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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.

By

From game dataInferredStat values, reactions, and DEF ignore sources come directly from datamined game files. Formula structure and some CRIT values are inferred — the exact engine calculations are not exported.
ATK × Ratio×(1 + DMG Bonus)×CRIT Multiplier×DEF Reduction×Reaction

The Complete Formula

InferredThe step order and multiplicative structure below are inferred from how skill effects and buffs are described in-game. The exact engine formula is not exported in game data.

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.

Step 1Raw Damage = Base ATK × Skill RatioFrom data Skill ratios are in character data files (e.g. Ultimate lv13: ~242% × 2 + 1278% of ATK)
Step 2× (1 + Elemental DMG Bonus + Universal DMG Bonus + Conditional Bonuses)From data All DMG bonus stat keys confirmed in data. Additive stacking within this layer is inferred from how set effects describe themselves.
Step 3× (1 + CRIT DMG) if crit — roll chance = CRIT RateFrom data CritBase and CritDamageBase keys confirmed. No native DEF pierce on crits (no such effect found in data). Inferred Base CRIT DMG value and position in formula order not confirmed.
Step 4× DEF Reduction MultiplierFrom data DEF ignore sources all confirmed. DEF exists as a stat (DefAdd/DefUp). Exact reduction formula is in the engine.
Step 5× Esper Cycle Reaction ModifierFrom data All reaction effects and values (e.g. Stain +20%) confirmed in reactions.json.
KEY INSIGHT

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.

FormulaTotal ATK = (Base ATK + Flat ATK) × (1 + 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.

CosmosDamageUpCosmosBase
ChaosDamageUpChaosBase
PsycheDamageUpPsycheBase
AnimaDamageUpNatureBase
IncantationDamageUpIncantationBase
LakshanaDamageUpLakshanaBase
PsychicallyDamageUpPsychicallyBase
UniversalDamageUpGeneralBase

Why 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

From dataQuoted from each character's 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

From dataCritBase and CritDamageBase are confirmed stat keys in the game data.

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.

On Crit× (1 + CRIT DMG) Inferred Base CRIT DMG value not confirmed in data

Multi-hit skills & variance — why the floor matters

From dataCharacter skill files confirm hit counts per skill (e.g. Hotori Ultimate: 10 combo hits + Finisher).

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

From dataSources listed below are all quoted from cartridges-list.json, reactions.json and character console specializations.

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.

TargetCasual: 50% CRIT Rate / 100% CRIT DMG · Endgame: 70% / 140%. Keep the 1:2 ratio between the two as you scale.

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.
From dataCRIT DMG does not natively pierce DEF. No such effect exists in the game data — DEF ignore is always an explicit separate effect.

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

SourceValueCondition
Arc — Marching Beyond Time (R5)Any character that equips this arc12% (R1) → 24% (R5)For 3s after consuming 3 Wastetime stacks at once with Ultimate in Wastelab
Cartridge — Lost Radiance 4pcUniversal — Cosmos DPS25%For 20s after the wearer casts Ultimate (does not stack)
Awakening — Zero A1 (Blooming Gaze)Zero only75%Only on the 200% ATK additional damage of Appraise and Engrave, vs. targets of lower or equal level

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.

From dataThe Diabolos 4pc set is NOT DEF ignore — it ignores 12% (24% after Nova/Scorch participation) of the target's Chaos RES, a separate stat.

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

LakshanaCosmos

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

CosmosAnima

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

AnimaIncantation

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.

Stain

PsycheLakshana

Trigger: Duo — Psyche + Lakshana

Increases the target's Psyche and Lakshana DMG taken by 20% for 12s after triggering Esper Cycle.

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

From dataQuoted from reactions.json (Discord base + character enhancements).

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

From dataHit counts are confirmed in each character's ultimate skill file (character-details/en/{slug}.json).

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.

Example from dataHotori's World's Tide: builds combo stacks with katana attacks, then triggers Cosmos DMG to end Time Stop when reaching 10 stacks.

Stat categories at a glance

ATKAdditive with each other, then applied to base ATK

Base ATK comes from the character level + equipment. Flat ATK adds directly. ATK% multiplies the total ATK pool. Both feed into every skill ratio.

DMG BonusAll elemental and Universal DMG bonuses add together into one pool

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.

CRIT RateAdditive from all sources

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.

CRIT DMGAdditive from all sources

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 IgnoreMultiple DEF ignore sources stack 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.

Esper RESCan be reduced by debuffs (e.g. -10% Esper RES from Scorch)

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.