties of Royal Arms. A good example is the Sword of the Father, with an Attack parameter of 141 and a bonus to Strength of 100. In fact, the Weapon Power value when using this weapon is 141 + 100 = 241. Additionally, the bonus to Strength alone is factored again in the damage calculation. This means the effective Attack stat of this weapon, compared with a standard weapon with no Strength bonus, is actually 341.
Attack Damage Modifier refers to the damage modifier values:
Attack Type Swords Greatswords Polearms Daggers Firearms Shields Machinery
Standard1 1.0 1.6-1.92 1.1 0.75 1.0 1.2 1.3
Weak attacks2 - 0.8-1.28 0.77 0.45-0.6 - - -
Strong attacks3 - 2.4 1.32 - - - -
Blitz finales 1.3 2.08 1.43 0.9 1.0 1.56 1.3
Finishers 1.5 0.8 + 1.92 1.65 0.9 1.5 1.8 -
Counterattacks 1.2 2.88 1.1 0.75 1.0 1.56 1.95
Aerials 1.0 1.6 0.77 0.6 1.0 1.2-1.8 1.3
Warp-strikes 1.0 1.28 0.88 0.56 1.0 0.6 -
Parries 5.0 6.4 4.4 3.0 1.3 4.8 5.2
Link-strikes 3.0 4.8 3.3 2.25 3.0 3.6 3.9
As party members have much smaller HP pools, even at high levels, enemy attack damage modifiers are generally lower, broadly in the vicinity of one-tenth the values that the party enjoys.
1 "Standard" refers to mid-string single-hit attacks during Blitz combos. It also applies to any attack type that we have previously described, but not specifically categorized in the table. 2 Weak attacks include the dagger throw during the corresponding directional attack and multi-hit attacks in the middle of Blitz combos. 3 "Strong attacks" refers to the greatsword charged attack (base modifier value) and aerial dive attacks.
Magic
The formula for Magic base damage differs between party members and enemies. For party members, the calculation is:
A= (Magic + 100) × (Spell Power + 20) × (Level + 20) × (1 ÷ 200)
Spell Power is the "Potency" value that appears on your screen when you craft a spell. For enemies, who do not have a Magic stat, the formula is the same as that for physical base damage, with specific damage modifiers for individual spells.

Target Defense (B)

The defense formula is:
B = 1 ÷ [1 + (Vitality ÷ 100)] against physical attacks B = 1 ÷ [1 + (Spirit ÷ 100)] against magic
This means that Vitality and Spirit are parameters with diminishing returns. At a low base value, even a minor increase in either stat can prove to be very effective, as the amount of damage reduction you receive per point is quite significant. On the other hand, the higher the value, the less you stand to gain from additional investment. For example, you can achieve 50% physical reduction at 100 Vitality, but only 67% reduction at 200 Vitality and 75% reduction at 300 Vitality. As your base Vitality improves, it becomes much more appropriate to focus on increasing Max HP instead, which also improves your capacity to survive magic damage.

Affinity Modifier (C)

This is a simple check against the affinity of the target to the damage type being dealt. These are the resistances or weaknesses to damage types that we reveal in the Bestiary for each monster:
  1. Check for nullification of the damage type. If true, then no damage is dealt. This corresponds to immunity ("IMM") in the Bestiary.
  2. Check the target's resistance to the damage type. This corresponds to the percentages in the Bestiary. If more than one type applies (e.g., swords and Fire with the Flame Tongue), multiply the resistances together to obtain a single percentage value.
  3. Limit this result to a value between 0 and 999.
  4. If the target absorbs this damage type ("ABS" in the Bestiary), convert the result into HP restoration.
The value of C is the result of this procedure.

Conditional Modifiers (D)

Conditional modifiers refer to the set of possible multipliers that apply after all basic factors of character parameters, equipment, and attack properties have been taken into consideration. For added percentage values, simply convert to a multiplier (e.g., + 10% → x1 .1) for the functional equivalent.
The following is a list of conditional modifiers that may come into play:
  • Range modifier for ranged weapons
  • Charged attack multiplier for greatswords and machinery (up to 6.0)
  • Blindside modifier
  • Warp-strike distance modifier
  • Combo counter bonus from Noctis's Chained Fury Ascension ability
  • Weapon-specific modifiers (e.g., Two-handed Sword against multiple enemies. Wyvern Lance with aerial attacks)
  • Critical hit multiplier (2.0)
  • Enemy vulnerable state multiplier (1 .5)
The net factor D, representing the compounded value related to conditional modifiers in the damage calculation formula, is the product of all such factors that apply in any situation.

Random Modifier (E)

This factor translates into a value between approximately 0.94 and 1.06. Essentially, there is always a ±6% random variation in any situation.

Royal Arms

Here are the most notable differences between standard weapons and Royal Arms:
  • When you begin a Blitz combo with Royal Arms, Noctis usually has much greater forward momentum at longer distances from a target. These initial strikes also tend to be slightly stronger than those of regular weapon types.
  • Royal Arms do not perform Finishers. Directional attacks are possible in some cases during Blitz combos.
  • Airstep attacks are not possible with Royal Arms. These maneuvers remain exclusive to standard swords and polearms. Additionally, no aerial MP recovery takes place when you attack with Royal Arms.
  • Royal Arms are considered an "absolute" damage property. With only very few exceptions, no enemies are strong or weak to them, regardless of form; in other words, almost every opponent has a set 100% damage susceptibility to all Royal Arms. When facing foes with high resistances to all standard damage types, this makes Royal Arms incredibly powerful.
  • Any boost to Strength that you can secure is more beneficial with most Royal Arms because it is effectively counted twice for damage calculation. The Bow of the Clever and Scepter of the Pious are the two exceptions; they gain damage boosts from bonuses to Magic.
  • To counterbalance the generally high Attack stats of Royal Arms, as well as the secondary Strength or Magic bonus to offensive output, attack damage modifiers tend to be lower overall when compared with those of standard weapons, as shown in the following table:
Attack Type Multiplier
Standard1 0.7
Strong attacks2 0.84-1.05
Blitz finales 1.4
Aerials 0.7
Parries 2.8
Link-strikes 2.1
  • Finally, and perhaps most importantly: Royal Arms deplete a percentage of your Max HP with every attack that successfully deals damage (except parries). The effect ranges from 2-4% with most standard attacks, but the loss can be much more significant with warp-strikes. The HP reduction is actually proportional to the damage modifier of an attack, as a percentage of Max HP; the stronger the attack, the higher the HP "cost." In short, always keep a careful watch on your HP when using these powerful weapons.
With these basics established, we can delve more deeply into the distinct characteristics of individual weapons, and any exceptions to the points made above.
1 "Standard" refers to mid-string single-hit attacks during Blitz combos. It also applies to any attack type that we have previously described, but not specifically categorized in the table. 2 In this table. "strong attacks" refers instead to opening attacks of Blitz combos and counterattacks.
Sword of the Wise (Attack: 194)
  • Handles similarly to a regular sword
  • Performs a two-hit warp-strike with a delayed second hit (damage modifieHP cost: 0.84/12% + 0.42/6%)
  • Unlike almost all other weapons, the initial hit of a Blitz combo is the strongest (damage modifier: 1.4), not the finale (damage modifier: 0.7); in combination with its excellent distance-closing properties, this is one of the best moves in the game, and makes for a great weapon to use with hit-and-run tactics
  • Enables a backflip as a backward directional attack
Blade of the Mystic (Attack: 396)
  • Handles like a combo-friendly greatsword; while the initial Blitz hit is slow, subsequent attacks are performed in quick succession
  • Performs a unique warp-strike that begins with Noctis firing three arcing projectiles toward the enemy while standing in place. before warping forward to deliver a physical attack (damage modifier: 0.35 for each projectile as well as the physical attack; HP cost is 15% for the physical attack only)
  • Pause at any time during a Blitz combo to trigger a unique Tenacious self-buff that increases Noctis's Strength by 100 for 10 seconds. This is repeatable but does not stack with any existing Tenacious effect
Trident of the Oracle (Attack: 388)
  • Handles similarly to a polearm
  • Creates an afterimage of Noctis after each attack that persists briefly and performs up to three additional attacks at that location (damage modifier: 0.42 each)
  • Performs an aerial diving warp-strike consisting of up to three hits (damage modifieHP cost: 0.49/14% + 0.7/3% + 1.4/24%). with follow-up afterimage attacks (damage modifier: 0.49 per hit)
  • Enables an evasive leap. followed by an aerial dive attack as a sideways or backward directional attack; this dive attack has a ×1 .5 bonus to breakage
Scepter of the Pious (Attack: 237, Magic: +150)
  • This weapon uses the Magic stat in damage calculation
  • Performs a two-hit aerial warp-strike (damage modifieHP cost: 0.49/7% + 0.63/13.5%)
  • Unique weapon that assumes different forms based on directional input:
Attack Type Weapon Form
Blitz initial hit Trident of the Oracle
Non-directional Blitz combo Sword of the Wise
Forward directional Blitz combo Sword of the Tall (finale: Axe of the Conqueror)
Sideways directional Blitz combo Blade of the Mystic (no self-buff)
Backward directional Blitz combo Trident of the Oracle
Sword of the Tall (Attack: 518)
  • Handles similarly to a greatsword
  • Features a unique serrated blade that deals multiple hits with every attack; later hits deal higher damage (damage modifier range: 0.07-0.14)
  • Performs a warp-strike capable of dealing more than 10 hits (damage modifieHP cost: 0.07/1%, 0.21/3% with the last hit)
  • Has a breakage multiplier of 0.50 applied to all attacks. except for warp-strikes
Bow of the Clever (Attack: 203, Magic: +80)
  • This weapon uses the Magic stat in damage calculation
  • Handles similarly to a firearm, while offering the mobility of daggers
  • Regular attacks have a maximum range of 80 feet and are subject to a range modifier, but you should note that this weapon's projectiles are slow and can therefore easily miss from a distance:
The damage drop-off for ranged weapons is calculated relative to their maximum range. For firearms, the maximum range is 100 feet; for machinery, 50 feet. Damage drops off in 10% increments correspond ing to the maximum range. Therefore, firearms will deal 90% of their maximum damage beyond 10 feet, 80% beyond 20 feet, and so on. At maximum range, ranged weapons deal only 1 damage; beyond that, no damage is dealt at all.
  • Most attacks have a lower damage modifier overall (0.49) but can pierce enemies (hitting multiple lined-up targets or different body parts of large foes)
  • Deals bonus damage to enemies in the vulnerable condition
  • Performs a special warp-strike that stops in front of the enemy to shoot three arrows rapidly at close range (damage modifieHP cost: 0.35/5% x 3)
Star of the Rogue (Attack: 177)
  • Handles like a long-range pair of daggers
  • Performs a multi-hit warp-strike that ends with a backward evasive flip (damage modifieHP cost: 0.32/4.5% for the first hit, 0.14/3% for the subsequent hit)
  • Enables aerial attacks with directional input during Blitz
  • Standard attacks can pierce enemies (hitting multiple lined-up targets or different body parts of large foes)
  • Maximum range: 130 feet for regular attacks. 65 feet for warpstrikes
Mace of the Fierce (Attack: 334)
  • Handles similarly to a greatsword
  • Features extremely slow and linear attacks that have poor tracking against agile enemies. but all attacks are break-capable
  • Performs a slow two-hit warp-strike (damage modifieHP cost: 0.28/8% + 0.49/14%)
  • All other attacks have a damage modifier of only 0.7, including parries. but feature huge breakage multipliers; see the table below:
Attack Type Breakage Multiplier
Standard 2.0
Blitz initial hit 2.5
Blitz finale 2.5
Aerial 2.5
Parry 3.0
Warp-strikes (2 hits) 2.0 + 3.0
  • Obviously, this weapon focuses on breaking the enemy with well-timed attacks rather than raw power
Swords of the Wanderer (Attack: 153)
  • Handles similarly to daggers when the weapon is dual-wielded during a Blitz combo, with weaker mid-Blitz attacks overall (damage modifier: 0.56)
  • Performs a multi-hit warp-strike (damage modifieHP cost: 0.28/4% per hit, but 0.63/9% with the last hit)
  • Provides slower, more focused hits in combined form as a forward directional attack
  • Enables an evasive leap, followed by an aerial dive attack as a sideways or backward directional attack
Shield of the Just (Attack: 251, Strength: -100)
  • Handles almost exactly like a regular shield, including the warp-strike (damage modifieHP cost: 0.49/7%)
  • Holding □ /× enables Noctis to enter a defensive stance similar to cover status, with the same bonus HP regeneration, but also draining MP. Given the Strength and MP penalties of this weapon to begin with, it may be most useful as a healing tool for players who don't use much MP
Sword of the Father (Attack: 141, Strength: +100)
  • Handles similarly to Sword of the Wise, but with unique attack animations, including a three-hit warp-strike (damage modifieHP cost: 0.42/6%) that features follow-up afterimage attacks (damage modifier: 0.21 per hit)
  • Enables a unique Tenacious self-buff by performing a Blitz finale, which increases Noctis's Strength by 200 for 5 seconds; this is repeatable, but does not stack with any existing Tenacious effect
Axe of the Conqueror (Attack: 483, Strength: +60)
  • Handles similarly to a greatsword
  • Performs an aerial. diving warp-strike (damage modifieHP cost: 1.4 /42%)
  • Performs slow and powerful but fairly linear attacks
  • Enables an aerial diving attack as a forward directional attack
Katana of the Warrior (Attack: 361)
  • Handles similarly to a sword, but with extended range and much faster Blitz combos after the initial hit
  • Performs a delayed, single-hit warp-strike (damage modifieHP cost: 0.49/10.5%); successive warp-strikes can be chained extremely quickly

Armiger

Armiger is represented by a circular gauge that surrounds Noctis's Primary Arms display. Gauge growth occurs only during combat, but persists between battles. The gauge consists of 40,000 points, which you can accumulate with the following methods:
  • All weapons and attack types add to the gauge, even Royal Arms. Generally, expect to gain 100-800 points for most attacks whenever you deal damage, with stronger attacks providing more points.
  • Warp-strikes with standard weapons (not Royal Arms) provide only 100 points (0.25% of the gauge), making them a poor choice for Armiger accumulation.
  • Standout methods of accumulation with standard weapons include greatsword charged attacks and counterattacks, as well as blinks with shields; each of these maneuvers rewards 1,600 points.
  • Phasing is by far the most efficient form of accumulation; each successful phase contributes 2,000 points to the gauge (5% of the total). You can exploit this by phasing multiple attacks consecutively, such as a barrage of rifle shots from imperial soldiers. This can help you to fill your Armiger bar very quickly. Ideally, blink instead of phasing continuously to reduce the attendant MP cost. Note that this trick does not apply to shield blocks or other defensive moves.
Once the gauge has been filled, you can trigger Armiger by pressing (L1 + R1)/(LB + RB). When you do this, the gauge will deplete until it is empty or until combat status ends. By default, it takes 10 seconds to fully deplete the gauge. If Noctis enters Danger status during an Armiger assault, the mode ends immediately—though you will keep the remaining gauge "charge".
In Armiger mode, Noctis will enjoy the benefits of greatly increased attack speed and power. He will also occasionally dodge projectiles automatically, without requiring any player input, and is much less likely to be knocked down or to experience knockback effects against strong attacks. Finally, all attacks during Armiger have a bonus multiplier of 1.5 to breakage and are break-capable.
All of your acquired Royal Arms are summoned by Noctis during Armiger. While Noctis cycles through the weapons to perform relentless attacks, the weapons themselves automatically home in on the target to deal additional damage.
Royal Arms Variant Damage Modifier: Noctis Damage Modifier: Automated
Sword of the Wise 1.2 0.3
Axe of the Conqueror 1.3 0.3
Bow of the Clever 1.5 0.35
Swords of the Wanderer 1.4 0.35
Blade of the Mystic 1.5 0.4
Star if the Rogue 0.41 0.4
Sword of the Tall 0.51 0.45
Shield of the Just 1.2 0.45
Mace of the Fierce 1.6 0.5
Scepter of the Pious 1.7 0.5
Trident of the Oracle 1.8 0.6
Katana of the Warrior 1.9 0.6
Sword of the Father 2.0 0.7
Armiger and its related Ascension nodes are not accessible until you obtain the Swords of the Wanderer during Chapter 03. Armiger-related abilities improve its frequency and duration in the following ways:
  • Armiger Harvester: Boost bar gain by 30%
  • Iron Armiger: Reduce bar depletion by 30% (essentially adding ~4.3 seconds to Armiger duration)
1 Capable of multiple hits
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