Damage calculation

A damage source may comes with multiple registers

* Direct damage
* Indirect damage

Indirect damage can be found on:

* Damage ticks that is not a part of the attack (like ignite damage, Vortex proc, etc...)
* Cross summon
* Night Kasumi Active Evasion explosion for example.

These are not indirect damage:

* Mei, Sakura clones (they can also either do Basic Attack or Branch / Charge Attack).
* Remodelled Bunny 19c in Semi-Auto (Dawn of Silver Wolf) / Full-Auto (Dimension Breaker ulti) Mode.

### 4th damage register

* Player
* Summon (Cross)
* NPC Ally (also count as summon)
* Player Ally (Coop, 3 valks on field gamemode)

### 5th damage register

* Basic Mode
* Burst Mode (for Burst mode ulti characters)

### An unknown damage register

No one know what exactly this thing does, just for documention purpose!

* Direct Attacks
* "Indirect" Attacks (Mei M tested with Vikrant and Comet Drive shield damage tick)
* "True Indirect" Attacks (Divine Pray Heaven Punishment does not trigger Newt B / Mei M at all!)

## Bonus Damage Multiplication Fomula

Base damage = [%ATK modifier \* ATK points] or [Raw damage]

Character Damage Multipler = (1 + All-damage) X (1+ Physical/Elemental Damage) X [Critical Damage (default is 2) ± Bonus Critical Damage] X [1 ± Attribute Restraint (0.3)]

* The difference in damage between type advantage and disadvantage is 60% while advantage and no advantage is only 30%!

Target Damage Receive Multipler = (1 + Target Physical/Elemental Receive) X (1 + Target All damage Damage Receive)

* Uncommon damage type, which can be found on Newton stig, Mei M stig, Blood Dance, etc...

Target Damage from Host = (1 + Target Physical/Elemental from Host) X (1 + Target All damage Damage from Host)

* Rarest type of of damage out there!
* Target only get extra damage from Host, using other characters does not count.
* Those effects can be found on example: Thales, Welt Yang, HoV Houkai Mark, Swallowtail Phantasm.

## Final Damage Multiplication Fomula

Final Character Damage = Base Damage X Character Damage Multipler X Target Damage Receive Multipler X Target Damage from Host X Stage Bonus Damage

Final Summon Damage = Base Damage X Target Damage Receive Multipler X Stage Bonus Damage

## Force Power

Force Power is depending on character attack velocity and weight.

Yamabuki and Divine Pray tag-in have highest force power in the game.

## Shield Damage

Shield Damage is based on at least 3 stats: Final Character Damage, Hit weight and Shield Damage Multipler

Shield Damage Multipler= (1 + Damage to shield)

# Crit rate
[

CRT

(
Valk level
∗
5
75
)

∗
100
]
Bonus rate

{\displaystyle \text{Crit rate}=[\frac{\text{CRT}}{(\text{Valk level}\*5+75)}\*100]+\text{Bonus rate}}

A level 80 valk with 70 CRT have 14.7% Crit Rate.

## Basic Mode / Burst Mode

Basic Mode is all attacks that weren't relied on Ulti.

Burst mode is a special buff (or indicator to trigger some gear skills) that will overwrite Basic Mode, usually will make Valks launching "better version" of Basic Mode attacks. Can cause some gears to be not working or working under Burst Mode.

For example Seneschal Fu Hua and SK will still proc Vortex during Burst Mode (Branch Attacks only condition) while Schrodinger Top (Basic Mode attacks condition) doesn't work with Ulti.

## Differences between Physical and Elemental Damage

### Physical Damage

* Can trigger critical hit unless crit rate is 0% (type disadvantage still trigger crit)
* Damage is reduced by DEF and Physical Resistance
* Damage is blocked by physical shield except special AoE damage
* Damage is reduced by elite / boss passive shield

### Elemental Damage

* Cannot trigger critical hit
* Damage is reduced by Elemental Resistance
* Ignores elite and physical shield