Damage (XC1)

Damage is the means of reducing an opponent's HP to zero in Xenoblade Chronicles and Future Connected. s and s deal varying amounts of damage, combined with the user's stats and equipped weapon.
==Damage formula==
The damage formula is slightly different depending on whether a party member is attacking an enemy, or the other way around.
For a party member as the attacker:
(stat + wpn) * art * (1 - def) * modifiers * lvl * block * casual
For an enemy as the attacker:
(stat - def) * art * modifiers * lvl * block * casual
In these formulas:
* stat is the relevant stat of the attacker: for physical attacks and for ether attacks. Stat-manipulating effects are applied here. In general, all additive boosts (e.g. +15) are applied before any percentage boosts (e.g. +15%).
* wpn is the 's attack. It is a random number between the weapon's minimum damage and the weapon's maximum damage. Weapon-manipulating effects are applied here.
** In the original Wii and 3DS releases, a bug causes the maximum damage to never be above the minimum damage plus 99. This is fixed in the .
* art is the arts multiplier.
** For party members, most auto-attacks have a fixed 1.0 multiplier, and most arts have a single multiplier. This is because any randomness is already applied by the weapon factor.
** For enemies, all auto-attacks have a random range of ±10% (from 0.9 to 1.1), and arts have a similar amount of randomness (e.g. having a power between 2.3 and 2.5).
* def is the defence of the target. Whether it is physical defence or ether defence depends on the attack being used. Effects that manipulate defence are applied here, but not those that manipulate damage taken.
** For party members, it is the sum or their personal defence and the defence of all equipment they are wearing.
** For enemies, it is the multiplier of their relevant defence stat, if the attacker is placed in the correct direction. Enemy defence cannot be stronger than 90% (taking only 10% damage) even if set higher.
* modifiers is the sum of effects caused by s, s, s, s, and so on. It also includes the multiplier of 1.25, if applicable. This value cannot go any lower than 0.1 (10%).
* lvl is the correction value, skewing the battle in favour of whichever side is higher-levelled.
* block is 0.5 if the attack is blocked, otherwise it's 1.0.
* casual is 1.0 if Definitive Editions Casual Mode is disabled. If enabled, it's 2.0 for party member attacks and 0.5 for enemy attacks.
Finally, the damage value is rounded down if it is not an integer.
If the target is immune to the attack, the result of the damage formula is skipped entirely - the target takes only 1 damage, or 0 if the attack is blocked. This is altered in the Definitive Edition, where the damage done is reduced to 1 as part of the formula. This results in a few changes:
* Damage bonuses such as those of still apply, so Shulk will deal 2 damage instead of 1 from behind.
* The damage dealt by debuffs such as is, instead of always being 1 per tick, equal to the debuff's normal damage of "a percentage of the triggering damage". As damage always rounds down, this means each tick does 0 damage unless the debuff's value is 100%.
==Outside of battle==
Not all damage is sustained from enemy attacks; wandering into dangerous areas or falling from too high will also inflict damage. These sources of damage do not stop when in battle, so it is important to avoid them when possible while fighting. Computer-controlled party members cannot be killed by fall damage or terrain damage unless a fight is ongoing; they will drop to 1 instead.
===Fall damage===
Dropping from one surface to another within 10 metres is safe. For every 10 metres added to a fall, the damage taken is increased by 20% of a party member's max HP. Fall Defence gems protect against the damage taken, but only from falls that are already survivable; a height of 50 metres is lethal regardless. The measurement is taken from the highest point in a jump.
Distance (m)	Damage (max HP)
0-10 	0%
10-19 	20%
20-29 	40%
30-39 	60%
40-49 	80%
50+ 	100%
===Terrain damage===
Various liquids are hazardous to swim in, dealing damage based on max HP every few seconds. Auto-healing does not activate when in such a substance, and the map and menu cannot be opened if the controlled character is in it. Terrain Defence gems protect from this damage.
Location 	Substance 	Damage (max HP)	Rate
Ether Mine 	Ether river, bottom floor 	25% 	1s
Satorl Marsh 	Poison Swamp 	15% 	3s
Satorl Marsh 	Dark Swamp 	5% 	3s
Valak Mountain 	Lava pool, Lava Cave 	20% 	2s
Sword Valley 	Ether river, Ether Storage Area 	25% 	1s
Galahad Fortress	Ether channel, Ether Influx Conduit	15% 	2s
Galahad Fortress	Ether channel, Ether Input Stream 	20% 	2s
Galahad Fortress	Ether pool, Ether Blast Furnace 	35% 	2s
Fallen Arm 	Distant sea 	20% 	1s
Mechonis Field 	Toxic waters, bottom floor 	15% 	3s
Bionis' Interior	Ether pools (all) 	15% 	4s
Bionis' Interior	Ether flow, Interior Landing Site 	10% 	3s
==Gallery==
Damage number (XC1DE).png|Regular damage number
Damage taken number (XC1DE).png|Damage taken
Damage taken blocked number (XC1DE).png|Damage taken blocked
Damage number from additional effect (XC1DE).png|Damage dealt with a Battle Art's additional effect
Critical damage number (XC1).jpg|Critical damage number
Spike damage number (XC1DE).png|Spike damage
Damage over time number (XC1).png|Damage over time
Category:Battle mechanics (XC1)Category:Battle mechanics (FC)