Neverness to Everness · Combat Mechanics
Damage Formula Complete Guide
Everything that determines how much damage you deal — from ATK and skill ratios to CRIT, DEF ignore, elemental reactions, and the Break system.
The Complete Formula
NTE damage calculation appears to follow a chain of independent multipliers. Each step is applied sequentially — meaning that a buff in any layer multiplies the output of every layer before it. This is why DEF ignore is so powerful: it amplifies your final number after ATK, DMG Bonus, and CRIT have already been applied.
Each multiplier is multiplicative with every other layer but additive within its own layer. Example: +10% Cosmos DMG and +8% Universal DMG add together to +18% in Step 2 (same layer, additive). But that +18% then multiplies the output of Step 1 (different layers, multiplicative). This is why stacking many small bonuses in one layer yields diminishing returns — diversifying across layers is more efficient.
ATK — The Base Multiplier
How ATK works
Base ATK comes from your character level and the arc (weapon). Flat ATK (AtkAdd) from modules adds directly to the pool. ATK% (AtkUp) then multiplies the total ATK.
Skill ratios are expressed as a % of Total ATK. A skill with a 300% ratio deals 3× your ATK in base damage before any bonuses. At higher skill levels the ratio scales up — this is why upgrading Ultimate first matters: it directly multiplies every ratio on that skill.
Flat ATK vs ATK% — which is better?
It depends on your current ATK pool. Flat ATK is always the same absolute value. ATK% scales with your base. At high base ATK (late game, fully ascended), ATK% pulls ahead significantly.
- Early game / low base ATK: flat ATK from modules can be competitive
- Late game: ATK% on the cartridge main stat is almost always better than flat
- Either way, your element's DMG Bonus main stat (e.g. Cosmos DMG%) usually beats ATK% on the cartridge
DMG Bonus — Elemental & Universal
NTE has 7 elemental damage types plus a Universal bonus. All of these bonuses are additive within this layer before multiplying into the formula — meaning stacking the same type gives diminishing returns, while mixing types does not give extra multiplication.
DamageUpCosmosBaseDamageUpChaosBaseDamageUpPsycheBaseDamageUpNatureBaseDamageUpIncantationBaseDamageUpLakshanaBaseDamageUpPsychicallyBaseDamageUpGeneralBaseWhy Universal DMG matters
Universal DMG Bonus applies to all damage regardless of element. It adds directly into the same pool as your elemental bonus — so +8% Universal is equivalent to +8% of your element type. For off-element hits (chain skills, follow-ups), Universal DMG is the only bonus that applies.
Console specialization bonus
console.specializationBonus field.Each character has a console specialization (Type II or Type III modules) that grants a stacking bonus per matching module equipped. The stat and value depend on the character. Examples:
- Hotori / Chiz: +10% Cosmos DMG per Type III Module
- Lacrimosa / Daffodill: +10% Chaos DMG per Type III Module
- Sagiri: +9% Incantation DMG per Type III Module
- Hathor / Zero / Haniel / Skia / Aurelia: +10% ATK per Type III Module
- Baicang / Mint: +7.5% CRIT Rate per Type III Module
- Adler: +12% DEF per Type III Module
- Edgar: +10% HP per Type III Module
- Fadia / Jiuyuan / Nanally: Type II — 6% HP or 6% CRIT Rate per module
Use the Console Optimizer to find the best layout per character.
CRIT System
CRIT Rate & CRIT DMG
CRIT Rate is the probability of landing a critical hit on any given damage instance. CRIT DMG is the multiplier applied when that instance crits.
Multi-hit skills & variance — why the floor matters
Every damage instance rolls CRIT independently. On a 10-hit Ultimate, that's 10 separate CRIT checks. At 30% CRIT Rate, the math says you average 3 crits — but a bad RNG string can land 0 or 1, and your whole rotation tanks. At 70% CRIT Rate, you average 7 crits and even the unluckiest string still gets you 4–5.
This is why a CRIT Rate floor exists at all— not because the data says "60% is good", but because variance on multi-hit skills punishes low CRIT Rate disproportionately. The higher your CR, the more consistent every rotation becomes.
CRIT recommendation
The standard CRIT formula gives avg dmg = base × (1 + CRIT Rate × CRIT DMG). For equal stat-roll cost, the math optimum is reached when CRIT DMG ≈ 2 × CRIT Rate. On top of that, very low CRIT Rate hurts multi-hit ultimates because each hit rolls independently — even a single bad string of non-crits can wreck a rotation.
Reachable CRIT Rate from data alone
- Console — Type III CRIT specialists: Baicang & Mint gain +7.5% per Type III module; with 5 modules that's +37.5% from the grid alone.
- Console — Type II CRIT specialists: Jiuyuan & Nanally gain +6% per Type II module.
- Street Boxer 4pc (Lakshana DPS):"Increases Crit Chance by 14%. Team triggering Remora or Stain increases the bonus to 14% for 20s."
- Remora — Hathor passive (Delay Warning):"All team members gain +10% Crit Rate when attacking Remora-affected targets."
- CritBase substat: rolls on cartridges/modules — main source for non-specialist characters.
DEF & DEF Ignore
Enemy DEF reduces the damage you deal through a DEF Reduction Multiplier applied after the CRIT step. DEF ignore reduces the effective DEF used in this calculation — the higher your total DEF ignore, the closer the multiplier gets to 1 (full damage). Multiple DEF ignore sources stack additively.
Sources of DEF Ignore
Example stack from data: Lacrimosa A8 (10%) + Lost Radiance 4pc (25%, 20s window after Ultimate) + Daffodill A6 (15%) = 50% total DEF ignore during her Ultimate window.
Esper Cycle Reactions
Esper Cycle reactions trigger when specific element combinations are active on a target. They are a multiplicative layer in the damage formula — applied after ATK, DMG Bonus, CRIT, and DEF. Most reactions can be enhanced by specific Esper passives.
Remora
Trigger: Duo — Lakshana + Cosmos
The target enters Remora for 5s after triggering Esper Cycle, slowing their movement and attack speed. The effect decays over time, and will have a shorter duration if repeatedly applied.
Blossom
Trigger: Duo — Cosmos + Anima
Generates 1 Vita Bud near the target after triggering Esper Cycle, which blossoms 5 Vita Pistils. Vita Pistils then fly toward targets within range, exploding every 2s and dealing DMG to an area. Up to 3 Vita Buds can exist on the field at once.
Hexed
Trigger: Duo — Anima + Incantation
Deals an additional instance of follow-up attack DMG to the target equal to 20% of Anima and Incantation DMG taken within 12s after triggering Esper Cycle.
Nova
Trigger: Duo — Chaos + Psyche
Inflicts Nova on the target for 5s after triggering Esper Cycle. When the effect ends, the target takes massive Mental Damage.
Scorch
Trigger: Duo — Incantation + Chaos
Inflicts Scorch on the target for 15s, dealing DoT after triggering Esper Cycle.
Stain
Trigger: Duo — Psyche + Lakshana
Increases the target's Psyche and Lakshana DMG taken by 20% for 12s after triggering Esper Cycle.
Charge
Trigger: Trio — Blossom + Remora active
Grants the active character 10 additional Ultimate Energy when Vita Pistils hit targets affected by Remora.
Discord
Trigger: Trio — Nova + Scorch active
Deducts a percentage of the target's Break when they are simultaneously affected by Nova and Scorch.
Break & Stagger System
How Break works
Every enemy has a stability bar (Break gauge) below their HP. Skills reduce this gauge based on their Break damage value (scaled by the UnbalIntensityBase stat — Destabilization). When the gauge hits zero, the enemy enters the Broken/Staggered state — a window of massively amplified incoming damage. The multiplier value is defined in the game engine and not exported in data.
Break Efficiency
The Scorch reaction enhancement can apply a +10% Break Efficiency debuff to enemies. This multiplies how fast their gauge depletes from your attacks. Stack with Destabilization substats for faster Break rotations.
Discord trio — base reaction
Discord triggers when a target is simultaneously affected by Nova and Scorch (Chaos + Psyche + Incantation). Its base effect is to deduct a percentage of the target's Break gauge.
Character-specific enhancements
Daffodill — Blade Draw: When the target enters Discord, further reduces its Break cap by 10% for 30s. Multiple Discord triggers stack, up to a maximum reduction of 20% of the target's initial Break cap.
Lacrimosa — Tomato Banquet: Deals additional DMG equal to 400% of ATK when Discord triggers on a target that is already Broken.
Practical Tips
Multi-hit skills — variance from data
Each damage instance is independent — it rolls CRIT separately, applies DEF reduction separately, and triggers on-hit effects separately. The more hits a skill has, the more times CRIT Rate & CRIT DMG investment multiplies the output.
Stat categories at a glance
Base ATK comes from the character level + equipment. Flat ATK adds directly. ATK% multiplies the total ATK pool. Both feed into every skill ratio.
Universal DMG Bonus and your element's specific bonus are additive, NOT multiplicative. Example: +10% Cosmos + +8% Universal = +18% total, not 1.10 × 1.08.
Each attack independently rolls against CRIT Rate. On multi-hit skills (e.g. Hotori's 10 Time Stop hits), every single hit rolls separately — variance matters at low CRIT Rate.
Applied as (1 + CRIT DMG) multiplier on a critical hit. Base CRIT DMG value is not confirmed in game data — every % of CRIT DMG from equipment stacks additively.
DEF Ignore is a separate stat with no connection to CRIT. Sources are always explicitly described in skill/equipment text. Multiple sources (e.g. Lost Radiance + Daffodill A6) add together.
Enemies have elemental resistance that reduces incoming damage of that type. Scorch enhancement can reduce it by -10%. Some Esper passives ignore a % of RES on specific skills.