Check out damage types and the formulas used to calculate them.
[Damage Type]
| Attack Damage | Skill Damage | True Damage | Trap Damage |
Definition | Damage dealt by basic attacks | Damage dealt by skills | Special damage from certain skills | Damage dealt by traps |
Use | Basic Attacks | Most skills | Yuki P, Chloe R | Traps, Isol R |
Defense (Armor penetration) |
✅ | ✅ | ❌ | ❌ |
Critical Strikes | ✅ | ❌ | ❌ | ❌ |
Effects applied by Basic Attacks (Vigor, Electric Shock, etc) |
✅ | ❌ | ❌ | ❌ |
Basic Attack Amp Extra Basic Attack Damage Defense from Basic Attacks |
✅ | ❌ | ❌ | ❌ |
Skill Damage Reduction | ❌ | ✅ | ❌ | ❌ |
Final Damage Amp | ✅ | ✅ | ❌ | ✅ |
Mode Adj Value | ✅ | ✅ | ✅ | ✅ |
[Attack Type]
Types of attacks
Classification | Content |
Basic Attack |
Each character's basic attack |
Skill Attack | All damage besides basic attack's |
[Damage Formula According to Attack Type]
Basic Attack
Target's Applied Defense = (Target's Defense * ( 1 - Armor penetration(%) ) ) - Armor penetration
Attack Power Damage Calculation = (( Attack Power * 100 / (100 + Target's Applied Defense) * (1 + Upon Crit Strike, (0.65 + Crit Strike Damage Increase(%))))
Damage Increase = Attack Power Damage Calculation + ( Attack Power Damage Calculation * ( Damage Increase(%) - Target's Damage Reduction(%) ))
Basic Attack(%) = Damage Increase * ( 1+ Extra Basic Attack Damage(%) - Target's Basic Attack Damage Reduction(%) )
Extra Basic Attack = Basic Attack(%) + ( Extra Basic Attack Damage - Target's Basic Attack Damage Reduction)
Final Damage = ( Extra Basic Attack * Final Additional Damage(%) ) + Final Additional Damage)
Mode Balancing Final Damage = Final Damage * ( Damage adjusted by Mode(%) - Target's Damage taken adjusted by Mode(%))
Damage Formula
- Armor penetration → Basic Attack (Including Crit Strike) → Additional Damage Increase → Extra Basic Attack (%) Amp → Extra Basic Attack Amp → Final Damage → Mode Balancing
Skill Attack
Target's Applied Defense = (Target's Defense * ( 1 - Armor penetration(%) ) ) - Armor penetration
Skill's Base Damage = (Skill Damage* 100 / (100 + Target's Applied Defense))
Damage Increase = Skill's Base Damage + ( Skill's Base Damage * ( Damage Increase (%) - Target's Damage Reduction(%) ))
Skill Damage Reduction(%) = Damage Increase * ( 1 - Target's Skill Damage Reduction (%))
Final Damage = ( Skill Damage Reduction(%) * Final Additional Damage (%) ) + Final Additional Damage
Final Damage from Mode Adjustment= Final Damage * (Damage adjusted by Mode (%) - Target's Damage taken adjusted by Mode (%))
Bonus. Crowd Control
These are the CC types in Eternal Return.
Classification |
Movement |
Auto-attacks | Skill Cast | Channeling Disrupt |
Tenacity (There can be some skill exceptions) |
Ended by Nullification (There can be some skill exceptions) |
Stasis | ❌ | ❌ | ❌ | ✅ | ❌ | ❌ |
Grounded | ✅ | ✅ | ✅ (Except Mov. Skills) | ❌ | ✅ | ✅ |
Feared | ❌ | ❌ | ❌ | ✅ | ✅ | ✅ |
Grabbed | ❌ | ❌ | ❌ | ✅ | ❌ | ❌ |
Stunned | ❌ | ❌ | ❌ | ✅ | ✅ | ✅ |
Knocked back | ❌ | ❌ | ❌ | ✅ | ✅ | ❌ |
Taunted | ❌ | ✅ | ❌ | ✅ | ✅ | ✅ |
Slowed | ✅ | ✅ | ✅ | ❌ | ✅ | ✅ |
Charmed | ❌ | ❌ | ❌ | ✅ | ✅ | ✅ |
Disarmed | ✅ | ❌ | ✅ | ❌ | ✅ | ✅ |
Polymorphed | ✅ | ❌ | ❌ | ✅ | ✅ | ✅ |
Rooted | ❌ | ✅ | ✅ | ❌ | ✅ | ✅ |
Sleeping | ❌ | ❌ | ❌ | ✅ | ✅ | ✅ |
Vision Blocked | ✅ | ✅ | ✅ | ❌ | ✅ | ✅ |
Blind | ✅ | ✅ | ✅ | ❌ | ✅ | ✅ |
Airborne | ❌ | ❌ | ❌ | ✅ | ❌ | ❌ |
Suppressed | ❌ | ❌ | ❌ | ✅ | ❌ | ✅ |
Dancing | ✅ | ❌ | ❌ | ✅ | ✅ | ✅ |
Silenced | ✅ | ✅ | ❌ | ✅ | ✅ | ✅ |
Vision Blocked (Smokescreen Weapon Skill) | ✅ | ✅ | ✅ | ❌ | ❌ | ❌ |
Spotted (Telephoto Camera) | ✅ | ✅ | ✅ | ❌ | ❌ | ❌ |
Hyperloop Aftereffect | ✅ | ❌ | ❌ | ✅ | ❌ | ❌ |
Untargetable | ✅ | ❌ | ❌ | ❌ | ❌ | ❌ |
Frozen | ❌ | ❌ | ❌ | ✅ | ✅ | ✅ |