Damage calculator
Pick a party member and a skill, say how the QTEs went, and see each hit's damage against an enemy, with and without a critical hit.
How this works: each skill's hits come from its battle sequence (one per action effect, cut short where a missed QTE ends the combo) and its script's multipliers from the skill balancing table. Every hit then runs the game's damage steps: Attack, Defense, critical hit ×1.5, the target's Skill multiplier, affinity, damage bonuses, the skill multiplier, the 9,999 limit (lifted completely by the Painted Power Picto or Lumina) and rounding.
Calculate a hit
Skill
Loading skills…
Verso's stats and weapon
Pictos, Luminas and status effects
Target
What the game does with a hit
- Attack, then Defense. The hit starts from the attacker's Attack, rounded up. Defense reduces it to Attack² ÷ (Attack + 2 × Defense); no enemy in this build has any Defense, so this step changes nothing.
- Critical hit. ×1.5, more with a skill or Lumina that raises critical damage. The chance is the crit rate plus any bonus chance, out of 100.
- Target and affinity. Some enemies take more or less from Skills and base attacks. A weakness gives ×1.5 damage and ×2 break damage, a resistance ×0.5 both; nullified elements deal nothing and absorbed ones heal the enemy by the attacker's Attack.
- Damage bonuses. Buffs, Pictos and Luminas: their multipliers multiply, their "increased damage" percentages add up first (two +30% make ×1.6).
- Skill multiplier. The skill's base value × (1 + 10% per Good QTE, 20% per Perfect, for most skills) × its overcharge, together with Mark (×1.5) and Defenceless (×1.25) on the target.
- Limit, Shields, rounding. A party member's hit stops at 9,999 unless Painted Power is equipped, which removes the limit altogether; a Shield absorbs a whole hit; the rest rounds to the nearest whole number, halves up.
Flying enemies dodge 80% of Skill and base attack hits; the numbers are for the hits that land. Skills that pick random enemies are shown for hits on the chosen one.
Damage skills not in the calculator: Mayhem: each hit takes its element and multiplier from Lune's Stain queue, consumed one Stain per hit from the end. Storm Caller: its damage comes later, at the end of enemy turns and when they are hit, not from the cast.