-->
Damage Formula Guide for Crystal of Atlan
Last updated: 19/6/2025
This guide will cover on how damage is calculated from various sources. The formulas are mostly taken based on CN findings.
Actual DMG = Actual ATK * Skill Multiplier% * CDMG% * Elemental DMG % * Skill DMG% * DMG Bonus% * Resonance DMG% * Shield Breaking DMG% * DMG to Debuff% (Different debuff are multiplied separately) * DMG to Enemy Type + Additional DMG (Different element additional DMG are added separately)
PATK shown in Basic Attributes is already calculated in total. Every
10 Strength increase 1% PATK.
Total PATK = PATK * (1 + STR Increase %) * (1 + PATK%)
For example, if player have PATK +100, 1000 Strength, PATK +10%, the
PATK will be 100 * (1 + 100%) * (1 + 10%), resulting in 220 Total PATK.
Total PATK can be boosted from various sources that states Strength +X,
PATK +X%, PATK +X.
Damage Reduction % is calculated from following formula :
Damage Reduction % = Defense / (3000 + Defense))
Where Defense = PDEF * (1 - Physical PEN%)
For example, if player have 3385 PDEF, and got penetrated by 3% Physical
PEN, the calculation is (3385 * (1-0.03)) / (3000 + (3385 * (1-0.03))),
resulting in 52.2% Physical DMG Reduction.
Actual Attack is calculated from following formula :
Actual Attack = Total PATK * (1-Damage Reduction %) + PDEF Shred
For example, if player have Total PATK of 1000, 2000 PDEF Shred, enemies
have 50% DR, the calculation is 1000 * (1 - 50%) + 2000, resulting in
2500 Actual Attack.
Note: Training Ground have 0 Defense, resulting in 0% DR. Training Dummy
is counted as BOSS unit.
Skill Multiplier is taken from the Skill Page. This value increase with level, which can be increased from various Skill +1 sources.
Critical Damage occur when landing a critical hit, increasing the damage multiplicatively. To make use of this stats, a good critical rate is needed. Base Critical DMG is 50%, which means 150% of normal DMG.Critical DMG can be gained through various sources that states CDMG +X%.
Elemental DMG is affected by Elemental ENH points, with ratio of 11 attribute equal to 5% Elemental DMG.Elemental DMG can be gained through various sources that states Ele ENH +X.
Skill DMG can be gained through various sources that states Skill DMG +X%. Class effect that boost DMG of certain skills also falls into this category.
DMG Bonus can be gained through various sources that states DMG Bonus +X%.
Activating Resonance boost Damage by 20% at minimum and counted multiplicatively, and can be boosted from various sources that states "DMG During Resonance +X%"
Breaking Shield boost Damage by 30% at minimum and counted multiplicatively, and can be boosted from various sources that states "DMG During Shield Break +X%"
Dealing DMG to debuffed enemies (scorched, vulnerable, slowed, exhausted) are counted separately and multiplicatively. Below is the formula for it : (1 +DMG to Scorched) * (1 +DMG to Vulnerable) * (1 + DMG to Slowed) * (DMG to Exhausted)
DMG to Type can be gained through various sources that states DMG to X +Y%. It's recommended to get DMG to BOSS.
Dealing DMG can proc Additional DMG which is indicated by white
number next to the DMG. Additional DMG cannot be seen from stats
panel. Additional DMG is counted directly with formula below:
Additional DMG = Damage * (Additional DMG%)
If Additional DMG is converted to Element, the damage is counted diferently
based on Elemental DMG%.
Additional Damage = Damage / (Skill's Element DMG%) * Additional
Damage Element DMG% * Additional DMG%
For Example, the Damage is 100.000, player have 10% Ice DMG, and 20%
Electro DMG, the Additional DMG is 5% as Electro, while the Skill element
is Ice. That means the calculation is 100.000 / 1.1 * 1.2 * 5% , which
results in 5454 Additional DMG.
As every multiplier is counted multiplicatively and additive to same
category, it's recommended to not focus on 1 stats, and spread it
evenly due to diminishing return in focusing a single stats.
Below are several recommendation to focus stats in :
Other stats are less recommended as it requires very specific scenario, such as enemies type, reliable way to debuff enemy, or only active in certain moment for some time.
Below is small test performed on Training Dummy :
Name | Value |
---|---|
Actual Damage | 765.494 |
PATK | 7703 |
PDEF Shred | 1458 |
Skill Multiplier | 1960% |
DMG Bonus | 10% |
Critical Hit Damage | 140.7% |
Skill DMG | 38.1% + 20% (Photon Blast) |
DMG to BOSS | 3% |
Calculated Result | 774.170 |
Damage = (7703 + 1458) * 1960% * (1 + 10%) * (1 + 140.7%) * (1 + 38.1% + 20%) * (1 + 3%) = 774.170. As we can see, it has very little error margin.
Copyright @ 2025 Boarhat.gg