Damage explanation

Damage is a fundamental mechanic in Otherworld Legends. Any character/enemy has a damage stat that affects their attack/skill damage: every attack has an original damage, that is then multiplied by the damage stat, so the more damage stat, the more damage an attack will deal. But this is not the only thing that affects the damage something deals. This page was created to explain the different ways in which damage can be modified.

## Global mechanics

### Original damage

The original damage value is specific to every attack a character or enemy has. It is a low value that will be multiplied by the unit's damage stat to calculate how much damage should be dealt. For example, Quan Huying's Tiger Charge has an original damage of 5: this means that at a damage stat of 10, the skill will do 50 damage (5\*10), and at a damage stat of 25, it will deal 125 damage (5\*25).

### Base damage

Base damage is the character's default damage, when no external buffs or debuffs are applied. Equipping a weapon is the only way to modify this damage stat, in which case the weapon's damage stat will become the character's base damage. Many items that give damage stat will add a percentage of the character's base damage instead of a constant amount: for example, Kabuto gives +50% damage while active, so with a base damage stat of 10, that results in +5.0 damage, but with a base damage stat of 15, the buff given will be +7.5 damage.

### Crit damage multiplier

A character's crit damage multiplier is the value that multiplies an attack's damage when said attack lands a critical hit. This value is typically 1.5x, but can be modified by some items, and the Auto Mecha AFR robot has a much lower crit multiplier by default. Note that Monocle does not modify the character's crit damage multiplier, instead doubling an attack's damage if the attack was a crit.

## Buffs

### Constant damage stat

Some items provide constant damage - a damage stat increase that isn't affected by base damage or any other source and always stays the same. This damage is quite good when your base damage is not that high, but becomes weaker than percentage damage stat increases with higher base damage.

### Percentage of base damage

Most items of the Damage category and some buffs provide a damage stat increase that is a percentage of your base damage stat, which means that increase can be changed by equipping weapons.

### Damage multipliers

Many items from Damage category will not affect the player's damage stat at all, but will rather multiply the damage that they would usually do. This type of buff is easily the best as its buff will always give the same damage increase, and they stack multiplicatively with each other (using two items that double damage results in quadruple damage).

### Damage reduction

When a character or enemy takes damage, they typically take 100% of that damage, but there are some items or mechanics that can reduce the percentage of damage taken. When multiple damage reduction sources are combined, their effects are based on how much damage the player was going to take after each item's action, not the original damage value: for example, if Mirelha takes a hit from a 30-damage attack while in her Providence stance (90% damage reduction) and having taken a Scarlet Queen drink (20% damage reduction), she will not have 110% damage reduction and take no damage: first, the Scarlet Queen will reduce the damage by 20%, resulting in 24 damage, and then Providence will apply its damage reduction to that 24 damage, resulting in 2.4 damage in the end.