Thumbnail
^
Thumbnail

Damage Formula Guide

Damage Formula Guide for Duet Night Abyss

Last updated: 6/11/2025

DAMAGE FORMULA GUIDE

OVERVIEW

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 FORMULA

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

MULTIPLIER

BASE DMG

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

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 MULTIPLIER

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 MULTIPLIER

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 MULTIPLIER

Morale% increases damage the higher your current HP is.
Morale% = 1 + (Current HP% × Morale)

DAMAGE BOOST MULTIPLIER

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 MULTIPLIER

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%

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

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

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.

RNG MULTPLIER

The RNG Multiplier is a random factor within a ±5% range. Damage dealt will be multiplied by a random number between 95% and 105%.

OPTIMIZER

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.

ATTRIBUTE OPTIMIZER

For a tool to calculate and compare which stat gains gives the most overall Damage, check out the Attribute Optimizer below!

Attribute Optimizer

Attribute Optimizer

Copyright @ 2025 Boarhat.gg