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Base_Damage = (Stat * (Skill Modifier / 100) + (Expertise Rank) - Enemy Defense)

Base_Damage_Critical = (Stat * (Skill Modifier / 100) + (Expertise Rank))

Enemy_Resistances_Based = (Enemy Resistance / 100) * (1 + ((Enemy damage


reduction) / 100))
Damage_Boosts = (1 + (Affinity / 100)) * (1 + ((Action + Racial + Skill Power) /
100)) * (1 + ((General + Incense + Beef) / 100)) * (1 + ((LNC + Enhance +
Sharpshooter) / 100)) * (1 + ((Hex + General damage reduction) / 100))
Limit_Break_Power = (1 + ((LB power) / 100))

Modified_Damage = Base_Damage * Enemy_Resistances_Based * Damage_Boosts


Modified_Damage_Critical= Base_Damage_Critical * Enemy_Resistances_Based *
Damage_Boosts

Minimum_Damage = Modified_Damage * 0.8


Maximum_Damage = Modified_Damage * 0.99
Critical_Damage = Modified_Damage_Critical * 1.2
Limit_Break = Modified_Damage_Critical * 1.5 * Limit_Break_Power

Since damage factors are multiplicative, having smaller bonuses on all factors is
better than having higher bonus on a single one.
Example:
20 % Affinity Boost
20 % Action Boost
20 % General Boost

has a multiplier of 1.2*1.2*1.2 = 1.728

which is higher than a 60% affinity boost (1.6*1*1)

12 = 2 * 2 * 3
44 = 2 * 2 * 11
56 = 2 * 2 * 2 * 7

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