Break one direct hit into six multiplier zones and tune each to see how the numbers move.
Zones only multiply, so every zone's relative gain is worth the same. Select a zone to see its formula and value range; the ledger below shows its offset from the neutral value.
Zone ledger · Resolved row by row in multiplication order: each row shows DMG after that step, and the right side shows the change it caused. The first two zones come from stacking DMG Boost and CRIT, defense and RES from DEF Reduction and penetration, and Toughness from breaking.
Break DMG and DoT cannot crit, so their CRIT zone is always 1.
Toughness zone:Unbroken ×0.9 / Broken ×1
While unbroken, all DMG is ×0.9; after Break it returns to ×1. It is a combat state, not an adjustable zone.
Scope: direct DMG, Break and DoT; values come from this site's converted data, mechanics constants from the official combat system.
A Weakness Break resolves in three steps: burst damage (break base × element break multiplier × length coefficient), then the element’s break effect, then a fixed 25% action delay. Super Break is a separate chain: against an already broken target only, it turns this attack’s Toughness Reduction into damage (break base ÷ 10 × Toughness Reduction) and ignores the element multiplier and length coefficient. Both take DEF / RES / Vulnerability / DMG Reduction, and neither takes ATK, DMG Boost or crit.
Normal Break
Break base × Element Break multiplier × (1 + Break Effect) × Toughness bar length coefficient × (1 + Break DMG Boost) × Vulnerability zone × DEF zone × RES zone × DMG Reduction zone × 0.9 (Toughness DMG reduction)
The length coefficient uses the enemy’s max Toughness: ((Toughness points ÷ 10) + 2) ÷ 4. It has nothing to do with how much Toughness this hit removes — the longer the bar, the higher the break burst.
Break DMG cannot crit, so there is no CRIT zone.
Break DMG ignores the DMG Boost zone (ATK, DMG Boost and elemental DMG are all void), but it does take Break DMG Boost.
Element Break multiplier
× 2
× 2
× 1.5
× 1
× 1
× 0.5
× 0.5
Break effects
Bleed (DoT, 2 turns) = min(enemy Max HP × 7% (Elite and above) / 16% (normal enemies), break base × 2 × length coefficient)
Burn (DoT, 2 turns) = break base × 1.0
Shock (DoT, 2 turns) = break base × 2.0
Wind Shear (DoT, 2 turns) = break base × 1.0 × stacks (Elite breaks start at 3, max 5)
Freeze (Additional DMG, 1 turn) = break base × 1.0; the target cannot act and its next action is advanced 50% once the freeze ends
Entanglement (Additional DMG, 1 turn) = break base × 0.6 × stacks × length coefficient (starts at 1, +1 when hit, max 5); extra delay 20% × (1 + Break Effect)
Imprisonment (no damage, 1 turn): extra delay 30% × (1 + Break Effect), SPD −10%
These are the base values per tick; multiply by (1 + Break Effect) and the DEF / RES / Vulnerability / DMG Reduction zones. DoT and Additional DMG do not take the length coefficient (except the Bleed cap and Entanglement), cannot crit, and ignore ATK and DMG Boost.
Super Break
Break base ÷ 10 × (1 + Break Effect) × Toughness Reduction × (1 + Super Break DMG Boost) × Vulnerability zone × DEF zone × RES zone × DMG Reduction zone × 1 (Toughness DMG reduction)
Super Break only resolves on an already broken target and needs a team source of Super Break: break base ÷ 10 × final Toughness Reduction, ×1 Toughness DMG reduction. Turn the switch on to see the numbers.
Break DMG · Super Break DMG
Elation DMG is a separate chain: the base comes from the Elation base value, and it is driven by the Elation multiplier, the Elation stat and the Punchline zone — ATK never enters.
Elation base × Elation multiplier × (1 + Elation) × Punchline zone × CRIT zone × (1 + Laugh Boost zone) × Vulnerability zone × RES zone × Toughness DMG reduction × DEF zone × (1 − DMG Reduction)
Punchline zone = 1 + (2 × Certified Banger points) ÷ 242
The Punchline zone depends only on Certified Banger points: about ×2.98 at 240 and ×1.04 at 5.
Not involved: ATK and DMG Boost (including elemental and attack-type DMG Boost).
DMG on CRIT · Expected DMG
True DMG is not a separate damage type: it derives an extra segment from already-computed original DMG, and the source of the damage sets the ratio.
No element: it ignores RES, and RES PEN has no effect either.
Derived from original DMG: the original is unchanged, final = original DMG × (1 + ratio).
Enters no zone: DMG Boost, CRIT Rate/DMG, Vulnerability, DEF Reduction, penetration and DMG Reduction are all void.
Not treated as an attack: it does not reduce Toughness and triggers no hit detection or hit reaction.
May be tagged [Non-lethal]: that segment of True DMG cannot kill the target.
Added True DMG = Original DMG × True DMG ratio
Total DMG after resolution = Original DMG × (1 + True DMG ratio)
The original DMG itself is unchanged: final DMG = original DMG × (1 + ratio).
Same ratio, two routes:Put into the DMG Boost zone / Routed as True DMG
Difference from additional DMG: additional DMG goes through the full zones (it can crit and takes DMG Boost and Vulnerability), while True DMG enters no zone.
Characters, light cones and enemies are three different curve families. Characters and light cones grow linearly with level, while enemies also multiply by the level curve and elite multiplier.
Stat = ascension base + per-level growth × (level − 1)
Displayed values are rounded, but the hidden fraction still counts.
Same basis as the character index: levels are bucketed by ascension, with base values stepping at Lv. 20/30/40/50/60/70.
The stat bonuses the traces actually grant (top 3, in descending order); bars are full width at the highest entry.
The readout comes from the ability's real multiplier parameter at that level (the first multiplier segment in the data); different abilities may use different curves, so the data is authoritative.
Combat value = base value × instance multiplier × elite multiplier × level curve multiplier + correction
Combat value = base value × instance multiplier × elite multiplier × level curve multiplier + correction; an enemy of the same level has a DEF zone of about 0.5.
Excludes stage-side elite group assignment (extra multipliers in instances such as Corrosion Cave and Calyx) and story coefficients.
Toughness does not follow the level curve; it is set only by the elite multiplier and correction.
Healing and shields reuse the damage structure: a base zone times a modifier zone.
Base healing zone = multiplier × stat + flat value
Healing modifier zone = (1 + Σ Healing Boost) × (1 − Σ Healing Reduction)
Base shield zone = multiplier × stat + flat value
Shield modifier zone = 1 + Σ Shield Boost + Σ Shield Gain Boost
Shields from different sources do not stack (the highest applies); healing and shield modifier zones do not affect each other.
Action Value = 10000 ÷ Speed; the lower the Action Value, the sooner the unit acts. Higher Speed means more actions within the same action budget.
Action Value = 10000 ÷ Speed
Forgotten Hall's first cycle is 150 Action Value and 100 per cycle after that; the action counts in the curve are whole numbers (rounded down).
Speed thresholds
1 actions → 66.67 · 2 actions → 133.33 · 3 actions → 200 · 4 actions → 266.67
2 actions → 80 · 4 actions → 160 · 6 actions → 240
Minimum SPD needed(Target actions in the first cycle)
Toughness reduction and debuff application are not damage zones, but they decide whether the damage lands at all.
Base Toughness Reduction:Toughness reduction = base toughness reduction × (1 + Break Efficiency)
Normalized unit (1 = Basic ATK toughness reduction)
Measured in units of the enemy's max Toughness bar: Basic ATK 1 / Skill 2 / Ultimate 3; additional DMG and DoT do not reduce Toughness.
Energy regen = base energy regen × (1 + Energy Regeneration Rate)
Application chance = Base Chance × (1 + Effect Hit Rate) × (1 − Effect RES) × (1 − specific RES)
Required Effect Hit Rate:Back-calculated from the current Base Chance and Effect RES; shows 0% once the target is met.
Effect RES is usually 30%–40% and the Doomsday Beast can reach 100%; application chance is capped at 100%.
Enter the ATK from your character panel and fill the enemy fields for the target you are fighting; the flow below settles each step's change.
Unbroken / Broken
Off / On
0% / 20% / 40% / 60%
Expected DMG · Zone ledger
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