Damage

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:
\text{DMG} = \text{Base DMG} \times \text{Resistances} \times \text{Bonuses}
==Base DMG==
It is the DMG calculated without accounting for any modifiers.
\text{Base DMG} = \text{Base Ability DMG} + \text{Flat DMG} + \%\text{Flat Bonus}
=== Base Ability DMG===
The base DMG of any ability is given with this formula:
\text{Base Ability DMG} = \text{Ability Attribute} \times \%\text{MV}
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:
\text{Resistance} = \text{RES}_\text{Total} \times \text{Elem RES} \times \text{DEF Multiplier} \times \text{DMG Reduction} 
===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. 
\text{RES}_\text{Total} = \text{Base RES}_\text{Enemy} + \text{Res PEN}_\text{Attacker}
===Elemental Resistance===
Based on Total Resistance, the effective Elem RES is calculated non linearly as follows:
\text{Elemental RES} = 
\begin{cases} 
1 - \frac{\text{RES}_\text{total}}{2} & \text{if } \text{RES}_\text{total} < 0 \\
1 - \text{RES}_\text{total} & \text{if } 0 \leq \text{RES}_\text{total} < 0.8 \\
\frac{1}{1 + 5 \times \text{RES}_\text{total}} & \text{if } \text{RES}_\text{total} \geq 0.8 
\end{cases}
===DEF Multiplier===
Enemy Defense increases based on their Level according to the following formula:
\text{Enemy DEF} = 8 \times \text{LVL}_\text{Enemy} + 792
The effective DEF multiplier can thus be calculated as follows::
\% \text{DEF} = \frac{800 + 8 \times \text{LVL}_\text{Attacker}}{800 + 8 \times \text{LVL}_\text{Attacker} + \text{DEF}_\text{Target} \times (1 - \text{DEF Ignore}_\text{Target})}
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 Reduction===
The Elemental Reduction and the Damage Reduction Multipliers work in the same way. These two stats are independent to all other Resistances previously mentioned. It can be calculated using the following formula:
\text{DMG Reduction}_\text{Total} = 1 - (\text{DMG Reduction}_\text{Base} + \text{DMG Reduction}_\text{Additional}
\text{Elem Reduction}_\text{Total} = 1 - (\text{Elem Reduction}_\text{Base} + \text{Elem Reduction}_\text{Additional}
==Bonuses==
The final Bonus multiplier is given as follows:
\text{Bonuses} = \%\text{DMG Bonus} \times \text{DMG Amplify} \times \%\text{Special DMG} \times \text{Crit DMG}
===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:
\%\text{DMG Bonus} = 1 + \text{All DMG Bonus}
===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:
\text{DMG Amplify}_\text{Total} = 1 + (\text{DMG Amplify}_\text{Target} + \text{DMG Amplify}_\text{Attacker}
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:
\%\text{Special DMG} = 1 + \text{Special}_\text{Base} + \text{Special}_\text{Bonus}
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:
\text{Hardness DMG} = (\text{DMG dealt}_\text{Attack} \times \text{Hardness}_\text{Skill} + \text{Tough}) \times \text{Modifiers} + \text{Parry}
===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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