EN Mode

Methods

This site's damage calculator uses methods that were sourced from several threads around the online KHUX community. While there is no official method available, our intent is to make this calculator available to all (reasonable) methods developed and researched by KHUX players.

Below are the current available methods. If you wish to suggest a method to add to the calculator, please submit it through the Contact Us page for consideration.


Damage Formula:

The following data was compiled from research and tests conducted by the following users: Myxas_ and ryugasen for the '1110' theory, GPSMUR Multipliers & Enemy Defense research and theories.

  • Damage = ( [ Player ATK ] - [ Enemy DEF ] ) x [ Damage Multiplier ]


  • [ Player ATK ] = 1110 + ( 0.3 x (Medal STR + Chips + Boost + STR Trait) x Slot Multiplier x GAU
  • [ Enemy DEF ] = ( Base DEF + Enemy LVL Multiplier ) x GDD x DEF Trait
  • [ Damage Multiplier ] = [ PSM Multiplier ] x [ UR Multiplier ] x Skill x [ Total Guilted Special Attack ] x Extra x Raid

  • [ PSM Multiplier ] = PSMAU + PSMDD + Attribute Bonus
  • [ UR Multiplier ] = 1 + URAU + URDD
  • [ Total Guilted Special Attack ] = SP ATK x (1 + Guilt Percentage + Guilt Boosts)

Terms:

  • GAU/GDD - General Boost = Multiplied damage per tier of General buff. (see table)
  • PSMAU/PSMDD - Attribute Boost = Multiplied damage per tier of Power, Speed or Magic buff. (see table)
  • URAU/URDD - UpVerse Boost = Multiplied damage per tier of Upright or Reverse buff. (see table)
  • Attribute Bonus Medal vs Enemy where Power > Speed > Magic > Power
      = +50% (or x 1.5) damage for super-effective attributes
      = +0% (or x 1) damage for equal attributes
      = -33% (or x 0.67) damage for not-very-effective attributes
  • Attack Boost (Skill) = +20% (or x 1.2) damage per tier of boost.
  • Raid (Trait) = +40% (or x 1.4) damage.
  • Extra (Trait) = -60% (or x 0.4) damage on second medal use.

Buff Multipliers:

Buff Tier General Attack Up General Defense Down PSM/UR **
x8 ↑ 1.9 1.9 1.9
x7 ↑ 1.9 1.9 1.7
x6 ↑ 1.8 1.8 1.5
x5 ↑ 1.7 1.7 1.3
x4 ↑ 1.6 1.6 1.1
x3 ↑ 1.5 1.5 0.9
x2 ↑ 1.35 1.35 0.55
x1 ↑ 1.2 1.2 0.25
0 1 1 0
x1 ↓ 0.8 0.8 *
x2 ↓ 0.65 0.65 *
x3 ↓ 0.5 0.5 *
x4 ↓ 0.4 0.4 *
x5 ↓ 0.3 0.3 *
x6 ↓ 0.2 0.2 *
x7 ↓ 0.1 0.1 *

* PSM Debuff Damage is still be researched, so KHUXTracker will default any negative multipliers to x0.
** Medals with Ignore Attribute abilities (like Xigbar B, WOFF, etc) have a bug in PVP that prevent them from using PSM Buffs. Until this is fixed in the game, KHUXTracker will default PSM AB & DD totals to x1.00.

Powerup Condition Multipliers:

Medals that have a Multiplier range for their special attack have powerup conditions as referred to in their descriptions. Those medals that are required to be in a specific slot number receive full 100% powerup when they are in that slot, or 0% for any other slot. The other powerup conditions are tiered based on their requirements and have been tested to show a regressive increase in power. The following data was compiled from different tests conducted by the following users: ryugasen, Myxas_, rosiethorns88, and NeverEndingHope.

Unit Higher Slot Number Lower Slot Number More Gauges Used More Gauges Full Successive SP ATK
0 ---- ---- 0.000 0.000 0.000
1 0.000 1.073 0.100 0.080 0.364
2 0.200 1.000 0.318 0.330 0.631
3 0.550 0.890 0.523 0.520 0.800
4 0.800 0.721 0.676 0.680 0.946
5 1.000 0.466 0.783 0.790 1.000
6 1.000 0.161 0.862 0.840 1.030
7 1.000 0.000 0.915 0.890 -----
8 ----- ----- 0.954 0.930 -----
9 ----- ----- 0.981 0.970 -----
10 ----- ----- 1.000 1.000 -----

Enemy Defense Formula:

The holy grail of quest for damage calculation! Enemy Base DEF is found by working the entire damage formula backward from the results of damage tests and recording the figure for each enemy. Discovers of the formula caution that the following defense calculations aren't as consistent for enemies above LVL 1000 and are still being researched. The following data was amazingly compiled from research and tests conducted by the following users: ryugasen and Myxas_

  • Field DEF (LVL 1 - 35) = Enemy Base DEF + [ d1 ] / 34 x ( Enemy LVL - 1 )
  • Field DEF (LVL 36 - 100) = Enemy Base DEF + [ d2 ] / 65 x ( Enemy LVL - 35 )
  • Field DEF (LVL 101 - 300) = Enemy Base DEF + [ d3 ] / 200 x ( Enemy LVL - 100 )
  • Field DEF (LVL 301+) = Enemy Base DEF + [ d3 ] x ( Enemy LVL - 300 ) x [ m4 ]

  • Coliseum DEF (LVL 1 - 100) = Enemy Base DEF + [ cd1 ] / 99 x ( Enemy LVL - 1 )
  • Coliseum DEF (LVL 101 - 300) = Enemy Base DEF + [ cd2 ] / 200 x ( Enemy LVL - 100 )
  • Coliseum DEF (LVL 301+) = Enemy Base DEF + [ cd2 ] + ( Enemy LVL - 300 ) x [ cm4 ]

  • Raid DEF (LVL 1 - 300) = Enemy Base DEF
  • Raid DEF (LVL 301+) = Enemy Base DEF + ( Enemy LVL - 300 ) x [ m4 ]


Terms:


  • d1: 200 - A constant for the difference of DEF Increase between a Field Enemy LVL 1 and 35
  • d2: 400 - A constant for the difference of DEF Increase between a Field Enemy LVL 36 and 100
  • d3: 5250 - A constant for the difference of DEF Increase between a Field Enemy LVL 101 and 300
  • m4: 2.56 - A constant multiplier for Field Enemy LVL 301+

  • cd1: 400 - A constant for the difference of DEF Increase between a Coliseum Enemy LVL 1 and 100
  • cd2: 4850 - A constant for the difference of DEF Increase between a Coliseum Enemy LVL 101 and 300
  • cm4: 33.25 - A constant multiplier for a Coliseum or Raid Enemy LVL 301+


Medal STR Increase per LVL Formula:

To use the MAX LVL STR of a medal that has only can be referenced by the base LVL 1 strength of its rarity, the site uses a formula that estimate the STR increase for each level. The following data/formula was compiled from research and tests conducted by the following users: rosiethorns88

  • [ TARGET LVL ] STR = ( ( 0.6 x [ LVL 1 STR ] + 1900) / 39 ) x ( [ TARGET LVL ] - 1 )0.6) + [ LVL 1 STR ]

Album Max Damage:

This is a value assign to saved medals in your Album. It's a basic formula that strips away any attributes, slot multipliers, damage traits, skills, or other conditional boosters to give you the comparable damage for all medals. If a medal boosts itself through its abilities, it is factored in as such.

  • ( Strength + Chips + Boost + Strength Trait )
  • x Medal's Own General Boost
  • x Medal's Own Attribute Boost
  • x (Special Attack x ( Guilt % ))
  • x Attribute Bonus (only if medal ignores attributes)
  • = Total

Retired Methods


Terms:

  • General Boost = +20% (or x 1.2) damage per tier of boost.
  • Attribute Boost = +20% (or x 1.2) damage per tier of Power, Speed or Magic boost.
  • UpVerse Boost = +20% (or x 1.2) damage per tier of Upright or Reverse boost.
  • Attribute Bonus Medal vs Enemy where Power > Speed > Magic > Power
      = +50% (or x 1.5) damage for super-effective attributes
      = +0% (or x 1) damage for equal attributes
      = -33% (or x 0.67) damage for not-very-effective attributes
  • Attack Boost (Skill) = +20% (or x 1.2) damage per tier of boost.
  • Raid (Trait) = +40% (or x 1.4) damage.
  • Extra (Trait) = -60% (or x 0.4) damage on second medal use.

AB Damage:

Attack Boost Damage. This is one of the most common 1/3 math forms found of how the attack damage is calculated for a medal without taking into consideration for any enemy defense. The most common situation where Defense Down would be useless would be against Level 1 or Low Level Enemies and Raid Bosses.

  • [ ( 0.30599 x ( Strength + Chips + Boost + Strength Trait ) )
  • - ( 0.0000006578 x ( Strength + Chips + Boost + Strength Trait ) )^2 ]
  • x Slot Multiplier
  • x General Attack Boost
  • x Attribute Attack Boost
  • x Attribute Defense Down
  • x UpVerse Attack Boost
  • x UpVerse Defense Down
  • x (Special Attack x ( Guilt % ))
  • x Attribute Bonus
  • x Attack Boost (Skill)
  • x Raid / Extra Attack (Trait)
  • = Total
Source

AB = GDD Damage:

Attack Boost = General Defense Down Damage. Note: This is an UNCONFIRMED method. This is a method that was highly requested by our visitors, even though there is no proven formula for calculating GDD buffs. With that said, the way the method is set up below is known to be the incorrect way that GDD is calculated. Normally GDD is applied against the enemy defense, which is then subtracted from the strength total after the slot multiplier and General Boosts are applied, but before Attribute Boosts are applied. In theory, many users have suggested higher level enemies react to a GDD buff in the same manner as an Attack Boost. With no alternative method to account for GDD, this method adopts that AB = GDD theory to give users the ability to compare their setups in that environment. Please take into account that not all enemy defenses are the same and may react differently to setups with comparable buffs. The most common situation where General Defense Down would be useful would be against High Level Enemies.

  • [ ( 0.30599 x ( Strength + Chips + Boost + Strength Trait ) )
  • - ( 0.0000006578 x ( Strength + Chips + Boost + Strength Trait ) )^2 ]
  • x Slot Multiplier
  • x General Attack Boost
  • x General Defense Down
  • x Attribute Attack Boost
  • x Attribute Defense Down
  • x UpVerse Attack Boost
  • x UpVerse Defense Down
  • x (Special Attack x ( Guilt % ))
  • x Attribute Bonus
  • x Attack Boost (Skill)
  • x Raid / Extra Attack (Trait)
  • = Total

Raw Damage:

This is the most basic math form of how the attack damage is calculated for a medal without taking into consideration for any enemy defense. This method was retired due to the similiarities with the Game Damage (AB Damage) method. Since the purpose of the KHUX Tracker's calculator is to compare damage output, not accurately calculate damage output, having both of these methods available was redundant and confusing. Since the Game Damage (AB Damage) method is a more accurate representation of the game's actual damage output, the Raw Damage proved more suited to be retired.

  • ( Strength + Chips + Boost + Strength Trait )
  • x Slot Multiplier
  • x General Boost
  • x Attribute Boost
  • x (Special Attack x ( Guilt % ))
  • x Attribute Bonus
  • x Attack Boost (Skill)
  • x Raid / Extra Attack (Trait)
  • = Total

The World Ends With You
Value: 813312
1000
Value
Guilt
Skill
Trait
Value
4202786
Guilt
200%
Skill
ab5maxapplp
Trait
Add

Slot 1: HD Ventus [EX]
SP ATK On
Max
Details
Medal Strength
General Attack Boost Total
Modified Strength 2574
Enemy Defense 2574
General Defense Total
Trait: -60% Defense Trait 0.4
Modified Defense
Total Attack
Spirit PSM Boost
PSM Attack Boost Total
PSM Defense Down Total
PSM Bonus
UR Attack Boost Total
UR Defense Total
Total PSMUR Boost
  Min Special Attack
  Power-up Condition
  Max Special Attack
  Total Boosters
Guilt Boost Total
  Total Guilt Percentage
Total Special Attack
On
Skill
On
Trait: +40% in Raids 1.4
Trait: -40% Extra Attack 0.4
SP Cost:7
SP Left:10
DMG / Cost:13,812
DMG / Hit:32,228
Medal Damage:52,048
Total SP Cost
15253
Total DMG / Cost
15253
Drag Trait Here

Slot 1 Optimization

#1: Illustrated Goofy
Total Damage: 50,032,045
Swap
 0

x 1.20
x 1.20
x 1.00
x 1.00

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6 Star
7 Star
KH Sora A
LVL 1 Strength
LVL Max Strength
x 3222
Special
x 3222
Use Min or Max Multiplier:
MIN
MAX
Total Slot Strength:
x 3222
Total Guilted Special:
x 3222
Use Special Attack in Calculations:
Special Attack On
Use Extra Attack in Calculations:
Extra Attack On

Show Medal Details

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MAX

Guilt:

MAX

Level:

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Boosted: +

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Traits:
AIR
DEF+
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RMV

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JP/EN
6 Star
7 Star
KH Sora A
Note: This is a JP exclusive medal:
Deals 6 Hits
LVL 1 Strength
LVL Max Strength
Special
Special
Level 100/100
Guilt 0%
Skill None
Traits None
Max Guilt Special
+ Guilt Increase
+ Boosters
Hits Tier SP Target Traits
5


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