Variable

Description

Damage Resistance

To obtain the final multiplier, the value of 1 is subtracted by the sum of resistances. To get the sum of resistances, sum all resistances of the same type together and then multiply them by the other types.
 The sum of resistances can be negative; in this case, damage will be increased.
Positive resistance examples:
Negative resistance example:
 An enemy struck by Midgardsormr Zero's level 2 Primal TempestLv. 1: Deals 15 hits of 55.8% and 4 hits of 314.4% wind damage to surrounding enemies, and lowers their wind resistance by 5% for the remainder of the quest. This resistance reduction will not stack. [30 SP]
Lv. 2: Deals 15 hits of 69.8% and 4 hits of 393% wind damage to surrounding enemies, and lowers their wind resistance by 10% for the remainder of the quest. This resistance reduction will not stack. [30 SP] will have a total resistance multiplier of 1(10%) = +10% against windelemental attacks from any source, increasing damage received by 10%.
In addition, there are three more possible damage resistance types:
 Noncontrolled AI adventurers take 30% less damage from all sources.
 The controlled unit in Auto Mode will still take full damage.
 Tiki takes 50% less damage from all sources, while in Divine Dragon form.
 Gala Leonidas takes 10% to 20% less damage from all sources, while his Draconian Grace buff is active.

Strength

Total Strength = (Displayed Strength  Displayed Strength from Ability) x (1 + Dragon STR Passive + Sum of all Abilities) x (1 + Sum of all Buffs) x (1 + Strength Coability)
 For the majority of adventurers that have optimal performance at high or full HP, and no Flurry Strength abilities are in play, this may be further simplified as Total Strength = Displayed Strength x (1 + Sum of all Strength buffs) x (1 + Strength Coability) as long as all conditions are met.
 Displayed Strength is the strength number seen on an adventurer's information page ingame. This includes the sum of all base stats that apply to the adventurer, weapon, dragon, wyrmprints, halidom bonuses, and augments, as well as same element bonuses on the equipped weapon and dragon.
 Displayed Strength from Ability is found by clicking the Details button when looking at an adventurer's individual page. This part contains the additional stats granted from a matching element dragon's strength abilities, if any, Full HP = Strength, HP 70 = Strength, and other strengthboosting abilities found on the adventurer and/or wyrmprints that are not considered buffs.
 In case of Gala Zena, HPboosting abilities from dragons and Study Rabbits are also added as if they were additional Strength abilities. This is done on a 1:1 ratio if Gala Zena is at full HP, with it scaling downwards as she loses HP relative to her max HP.
 Strength chain coabilities provide buff strength, and do not occupy the same bracket as strength coabilities.

Attack Modifier

If using a basic attack or dragon basic attack, this is equal to the attack modifier(s) at the given point of the combo string. If using a force strike, this is equal to the force strike's attack modifier(s). Refer to Combat Mechanics or the dragon's page for the relevant numbers.
If using a damaging skill, then this is the skill's individual multiplier(s). Refer to specific skill pages for the numbers.

Crit Modifier

If a unit lands a critical hit, the damage will have a base of 1.70x modifier, plus the sum of all critical damage modifiers from all sources.

Ability Modifier

Basic attacks, including those done with a dragon, do not receive boosts from skill or force damage, so this is equal to 100% (has no effect) for basic attacks, but may be multiplied by the highest Standard Attack Damage coability (if present). For damaging skills and damaging afflictions from skills, this is equal to the sum of your passive (from the adventurer's, wyrmprints', and/or dragon's abilities, plus the effects of being energized) skill damage boosts, multiplied by highest Skill Damage coability (if present), multiplied by any active Skill Damage buffs (such as Striker's Skill, Dragon's Skill, Skill Damage buff zones, among others).
For force strikes and damaging afflictions from enhanced force strikes, this is equal to the sum of your passive (from the adventurer's, wyrmprints', and/or dragon's abilities) force damage boosts instead, multiplied by highest Force Strike coability (if present), multiplied by any active Force Damage buffs.
 Standard Attack Damage Modifier = (1 + Standard Attack Damage Coability)
 Skill Damage Modifier = (1 + Sum of all Skill Damage abilities, including Energized) * (1 + Skill Damage Coability) * (1 + Sum of all Skill Damage buffs)
 Force Damage Modifier = (1 + Sum of all Force Damage abilities) * (1 + Force Strike Coability) * (1 + Sum of all Force Damage buffs)
Skill Damage examples:
 Amane's Empyreal LevinLv. 1: Deals 2 hits of 718.2% light damage to the target and nearby enemies. [2711 SP]
Lv. 2: Deals 2 hits of 797.4% light damage to the target and nearby enemies. [2711 SP]
Lv. 3: Deals 2 hits of 885.6% light damage to the target and nearby enemies. [2711 SP]
Lv. 4: Deals 2 hits of 885.6% light damage to the target and nearby enemies, and inflicts paralysis for 13 seconds  dealing 97% light damage every 3.9 seconds  with 120% chance. Paralyzed foes take two hits of 974.16% light damage instead. Also deals up to two bonus hits of 105% (115.5% on paralyzed foes) light damage based on the number of buffs the user has. [2711 SP] at level 3, inflicts 2 hits of 885.6% skill damage. With Plunder Pals MUB (30% skill damage) and 5% Skill Damage coability, the total skill damage boost is +36.5% (modifier of 136.5%), and increases the damage of Empyreal Levin to 2 hits of 1208.844%.
 Lucretia's energized Empowering TripletLv. 1: Deals 3 hits of 292% light damage to enemies directly ahead, and increases the entire team's energy levels by one stage. [3530 SP]
Lv. 2: Deals 3 hits of 307% light damage to enemies directly ahead, and increases the entire team's energy levels by one stage. [3530 SP]
Lv. 3: Deals 3 hits of 322% light damage to enemies directly ahead, and increases the entire team's energy levels by one stage. [3530 SP]
Lv. 4: Deals 3 hits of 622% light damage to enemies directly ahead, and increases the entire team's energy levels by two stages. When the user is energized, the area of effect of this skill is increased to 6, and it increases the entire team's critical rate by 10% for 30 seconds. [3530 SP] at level 4, inflicts 3 hits of 622% skill damage. Being energized provides a +50% modifier to Skill Damage, and with Candy Couriers MUB (40% skill damage on wand wielders) and 15% skill damage coability, the total skill damage boost is +118.5% (modifier of 218.5%), and increases the damage of Empowering Triplet to 3 hits of 1359.07%.
 Gala Mym's Flames of PassionLv. 1: Deals 4 hits of 467.5% flame damage to enemies in a line.
After shapeshifting for the first time, Flames of Passion deals 4 hits of 562% flame damage instead for the remainder of the quest. [5736 SP]
Lv. 2: Deals 4 hits of 517.5% flame damage to enemies in a line. After shapeshifting for the first time, Flames of Passion deals 4 hits of 622% flame damage instead for the remainder of the quest. [5736 SP] at level 2, inflicts 4 hits of either 517.5% or 622%, depending on if Gala Mym has shapeshifted at least once beforehand. With Dragon and Tamer MUB (40% skill damage on lance wielders), The Red Impulse MUB (24% buff skill damage), 15% Skill Damage coability from a different adventurer, 5 stacks of Energy from hitting 100hit combo with Gala Sarisse as a backline adventurer, and Konohana Sakuya is the equipped dragon, if Gala Mym has shapeshifted at least three times, the total skill damage boost is +299.28% (modifier of 399.28%), and increases the damage of Flames of Passion to 4 hits of 2483.5216%.
 Forte's Flawless FormationLv. 1: Deals 4 hits of 577% shadow damage to enemies directly ahead, and increases the user's strength by 15% for 15 seconds. Changing direction is possible during the attack. [5161 SP]
Lv. 2: Deals 4 hits of 632% shadow damage to enemies directly ahead, and increases the user's strength by 20% for 15 seconds. Changing direction is possible during the attack. [5161 SP] at level 2, inflicts 4 hits of 632% damage. With Dragon and Tamer MUB (40% skill damage on lance wielders), The Red Impulse MUB (20% buff skill damage due to capping), 15% Skill Damage coability from a different adventurer, 5 stacks of Energy from Shinobi's skill on a different adventurer, and Gala Cat Sìth is the equipped dragon, if Forte has shapeshifted at least three times, the total skill damage boost is +555.5% (modifier of 655.5%), and increases the damage of Flawless Formation to 4 hits of 4142.76%.
Force Damage examples:
 The Prince's level 2 force strike deals 1 hit of 115% damage. With Lunar Festivities MUB (40% force damage) and 12% Force Strike coability from Grace, the total force damage boost is +56.8% (modifier of 156.8%), and increases the damage of his force strike to 1 hit of 180.32%.
 Delphi's level 2 enhanced force strike deals 3 hits of 57%, another 3 hits of 11%, and inflict poison that deals 300% damage every 2.9 seconds for 27 seconds, totaling 2904% damage overall. With Here Come the Sealers! MUB (50% force damage) and 20% Force Strike coability from Grace, the total force damage boost is +80.0% (modifier of 180.0%), and increases the damage of his force strike to 3 hits of 102.6%, another 3 hits of 19.8% and finally 540% poison damage every 2.9 seconds for 27 seconds, totaling 5227.2%.
 Hunter Sarisse's level 2 unique force strike deals up to 20 hits, totalling 1617.77352%. With Bow Expertise +2Grants the user a unique force strike, and increases force strike damage by 30%. Their force strike has four increasingly powerful charge levels and movement is possible while charging. In addition, it will reduce enemy strength by 15% for 10 seconds. This debuff will not stack. (30% force damage), Force Strike Damage & Charge Rate IIIncreases force strike damage by 25% and charge rate by 20%. (25% force damage), The Lurker in the Woods MUB (50% force damage) as well as three additional Lance's Boon affinity wyrmprints (15% force damage), and 20% Force Strike coability from Grace, if Hunter Sarisse had just used level 3 Tactical RetreatLv. 1: Deals 1 hit of 177.1% water damage to surrounding enemies, 1 hit of 1768.7% water damage to enemies in a line, and increases the damage of the user's next force strike by 60%. This damage increase will not stack. [3933 SP]
Lv. 2: Deals 1 hit of 195.5% water damage to surrounding enemies, 1 hit of 1964.2% water damage to enemies in a line, and increases the damage of the user's next force strike by 80%. This damage increase will not stack. [3933 SP]
Lv. 3: Deals 1 hit of 218.5% water damage to surrounding enemies, 1 hit of 2182.7% water damage to enemies in a line, and increases the damage of the user's next force strike by 100%. This damage increase will not stack. [3933 SP] (100% buff force damage on next force strike), the total force damage boost is +428% (modifier of 528%), and increases the maximum damage of her next force strike to 8541.8441856%.

Punisher Modifier

Add up all punisher and bane modifiers, except Broken Punisher.
Add up all Broken Punisher modifers, and multiply it by the sum of all other punishers, as calculated above.
Then multiply them to get the total punisher modifier

Elemental Modifier

See Elemental Modifier below.

Dragon Damage

While shapeshifted, you receive a boost to all damage done. Total boost is the sum of all Dragon Damage modifiers. The base Dragon Damage modifier is 1.20x.

Damage Spread

This is the inherent RNG variance of the damage formula. This ranges from 95% to 105%, but for simple calculations, assuming 100% is sufficient.

Defense

Base defense for most enemies is 10 while some thaumians (golems/slimes) have a base defense of 50. Rare enemies can have a defense range anywhere between 12 to 250. Melee adventurers (Sword/blade/dagger/axe/lance) have a base defense of 10, while ranged adventurers (bow/wand/staff/manacasters) have a base defense of 8. To check the defense of a specific enemy or adventurer, refer to their individual wiki pages.

Defense Change

Sum of all status changes which have an effect on defense (changes from player debuffs are capped at 50%). For boss mode modifiers see below. Note that some thaumians have unique overdrive/break modifiers.

Overdrive Bonus Damage

Damage against bosses in overdrive state also causes damage to the Overdrive gauge in addition to HP.
 The base overdrive damage is numerically identical to the damage dealt at the end of the standard formula (after Defense Change is calculated).
Most forms of damage do not produce extra damage to the Overdrive gauge, so this is equal to 100% (has no effect). However, there are exceptions:
 Damageovertime effects such as damaging afflictions and Bleeding do not deal overdrive damage, so this is equal to 0% for these cases.
 Most (but not all) force strikes have a bonus multiplier in damage dealt to the overdrive gauge. In these cases, the base Overdrive damage is further multiplied by this effect.
 It is possible for this multiplier to be below 100%; in this case, the effective damage is reduced.
 Against berserk therion Volk in Volk's Wrath: Legend, force strikes receive an additional multiplier on top of the existing bonus multiplier. The values are 10x in solo mode, and 5x in coop mode.

Gauge Accelerator, Decelerator, or Inhibitor

The base overdrive damage is then multiplied further by Gauge Accelerator, Gauge Decelerator, or Inhibitor bonuses or penalties.
Against bosses in Overdrive, the base Gauge Accelerator bonus is 100% (no change.)
 Sum all Gauge Accelerator bonuses, and subtract all Gauge Decelerator penalties, to get the final multiplier.
 This multiplier can be below 100%; in this case, there will be reduction in damage to the Overdrive gauge.
Against bosses in neither Overdrive nor Break, the base overdrive gauge buildup is 100% (no change.)
 Subtract all Gauge Inhibitor bonuses to get the final multiplier.
 This will reduce the buildup towards Overdrive gauge.

Overdrive Damage Spread

This is the inherent RNG variance of the damage formula on damage to Overdrive gauges. This ranges from 90% to 110% (higher than standard variance), but for simple calculations, assuming 100% is sufficient.
 Note that this is applied on top of standard variance, as the Overdrive damage calculation is done on final damage.
