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Damage/Heal Mechanics V2.0

Damage/Heal Mechanics in wotvffbe. Unit stats, bravery, ability, magic, attack type, elemental attribution and damage calculation.
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update 05/06/2020

Disclaimer

This guide was created based on info shared by JP WOTV players and our research. There may be some mistakes as new information is discovered.

WOTV official has not revealed any of these mechanics at this time and they have only been uncovered through data mining and player research.

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Damage Calculation

Physical Damage

ATK x Main Multiplier x Damage Type Multiplier x Element Multiplier x DEF Multiplier x Brave Multiplier x Unit Element Weakness/Strongness


Magical Damage

MAG x Main Multiplier x Damage Type Multiplier x Element Multiplier x SPR Multiplier x Faith Multiplier x Unit Element Weakness/Strongness


Heal Calculation

(User's MAG + equipment MAG) x Skill Multiplier x Faith Multiplier

Here are some notes about Heal calculation by Krazplay:

・Some healing skills like Chakra are tagged as Physical, but the atk_type parameter has NOTHING to do with the formula used (which is more likely dependant of the effect_type or the calc). So far ALL heals use the Magical damage formula.

・Because so far no heal skill has bonus stats (so it uses only MAG), they are always Element Neutral and never have a Damage Type (so resistances or bonus like Magic Atk Up has no effect), also as they're not an attack they're not affected by SPR.

Basics/Multipliers

ATK

ATK + skill bonus stats

・Assuming an attacker's ATK is 300. It's main job is Lancer and DEX/AGI/Luck are 100/50/100. Lancer's skill bonuses are 20/10/15 % of DEX/AGI/Luck. This mutiplier is 300 + 20 + 5 + 15 = 340 finally.

・Skill bonus isn’t skill multiplier. Each job has its own unique skill bonus stats. See here for reference.

・Skill bonus is only applied to attack with skills. It's not applied to normal attack.


MAG

MAG + skill/job bonus stats

・See ATK part above for skill bonus explanations.


Main Multiplier

Skill multiplier + Type Killer [Value%] + Element Killer [Value%] + Critical [0% or 25%]

・If a skill’s multiplier is 140%, attacker’s type killer is 10, element killer is 10, and it’s critical, this multiplier is 185% (1.85).

・Normal attack has 70% skill mutiplier. Guff and Cid have 100% skill multiplier for their normal attack.

・Skill multiplier depends on each skill.

・When an attack is critical, it’s 25% bonus.


Damage Type Multiplier

100% + Attacker’s Damage Type Up [Value%] +/- Target’s Damage Type Res [Value%]

・If an attacker’s damage type up is 15 and target’s res is 5, this multiplier is 110% (1.1).

・ There are 5 damage types: Slash, Pierce, Strike, Missile, and Magic.

・Units gain damage type up from stats bonus on ability boards, master ability, support ability, buff skills, esper, vision cards, and equipment.

・Units have innate positive/negative damage type res. Units also gain that from stats bonus on ability boards, master ability, support ability, buff skills, esper, vision cards, and equipment.


Element Multiplier

100% + Attacker’s Element Attack Up [Value%] +/- Target’s Elemental Res [Value%]

・Assuming an attacker has 10 element attack up and target has -10 elemental res, this mutiplier is 120% (1.2).

・This is an abilitiy's element and different from unit’s elemental attribution.


DEF/SPR Multiplier

(100 - DEF)% or (100 - SPR)%

・Assuming target's DEF is 50, this mutiplier is 50% (0.5).

・DEF works against physical and SPR works against magical attacks.


Brave Multiplier

(0.50 + attacker’s Brave) / 100

・If an attacker’s Brave is 97, the multiplier will be 147% (1.47).


Faith Multiplier

(Caster’s Faith + Target Faith) /100

・If a caster’s Faith is 97 and that of target is 97, the multiplier is 1.94.

・If a caster’s Faith is 97 and that of target is 30, the multiplier is 1.27.

・If a caster’s Faith is 30 and that of target is 30, the multiplier is 0.60.


Unit Element Weakness/Strongness

If attacker’s elemental attribution is effective to that of target, this multiplier is 1.25. If it’s weak to, this multiplier is 0.75

・For example, Fire units gains x1.25 bonus against Ice units.

・Fire - Ice - Wind - Earth - Thunder - Water - Fire. Light and Dark are effective to each other.

・This is unit’s elemental attribution and different from abilities’ elements and elemental attack up/res.

・This applies to even non-skill attack (normal attack).

Exceptions

  • Orlandeau and Gaffgarion's normal attack multiplier is 100% instead of 70%.
  • Kilfe's normal attack uses her MAG stat instead of ATK stat.
  • Some jobs gets boost from DEX, AGI, Luck for ability damage they deal in addition to ATK and MAG. Knowing this fact is important but will rarely impact chosen stats because their damage bonus effectiveness is much smaller than ATK or MAG.

Notes on Elemental Effects

The effect of attacker/target’s Elemental Attribute is independent of Elemental Attack Res and Elemental Attack Up.

A unit’s Elemental Attribute applies even to normal attack.

Examples:

  • Y’shtola’s (Elemental Attribute: Fire, Attack Type: Strike) normal attack on Gil Snapper (Water) will be “-25% Resist” assuming Gil Snapper has no additional resistance to Strike and Fire.

  • Mediena’s (Ice) Ruin (Element: Non-Elemental, Attack Type: Magic) against Bomb (Fire) will be “-25% Resist” assuming Bomb has no additional resistance to Magic and Non-Elemental.

  • (About elemental effects) Due to a unit’s Elemental Attribute, Gaffgarion’s attacks are 25% more effective against Engelbert. Since Engelbert’s innate Dark Res is -10%, Gaff’s Dark abilities are also 10% more effective against Engelbert. Finally, assuming Gaffgarion has Dark Attack Up+10 from a Vision Card, abilities will be an additional 10% more effective against Engelbert:

    Thus Gaff’s normal attack would deal 25% more damage to Engelbert and Dark abilities 45% more damage.

Notes on Ignore DEF

Ignore DEF reduces the target's DEF. For example, Lucia’s Tune Up ability’s Ignore DEF effect is 40% at max. With the skill equipped, Lucia ignores 40% of the target’s DEF. For example, if DEF of the target is 60, Lucia’s attack will ignore 24 of it.

Notes on Each Job’s Unique Stats Modifier

/u/deal647 shared a list of all current jobs on the WOTV subreddit. Check it here.

Sample: Magical Ability Calculation

Magical damage = MAG x Main Multiplier x Damage Type Multiplier x Element Multiplier x SPR Multiplier x Faith Multiplier x Unit Element Weakness/Strongness

Situation

Unit A casts Ability Z to Unit B.

Caster Side:

・Job: Black Mage
・Unit’s Elemental Attribute: Fire
・MAG: 1000
・DEX: 100
・AGI: 100
・Luck: 100
・Faith: 80
・Magic Attack Up: 20
・Ability Z’s Multiplier: 200%
・Ability Z’s Element: Fire
・Ability’s Attack Type: Magic
・Thunder Killer: 20

Target Side:

・Unit’s Elemental Attribute: Thunder
・SPR: 10
・Faith: 20
・Magic Attack Res: 20
・Elemental Res: None

The following is a step-by-step calculation for this type of attack:

Step 1: MAG Stat

Black Mage uses 100% of MAG, 15% of DEX, 10% of AGI, and 5% of Luck. Magical ability damage at this step would be roughly:

・1000 [100% of MAG 1,000] + 15 [15% of DEX 100] + 10 [10% of AGI 100] + 5 [5% of Luck 100] = Step 1 Damage

★1,000 + 15 + 10 + 5 = 1,030

Step 2: Main Multiplier

Ability Z’s multiplier is 200%. The caster has Thunder killer 20 but doesn't have type killer. This attack wasn't critical. Magical ability damage at this step would be roughly:

・Step 1 Damage x (200 [Ability Multiplier] + 20 [Element Killer])% = Step 2 Damage

★ 1,030 x 2.2 (or x220%) = 2,266

Step 3: Damage Type Multiplier

Ability Z's attack type is Magic and the caster has magic attack up 20. Target's magic attack res is 20. Damage at this step would be roughly:

・Step 2 Damage x (100% + 20 [Magic Attack Up]% - 20 [Magic Attack Res]%) = Step 3 Damage

★ 2,266 x 1.0 (100%) = 2,266


Step 3.5: Element Multiplier

Ability Z's element is Fire, but the caster doesn't have Fire attack up. Target's Fire res is 0. Damage at this step is same to Step 3.

Step 4: SPR Multiplier

Target’s SPR is 10. Magical ability damage at this step will be roughly:

・Step 3 Damage - (100% - 10[SPR]%) = Step 3 Damage

★ 2,266 x0.9 (or 90%) = 2,039

Step 5: Faith Multiplier

Caster’s Faith is 80 and that of target is 20. Magical ability damage at this step will be roughly:

・Step 4 Damage x (80 + 20)/100 = Step 4 Damage

★ 2,039 x 1.0 (100%) = 2,039


Step 5.5: Unit Element Weakness/Strongness

Caster’s elemental attribute (Fire) isn’t effective or weak to that of the target (Thunder). Magic ability attack damage at this step will be the same as Step 2 Damage.

Conclusion

Under these conditions, the caster deals 2,039 damage with Ability Z to the target.

Starter Guides

Comments

Janos
Damage calculation is WRONG in every resistance formula.

Following the step-by-step calculation, on >>Step 3: Damage Type Multiplier
>>
>>Attack type is Magic and the caster has magic attack up 20.
>>Target's magic attack res is 20. Damage at this step would be roughly:

>>Damage x (100% + 20 [Magic Attack Up]% - 20 [Magic Attack Res]%)

THIS IS NOT TRUE!!!

Type resistence works like SPR(on step-4), but only for the explicit resistence:
Damage x (100% + 20 [Magic Attack Up]%) x (100% - 20 [MagicResist]%) = Damage x 1,2 x 0,8.

If someone has 100% magic resist in your statement, it will suffer 20% of damage:
>>Damage x (100% + 20 [Magic Attack Up]% - 100 [Magic Attack Res]%) = 20% damage.

But someone with 100% magic resist is IMMUNE to magic damage.
<< Anonymous(Janos)
Anonymous Reply
:P
tiaris
so if im a healer, best not to equip staff beacause heal is mag unit - mag equipment ?
<< Anonymous(tiaris)
Anonymous Reply
From what I understand it simply means that healing works based on unit's natural mag stat. Whether you equip a staff that increases mag or not you always have the same same amount of healing power because equipment's mag bonus is removed from the healing calculation. If you decide to focus on defensive equipment I guess it's fine, but if your healers attack too it's better to equip staves.
<< Anonymous(tiaris)
Locke Reply
What it means is that +MAG modifiers don't affect healing the way it would MAG DMG.
<< Anonymous(tiaris)
Janos Reply
Just test itself... Equipment DOES impact on heals.
So, equip staff.

That info is untrue
funkion
So between SPR or magic res, which should someone prioritize given equal amounts of both?
wawandck
This post might take a lot of time and resource, I really apreciate your work.

Commens and feedback

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