Damage Formula Guide for Duet Night Abyss
Last updated: 6/11/2025
This guide will cover on damage is calculated in Duet Night Abyss.
The formula is discovered with the help of Reverse Engineering by
@iamrivenous.
Follow @iamrivenous on YouTube
Damage = Base DMG * Enemy DEF Multiplier * Enemy RES Multiplier * Resolve Multiplier * Morale Multiplier * DMG Boost Multiplier * DMG Bonus Multiplier * CRIT Multiplier * Enemy Damage Taken Multiplier * Final DMG Multiplier * RNG Multiplier
Base DMG = MV Multiplier * Skill/Weapon Scalar
MV Multiplier = Base Skill Multiplier * (1 + Skill DMG%)
The Skill Scalar and MV can be found in Attribute Details.
The Skill Scalar can be either of Final ATK / HP / DEF,
depending on which attribute the character scales with. Skills only
take the Character’s ATK into account. For DMG dealt with Weapons (=Weapon DMG), the Scalar is an additive of Character Final ATK + Weapon Final ATK.
Weapon DMG Scalar = [Character Base ATK * (1 + ATK%) * (1 +
Elemental ATK%)] + [Weapon Base ATK * (1 + Weapon ATK%) * (1 +
WeaponType ATK%) * Proficiency]
Proficiency is either 1 or 1.2.
Skill Scalar = Base Character ATK * (1 + ATK%) * (1 + Elemental
ATK%)
The ATK gained from Trial Rank is regular ATK%.
Trial Rank provides additional boosts. See the table below for details.
| Rank | Bonus |
|---|---|
| Lv. 15 | 10% Shield |
| Lv. 20 | 15% Shield |
| Lv. 25 | 20% Shield, 20% DEF |
| Lv. 30 | 25% Shield, 25% DEF |
| Lv. 35 | 30% Shield, 30% DEF, 30% HP |
| Lv. 40 | 40% Shield, 40% DEF, 40% HP |
| Lv. 45 | 50% Shield, 50% DEF, 50% HP, 50% ATK |
| Lv. 50 | 75% Shield, 75% DEF, 75% HP, 75% ATK |
| Lv. 55 | 100% Shield, 100% DEF, 100% HP, 100% ATK |
| Lv. 60 | 150% Shield, 150% DEF, 150% HP, 150% ATK |
| Lv. 62 | 200% Shield, 200% DEF, 200% HP, 200% ATK |
| Lv. 64 | 250% Shield, 250% DEF, 250% HP, 250% ATK |
| Lv. 65 | 300% Shield, 300% DEF, 300% HP, 300% ATK |
Enemy DEF Multiplier takes effect reducing damage to enemy's HP,
and counted as 0 DEF on enemy's Shield.
Enemy DEF Multiplier = (300 + Level Difference) / (300 + Level
Difference + DEF)
Level Difference = Character Level - Enemy Level. The Level
Difference is clamped between -20 and 0.
Enemy RES% determines how much elemental damage is increased or
reduced based on advantage.
Elemental Advantage → +300% DMG. Elemental Non-advantage → -50% DMG
Enemy RES Multiplier = 1 + Elemental Advantage Multiplier
PEN and RES Shred are also part of this Multiplier, but as of right now
we are not sure whether those are additive or multiplicative. Further
testing is required.
Resolve% increases damage dealt the lower your current HP is.
Resolve Multiplier = 1 + (Resolve * 2 * ((1 - Current HP%) * 2 +
1) * (1 - current HP%))
The Current HP% minimum limit is 25% of Max HP, which means HP below
25% will be treated the same as 25% HP.
100% HP would result in a 0% damage gain and raise until reaching 25%
HP which gives 3.75x of the actual Resolve.
Morale% increases damage the higher your current HP is.
Morale% = 1 + (Current HP% × Morale)
DMG Boost includes all Damage Gains that are indicated by the
following wordings:
- DMG Boost
- [Weapon Type] DMG Boost
- Weapon DMG
- Skill DMG
- “Increases Damage Dealt”
DMG Boost Multiplier = 1 + Damage Boost
Notes: - The Type DMG Boost% depends on the source of damage:
• Skills → does not use Weapon DMG
• Weapons & Consonance Weapons → does not use Skill DMG
DMG Bonus includes all Damage Gains that are indicated by the
following wordings:
- “additional”
- [Element] DMG (like Anemo DMG)
Damage Bonus Multiplier = 1 + DMG Bonus
CRIT DMG% determines the bonus damage dealt when landing a critical
hit.
CRIT Multiplier = 1 + CRIT Level * (CRIT Damage - 1)
Default CRIT Level is 1, and Crit Chance exceeding 100% will increase
the CRIT Level accordingly at the same rate. For example, at 200% Crit
Rate results in CRIT Level = 2. The Crit Multiplier is 1 if the attack
does not crit. Skill Damage cannot crit.
Enemy Damage Taken Multiplier = 1 - Damage Taken
Some enemies might reduce their damage taken by abilities. Theater or
Maze might provide changes to this multiplier as well.
Final DMG Multiplier = (1 - Final DMG Multiplier ) * (1 - Final
DMG Multiplier) * ...
Anything that is worded as “unaffected by other modifiers” might go into
the bucket. As of right now, we suspect this bucket to be multiplicative
within every modifier inside rather than being additive.
The RNG Multiplier is a random factor within a ±5% range. Damage dealt will be multiplied by a random number between 95% and 105%.
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.
For a tool to calculate and compare which stat gains gives the most overall Damage, check out the Attribute Optimizer below!
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