Damage, abbreviated in-game as DMG, is dealt when a character or enemy attacks their target.
Damage Calculation[]
The general DMG formula for Wuthering Waves can be written as:
Base DMG[]
It is the DMG calculated without accounting for any modifiers.
Base Ability DMG[]
The base DMG of any ability is given with this formula:
Here, Ability Attribute refers to the stat on which a given ability scales. Abilities scale with ATK unless specifically mentioned in skill attributes. %MV or Motion Value is the multiplier of the ability.
Flat DMG and Flat Bonus%[]
It is an amount of additional DMG which is added to Base DMG.
Resistances[]
The Resistances are calculated using the following formula:
Total Resistance[]
Every Enemy has element-specific Base Resistance values and every Character has element-specific Resistance Penetration. The total Resistance is the sum of the two for the element type of the attack, i.e.
For most enemies in the game, the base resistance is equal to 0.1 (10%). Bosses with element-specific resistances have an additional 0.3 (30%) resistance, for a total of 0.4 (40%).
RES Multiplier[]
Based on Total Resistance of the enemy, the effective resistance multiplier is calculated non-linearly as follows:
DEF Multiplier[]
Enemy Defense increases based on their Level according to the following formula:
The effective DEF Multiplier can thus be calculated as follows::
DEF% can have a maximum value of 200% so a positive result of DMG can be obtained with enough DEF Ignore.
Note that DEF Reduction is a stat change on the enemy and will be applied before the DEF% formula
DMG & Elem Reduction[]
The Damage Reduction and Elemental Reduction multipliers work in the same way. These two stats are independent to all other Resistances previously mentioned. They can be calculated using the following formulae:
Bonuses[]
The final Bonus multiplier is given as follows:
DMG Bonus[]
DMG Bonuses are divided into two main categories: Attack type and Element type. Not all DMG Bonuses are displayed on the in-game Character Stat page. On hit, the attack will use its corresponding Type Bonus in the following formula:
DMG Amplify[]
DMG Amplify (displayed in-game as DMG Deepen) is a unique multiplier which is only available through select sources. The formula for DMG Amplify is given as:
The value of DMG AmplifyTarget and DMG AmplifyAttacker can also be negative which indicates reduction instead of gain.
Special DMG[]
Special DMG is an independent multiplier which is not displayed anywhere on the in-game Character Stat page. It is calculated using the following formula:
Note that currently it is unknown as to what differentiates Special DMG from DMG Amplify, and the stat remains unused in the game.
Hardness[]
Hardness is the displayed as the bar shown below Enemy HP bar during combat. Upon depleting this bar, the enemy is stunned for a brief period. In this state the enemies do not take increased DMG.
Hardness DMG[]
The amount of DMG dealt by a character to an enemy Hardness bar is based on multiple factors, most significantly the DMG done by the hit and parries. It can be expressed using the following formula:
Parry[]
Parrying a hit depletes a consistent 12.5% of the enemies total Hardness bar and as such, is generally the most effective way of depleting Hardness when fighting equal or higher level enemies. Most bosses lost their entire Hardness bar in 8 parries, accounting for the damage done through regular attacks from above formula.
Change History[]
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