Damage Calculation

## Daughters

Currently the damage seems to work as follows. Keep in mind some of this could be subject to change and some multipliers might be missing.

```
Final Damage = (Skill Damage × Location Multiplier × Crit Multiplier × Total Damage Multipliers) - Armor

```
With

```
Skill Damage = [

```
   (Hidden Base Skill Damage × Hidden Base Damage Multipliers)
   + (Damage Bonus / Hits in attack)
   + Memory Damage Increase

```

]
```

### Hidden Base Skill Damage

This isn't really shown, but every skill has a default amount of damage it does before it is influenced by the Damage Bonus of the Daughter. Usually you can calculate it by doing the following:

```
Hidden Base Skill Damage = Tooltip Damage - (Damage bonus / Hits in attack)

```

Keep in mind:

* There are exceptions like Menacing Stance Skill of Blademaster with Tooltip Damage = X + 3/2 \* Damage Bonus
* Hidden Base Damage modifiers might skew the numbers

### Hidden Base Damage Multipliers

Some things seem to only affect your `Hidden Base Skill Damage`. One of the examples is the +20% Damage modifier Memories (mechanic). ***[Untested: most likely other +x% Damage increases from battle buffs also go here.]***

This means that the damage increase from these is more noticeable:

* on lower Daughter level (since a lvl 1 Daughter gets the same increase as a lvl 15 one).
* on higher `Hidden Base Skill Damage`

### Damage Bonus

This is the stat listed on the unit's screen. See Unit stats for more information.

For most Traits that add damage like Aggressive, Berserker, Hawkeye or Broken, the Damage Bonus displayed in Daughter Stats already includes the trait effect, however Hidden Base Skill Damage is also affected by these multipliers. For conditional traits like Plague Seeker, Leader or Daredevil the trait effect don't change Damage Bonus displayed but applied similar way within Total Damage Multipliers.

### Hits in attack

This is simply how many hits the skill has. So for most skills it's 1, but "Shot" is 3 for instance. In other words skills that hit multiple times do not double-dip from your `Damage Bonus`.

There are exceptions to this rule like Soulslinger's Detonating shot, which does x damage to the target and then x again to targets in a zone - both parts actually receive the full bonus from Damage Bonus, or Scythedancer's Deadly Dance, which does 15 hits total, each receives 1/5 of the Damage Bonus. For precise ratio see skill description on specific Daughter page.

### Location multipliers

This is based on where you attack is coming from. This is `×1.25` for Flank Attacks and `×1.5` for Backstab attacks.

### Crit multiplier

This is the stat listed on the unit's screen. See Unit stats for more information.

### Total Damage Multipliers

These are stuff like (x% more damage versus unit types). Keep in mind that multipliers of the same type (+15% vs cultists & +30% vs cultists) are additive (so 45% in total) and multipliers of different types are multiplicative. For example Leader (+40% for adjacent allies) and Inquisitor (+30% vs corrupted) will provide 1.3 \* 1.4 = 1.82 (i.e. +82% damage).

### Armor

This is the armor stat of the unit that is being attacked. Is listed in their stats. See Unit stats for more information.

This only gets subtracted at the very end, making it a weaker stat than you might think.

All armor gained above natural armor (provided by skills, memory, stolen by Scythedancer, etc.) is counted twice when substracted from the Final damage due to a known bug. This effect is very noticeable in fight with Maid who constantly increases her armor for 20 reducing next attack damage for 40.

Example: Plague Guard with armor 60 uses Reinforced armor skill that gives him 170 armor, that will reduce damage for (60 + 2\*170)=400. Note that armor showed in tool-tip will display 230 armor and attack tool-tip will display Damage -230, however result damage displayed in the attack tool-tip will display correct amount which is (skill damage with multipliers - 400).

### Final Damage

The right display shows Final Damage as a range of: Min - Max

* Max = Final Damage
* Min = Final Damage - 10 × Location Multiplier × Conditional Trait Multipliers

Conditional traits are traits that depend on enemy type (Plague Seeker, Inquisitor, etc.) or Daughter position (Daredevil, Leader etc.), see Damage Bonus section for more info about trait effects.

Only known exception is if you add an extra attack to a skill with a memory. This doesn't seem to have a range.

***[Some things that have not been tested: Memories like “Nightfall” that make a target take x% more damage for x initiative units have not been tested. Likely they will be a separate multiplier which happens before armor]***

## Enemies

For enemies attacking your daughter the damage calculation is quite a bit simpler.

```
Final damage = Skill Damage × Location Multiplier × Crit Multiplier - Armor

```

The `Crit Multiplier` varies depending on enemy type.

## Combat displays

There are 2 displays in combat that show damage. The upper-left display when you hover over a skill you wish to select and the upper-right display is actual damage range it will do to a selected target.

### The left display

This is quite simple and merely shows the `Skill Damage`. For Daughters this is the `Skill Damage` we discussed earlier.

```
(Hidden Base Skill Damage * Hidden Base Damage Multipliers) + (Damage Bonus / Hits in attack) + Memory Damage Increase

```

### The right display

This is the damage prediction with all the multipliers and armor also taken into account (if it doesn’t crit). The only thing this won’t account for is any armor shredding a skill might do before the hit.

#### Missing display for area-of-effect (AOE) skills

Since AOE skills can target empty spaces or multiple enemies they do not have a display on the right. It can be handy to know the damage multipliers so you can make an estimate of your damage. Damage calculation is the same for these skills.