# Damage Formula

## Datamined Damage Formula

This is the formula found in the game files by Afrodiy#9769 and Sova#0618, but it isn't fully understood.

"GMExecutionInfo": "Skill ID: {0}, Current Stat Conversion: {1}, Target's Current HP: {2}, Target's HP Left: {16}, Attacker: {18}, Target: {19}

Formula: Max (Base ATK {7} × Skill Ratio {3} + Fixed Skill Value {4}) ×0.1, Base ATK {7} × revised Skill Ratio {5} + revised Fixed Skill Value {6}), Max Sum ({8}) × Crit Damage Ratio {11} × True DEF Conversion {9} × Module Ratio {10} × (1 + Damage Fluctuation {12}) × Headshot Ratio {14} × Final Module Ratio {15} = {17}",

## Adapted Damage Formula

This still stays questionable as this is a topic yet to be properly understood.

​​$$Damage=BaseDamage×Crit×EnemyDefMult× DamageBonus$$​$$×(1+DamageFluctuation)×HeadshotMult$$​

## Base Damage

​$$BaseDamage = ATK × SkillPercent + FlatSkill$$​

​$$ATK = FlatATK × (1 + ATKBonus)$$​

| Formula Variable | Explanation                                                                                      |
| ---------------- | ------------------------------------------------------------------------------------------------ |
| SkillPercent     | The scaling percentage-based number of a specific attack.                                        |
| FlatSkill        | The scaling non-percentage-based number of a specific attack.                                    |
| FlatATK          | Sum of all non-percentage-based attack from character, suppressor, weapons, equipment, matrices. |
| ATKBonus         | Sum off all percentage-based attack from buffs and other sources.                                |
| DamageBonus      | All percentage-based damage buffs multiplied to each other.                                      |

## Critical Hits

​$$Crit =\begin{cases}1 + CritDamage\1\end{cases}$$   first option if Critical Hit, second otherwise

$$AverageCrit = 1 + TotalCritRate × CritDamage$$

### ​Crit Rate

​$$TotalCritRate =  \frac{FlatCrit}{CritLevelMultiplier} + CritRate$$​

​$$CritLevelMultiplier = a×Level^{2}+b×Level+c$$​

| Level Range | a      | b   | c     |
| ----------- | ------ | --- | ----- |
| 1 - 9       | 0      | 150 | 0     |
| 10 - 40     | -4     | 408 | -2078 |
| 41 - 100    | -0.163 | 285 | -3215 |

| Formula Variable | Explanation                                                                     |
| ---------------- | ------------------------------------------------------------------------------- |
| TotalCritRate    | The total Crit Rate from all possible sources.                                  |
| FlatCrit         | Sum of non-percentage-based Crit from suppressor, weapons, equipment, matrices. |
| CritRate         | Percentage-based Crit Rate already present before Flat Crit conversion.         |

## Enemy Defense Multiplier

Complete formula is currently unknown.

​$$DefLevelMultiplier = a×Level^{2}+b×Level+c$$

|          | a       | b     | c       |
| -------- | ------- | ----- | ------- |
| 1 - 9    | 0       | 75    | 0       |
| 10 - 40  | -2      | 204   | -1039   |
| 41 - 100 | -0.0815 | 142.5 | -1607.5 |

## Damage Fluctuation

Random multiplier which ranges between -0.05 and 0.05. This changes the damage slightly resulting in seeing minor differences in damage numbers despite having the same stats.

## Headshot Multiplier

Currently unknown.

## Credits

Vladone ツ#9281, Carrier5by5#8394, Afrodiy#9769 and Sova#0618.


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