Damage

Damage, often abbreviated as DMG, is dealt when a character or enemy attacks its target.
There are two types of DMG in Zenless Zone Zero, Standard DMG and Attribute Anomaly DMG, which have different methods of calculation.
==General Formula==
===Standard DMG===
Standard DMG is dealt directly by agent skills.
\begin{align} \text{DMG}_\text{Standard} ={} & \text{Base DMG}_\text{Attacker} \times \text{DMG Bonus Multiplier}_\text{Attacker} \times \text{CRIT Multiplier}_\text{Attacker} \\ & \times \text{DEF Multiplier}_\text{Target} \times \text{RES Multiplier}_\text{Target} \\ & \times \text{DMG Taken Multiplier}_\text{Target} \\ & \times \text{Stunned Multiplier}_\text{Target} \end{align}
===Attribute Anomaly DMG===
Attribute Anomaly DMG is dealt when triggering Burn, Shock, Corruption, Shatter, Assault, or Disorder.
\begin{align} \text{DMG}_\text{Attribute Anomaly} ={} & \text{Anomaly Base DMG}_\text{Attacker} \\ & \times \text{Anomaly Proficiency Multiplier}_\text{Attacker} \times \text{Anomaly Level Multiplier}_\text{Attacker} \\ & \times \text{DMG Bonus Multiplier}_\text{Attacker} \\ & \times \text{DEF Multiplier}_\text{Target} \times \text{RES Multiplier}_\text{Target} \\ & \times \text{DMG Taken Multiplier}_\text{Target} \\ & \times \text{Stunned Multiplier}_\text{Target} \end{align}
==Multiplier Details==
===Base DMG===
\text{Base DMG} = \text{Ability Multiplier} \times \text{Stat}
* The stat that determines Base DMG is always ATK unless otherwise stated.
===DMG Bonus Multiplier===
\text{DMG Bonus Multiplier} = 1 + \text{Total DMG Bonus}
* DMG Bonus may be specific to an Attribute, a type of skill, a type of attack type (e.g. Slash, Strike, Pierce), or other conditions. Different sources of DMG Bonus are calculated additively.
===CRIT Multiplier===
\text{CRIT Multiplier} = \begin{cases}
1 + \text{CRIT DMG} & \text{if attack scores a CRIT hit}\\
1 & \text{otherwise}\\
\end{cases}
\text{CRIT Multiplier}_\text{Average} = 1 + \text{CRIT Rate} \times \text{CRIT DMG}
===DEF Multiplier===
\text{DEF Multiplier} = \frac{\text{Level Factor}_\text{Attacker}}{\max((\text{DEF}_\text{Target} \times (1 - \text{PEN Ratio}_\text{Attacker}) - \text{PEN}_\text{Attacker}), 0) + \text{Level Factor}_\text{Attacker}}
* Enemy DEF at level 1 is usually between 36 and 60. They have the same growth pattern as the Level Factor.
::
Level	Level Factor
1 	50
2 	54
3 	58
4 	62
5 	66
6 	71
7 	76
8 	82
9 	88
10 	94
11 	100
12 	107
13 	114
14 	121
15 	129
16 	137
17 	145
18 	153
19 	162
20 	172
Level	Level Factor
21 	181
22 	191
23 	201
24 	211
25 	222
26 	233
27 	245
28 	256
29 	268
30 	281
31 	293
32 	306
33 	319
34 	333
35 	347
36 	361
37 	375
38 	390
39 	405
40 	421
Level	Level Factor
41 	436
42 	452
43 	469
44 	485
45 	502
46 	519
47 	537
48 	555
49 	573
50 	592
51 	610
52 	629
53 	649
54 	669
55 	689
56 	709
57 	730
58 	751
59 	772
60+ 	794
===RES Multiplier===
\text{RES Multiplier} = 1 - \text{RES}_\text{Target} + \text{RES Reduction}_\text{Target} + \text{RES Ignore}_\text{Attacker}
===DMG Taken Multiplier===
\text{DMG Taken Multiplier} = 1 + \text{DMG Taken Increase}_\text{Target} - \text{DMG Taken Reduction}_\text{Target}
* DMG Taken is not to be confused with DMG Bonus. Despite similar in-game wordings, DMG Bonus effects are applied to the attacker, while DMG Taken effects are applied to the target.
===Stunned Multiplier===
* The Stunned Multiplier varies by enemy, and the value can be seen under the enemy's Daze bar when they are Stunned.
===Anomaly Base DMG===
\text{Anomaly Base DMG} = \text{Anomaly Multiplier} \times \text{ATK}
::
Attribute Anomaly	Anomaly Multiplier
Burn 	50%
Shock 	125%
Corruption 	62.5%
Shatter 	500%
Assault 	713%
* Disorder occurs when a new Attribute Anomaly replaces an existing one. The Anomaly Multiplier of Disorder depends on the type of Anomaly that has been replaced as well as the amount of time that has passed (in seconds) since its application.
::
Previous Anomaly	Anomaly Multiplier (Disorder)
Burn 	450\% + floor((10 - \text{Time Passed}) \times 2)) \times 50\%
Shock 	450\% + floor(10 - \text{Time Passed})) \times 125\%
Corruption 	450\% + floor((10 - \text{Time Passed}) \times 2)) \times 62.5\%
Frozen 	450\% + floor(10 - \text{Time Passed})) \times 7.5\%
Flinch 	450\% + floor(10 - \text{Time Passed})) \times 7.5\%
===Anomaly Proficiency Multiplier===
\text{Anomaly Proficiency Multiplier} = \text{Anomaly Proficiency} \times 0.01
===Anomaly Level Multiplier===
\text{Anomaly Level Multiplier} = 1 + \frac{1}{59} \times (\text{Level} - 1)
* Anomaly Level Multiplier is truncated to 4 decimal places.
==External Links==
* HoYoLab: Zenless Zone Zero Data Overview by 666bj
==Navigation==