Damage Calculator
Calculate real skill damage output using verified in-game ATK coefficients — pick a character's skill, enter your stats.
How much damage a specific skill at a specific rank deals with your own ATK, Crit Rate and Crit DMG — using the game's real per-skill coefficient, not a copied estimate.
Shared hits not tied to any playable character — NPC guns, vehicles, scene props, boss/monster attacks. Numbers still work, but this isn't a character build.
| Damage type | – |
|---|---|
| Break level | – |
744 verified rows (5 dev/test rows excluded by name-pattern filter) out of 790 total skill-damage entries in the game's own data.
The Full Damage Formula community-derived
Every hit in NTE goes through the same 8-zone chain — this also applies to damage the enemy deals to you.
Damage = Base Damage Zone × Damage Bonus Zone × CRIT Zone × Defense Zone × Resistance Zone × Stain Vulnerability Zone × Final Damage Bonus Zone × Special Multiplier Zone
- Displayed damage is always rounded DOWN to a whole number.
- There is a hard damage cap of 9,999,999 per hit.
- This chain is symmetric: it governs damage you deal to enemies AND damage enemies deal to you.
What's Inside Each Zone community-derived
The 8 multipliers above expand into these sub-formulas.
1. Base Damage Zone
Base Damage Zone = Σ(Skill Multiplier × Matching Stat) + Extra Damage
Skill Multiplier = Original Skill % × (1 + Multiplier Boost)
ATK = (Character Base ATK + Weapon Base ATK) × (1 + ATK%) + Flat ATK
Max HP = Character Base Max HP × (1 + HP%) + Flat HP
DEF = Character Base DEF × (1 + DEF%) + Flat DEF
Most skills scale off ATK; a minority scale off Max HP or DEF instead — check the skill's own tooltip in-game to know which.
Extra Damage is a flat add-on that ignores ATK/HP/DEF entirely. So far it has only been observed on Chiz: while she is in "Surplus" state, each hit of her Skill deals bonus flat damage scaled by how many "Grain" stacks she is holding.
2. Damage Bonus Zone
Damage Bonus Zone = 1 + Universal DMG Bonus + Damage-Type Bonus + Damage-Source Bonus + Other Bonuses − Damage Taken Reduction
Damage-Type Bonus covers each of the 6 elements (Lakshana, Anima, Chaos, Psyche, Cosmos, Incantation) plus Mental damage, plus the two typeless categories: Normal (untyped hits like vehicle collisions, and some enemy attacks) and True (ignores nearly every multiplier zone).
Mental damage ignores the Defense Zone entirely (multiplier locked at 1). Outside the Nova Esper Cycle reaction, only Fadia's Ultimate is currently known to deal Mental damage.
Damage-Source Bonus applies per attack category: Normal Attack, Skill, Ultimate, Support Skill, Plunging Attack, Critical Riposte, Buff Damage, Basic Attack Combo, Passive Damage, Esper Cycle Damage, and Typeless Damage.
3. CRIT Zone
CRIT Zone = 1 + Crit DMG (on a critical hit) — otherwise CRIT Zone = 1
Expected multiplier (for planning) = 1 + Crit Rate × Crit DMG
Base Crit Rate for playable characters is 5%, base Crit DMG is 50%. Enemies start at 0% for both by default.
Some damage-over-time effects use a FIXED 50% crit rate instead of your stat — this currently includes Scorch DoT, Adler's Skill continuous damage, Requiem's "Nightmare" DoT, and Bai Zang's DoT.
4. Defense Zone — ⚠ two community formulas that disagree
The game has never published an official defense formula. Two different community groups independently derived two DIFFERENT formulas from testing, and neither has been confirmed as the official one. We show both below rather than picking a side — please cross-check against your own in-game numbers before trusting either.
Formula A (from Chinese-community testing)
Defense Zone = 1 (if the damage is Mental)
Defense Zone = Attacker Level Base ÷ (Defender Effective DEF + Attacker Level Base)
Attacker Level Base = 600 + 6 × Attacker Level
Defender Effective DEF = [Base DEF × (1 + DEF Boost − DEF Shred) + Flat DEF] × (1 − Ignore DEF%)
Formula B (from Japanese-community testing)
Defense Zone = (Your Level + 100) ÷ [(Your Level + 100) + (Enemy Level + 100) × Enemy Defense Rate × (1 − DEF Ignore%)]
Under Formula B, enemy Defense Rate is commonly measured around 0.75 for regular enemies and 0.8 for bosses (unverified, community-measured estimate). Mental damage is fixed at Defense Zone = 1 in this formula too.
In practice, some enemies (e.g. certain "Beyond the Rails" encounters) have DEF set as if they were several levels lower than their displayed level, and some high-difficulty enemies have Defense Rate manually set to 0 — so damage may not change even after adjusting your level or DEF Ignore.
5. Resistance Zone
Resistance Zone = 1 − Effective RES (when Effective RES ≥ 0)
Resistance Zone = 1 − RES ÷ (1 − RES) (when Effective RES is negative)
Effective RES = Base RES − RES Ignore − RES Shred
RES applies to every Elemental type, Mental, and Normal damage. By default, enemies resist 20% of all Elemental/Mental/Normal damage; some enemies are set to 28% instead.
An enemy's RES to its own "weak" attribute is lowered — usually to 10% or 16%, and often to 0% inside dungeon/instance content.
6. Stain Vulnerability Zone
Stain Vulnerability Zone = 1.2 × Esper Cycle Intensity Coefficient
This zone only activates once the Stain reaction (Lakshana + Psyche) has been triggered on the target — it raises the Lakshana and Psyche damage that target takes afterward. The base bonus is 20%, and it scales further with Cycle Intensity (see the Esper Cycle section below for the coefficient formula).
7. Final Damage Bonus Zone
Final Damage Bonus Zone = 1 + Final DMG Bonus
This is a separate late-stage multiplier for effects that boost damage but don't belong in the regular Damage Bonus Zone — e.g. Sakiri's Scorch-related passive, which increases DoT damage taken by 25% per active DoT type on the target.
8. Special Multiplier Zone
A catch-all slot for one-off multipliers tied to specific mechanics (e.g. certain Esper Cycle or Break interactions). No general-purpose formula has been documented for it yet — treat it as 1 unless a specific skill/effect explicitly states otherwise.
Elemental Esper Cycle community-derived
Combining two different elements on the same target can trigger a reaction — its own damage formula is separate from the base chain above.
Esper Cycle Damage = Esper Cycle Base Damage × Cycle Intensity Zone × CRIT Zone × Defense Zone × Resistance Zone × Stain Vulnerability Zone × Final Damage Bonus Zone × Special Multiplier Zone
For damage-dealing reactions (Blossom, Nova, Scorch): Cycle Intensity Zone = 1 + (Cycle Intensity ÷ 600)
For effect-only reactions (Hexed, Stain): Intensity Coefficient = 1 + (0.2 × Cycle Intensity) ÷ (Cycle Intensity + 180)
The reaction's element/behavior is decided by the "Trigger" — whichever character produced the higher (Base Damage × Intensity Zone) value. On a tie, the character who used their Support Skill becomes the Trigger.
Blossom and Scorch inherit the Trigger's elemental attribute and respect the target's resistance plus the Trigger's own RES Ignore/DEF Ignore. Nova always deals Mental damage regardless of who triggers it.
By default, Blossom and Nova cannot land critical hits (their CRIT Zone is fixed at 1). Scorch always crits at a fixed 50% rate, with Crit DMG taken from the Trigger's own stat.
⚠ Correction: the element-pairing chart commonly shared online is wrong
A widely-circulated combo chart for these reactions has incorrect element pairings for several reactions. This page uses the corrected pairings below, cross-checked by multiple independent players — if you see a different chart elsewhere, treat it as outdated.
| Reaction | Element pairing |
|---|---|
| Blossom | Cosmos + Anima |
| Stain | Lakshana + Psyche |
| Charge | Cosmos + Lakshana, and Anima + Cosmos |
| Discord | Chaos + Psyche, and Chaos + Incantation |
| Nova | Always Mental damage, regardless of the two elements combined |
| Scorch | Inherits the Trigger's element; fixed 50% crit rate |
| Hexed | Effect-only reaction (no direct damage) — uses the effect-coefficient formula above |
Break community-derived
Break Damage = Base Break Damage × Break Damage Bonus × Break Limit Zone × Defense Zone × Resistance Zone × Special Zone
Break Damage Bonus = 1 + (Break Intensity ÷ 300) + extra Break Damage buffs
Break Limit Zone = Enemy Max Break Limit ÷ 3
The enemy's Max Break value scales with its level — for example Lv.1 enemies sit around 91, Lv.80 enemies around 3,603 (growth is non-linear, split into a Lv.1–20 phase and a Lv.20–80 phase).
Total Break Damage against an enemy sums every living character's individual Break Damage contribution — characters who have died do not contribute.
⚠ Common misunderstanding: Broken does NOT increase damage taken
Putting an enemy into the Broken state does not, by itself, make that enemy take more incoming damage. It only triggers the one-time Break Damage burst above and disables the enemy briefly — any "extra vulnerability while Broken" you may have read elsewhere is not part of the base formula.
Co-op Scaling community-derived
Enemy stats scale up automatically with party size in co-op.
| Players | Enemy Max HP × | Enemy ATK × | Max Break Limit × |
|---|---|---|---|
| 1 | 1 | 1 | 1 |
| 2 | 1.75 | 1.2 | 2 |
| 3 | 2.5 | 1.4 | 3 |
| 4 | 3.25 | 1.6 | 4 |
Ultimate Energy community-derived
Energy Gain = Base Gain × Energy Recharge% × Team Distribution Factor
The character currently on the field receives the full gain (Distribution Factor = 1, i.e. 100%). Off-field teammates only receive 60% of that same gain.
Energy caps differ by attribute: Lakshana, Anima and Cosmos characters cap at 100 Energy; Chaos, Psyche and Incantation characters cap at 120 Energy.
About the numbers on this page
The per-skill ATK/HP/DEF ratios in the calculator above come directly from the game's own data files. Every formula in the sections below (full chain, per-zone breakdown, Esper Cycle, Break, co-op scaling, Ultimate Energy) has never been officially published by the developer — it is reconstructed and cross-checked by the player community, and is marked accordingly on each block. Treat community-derived numbers as a close estimate, not a guaranteed exact value.
Increasing Damage in Real Combat community-observed
Beyond the raw formula, players have documented practical ways to squeeze out more damage — these are observations from actual play, not derived math.
Priority order to raise Esper Cycle damage
- Raise the character's level first — Esper Cycle damage scales heavily with character level, so if a character frequently triggers cycles, leveling them is the top priority.
- Then raise Cycle Intensity — mainly through a Console's main-stat and sub-stats.
- Then lower the enemy's DEF — triggering a cycle while the target's DEF is already reduced (via skills or Console effects) maximizes the hit.
- Then target the enemy's elemental weakness — for Blossom and Scorch specifically, hitting the enemy's weak attribute or reducing their resistance to it increases damage further.
- Then raise Crit DMG — since Scorch is the only cycle that can crit (fixed 50% crit rate), a higher Crit DMG stat directly raises its output.
Counter-intuitive: for Hexed and Stain, Crit DMG beats Cycle Intensity
Hexed and Stain don't deal direct damage themselves — they scale the damage of the hits that follow. Because of this, investing in stats like Crit DMG and Esper Ability DMG generally raises your overall damage more than investing further in Cycle Intensity, even though Cycle Intensity is the "obvious" stat for cycle effects.
Cycle Intensity has no effect on non-damaging cycles
Remora, Charge and Discord don't deal damage themselves (Remora slows the target, Charge restores Ultimate Energy, Discord drains the Break gauge) — Cycle Intensity does not change their effect strength at all. Only invest in Cycle Intensity for the damage-dealing or damage-scaling cycles (Blossom, Nova, Scorch, Hexed, Stain).
Hexed / Stain use the ACTIVE attacker's stats, not the trigger's
After Hexed or Stain is applied to a target, the bonus damage it adds is calculated from whichever character is dealing the follow-up hits at that moment — not necessarily the character who originally triggered the cycle. Keep your hardest hitters on the field after triggering these two.
Break Damage is a whole-team stat, not one carry's
The Break Damage burst dealt when an enemy's Break gauge hits zero is calculated from your team's OVERALL stats, not just the character currently on field. Neglecting your bench characters' gear will weaken every Break you land, even if your main damage dealer is fully built.
Combat moves that speed up breaking the gauge
- Critical Riposte — a counter-attack that triggers when you land a Basic Attack immediately after a successful Perfect Dodge. It deals significant damage straight to the enemy's Break gauge.
- Parry — when a red circular warning appears over an enemy, that attack can be parried. A successful parry staggers the enemy and can also trigger a Perfect Dodge, opening the door to a Critical Riposte.
- Weakness icon — an enemy's elemental weakness is shown as an icon above its head. Landing a Support Skill that matches that weakness depletes the Break gauge noticeably faster than a mismatched hit.
Discord: the fastest way to shred a Break gauge
Applying both Nova (Chaos × Psyche) and Scorch (Incantation × Chaos) to the same enemy at the same time creates the Discord composite reaction, which drains a large chunk of the Break gauge in one go — it requires landing this exact pair of cycles together, not just either one alone.
How the Formula Works — and What It Doesn't Cover
Each of the 744 usable rows carries an AtkRateBaseArray of up to 15 values — one ATK multiplier per skill rank — plus a per-skill FixedCritRate that some skills use to guarantee a minimum crit chance regardless of your own build. The calculator computes: Non-crit damage = ATK × coefficient, Crit damage = Non-crit × (1 + Crit DMG), and an expected (average) damage using whichever is higher between your entered Crit Rate and the skill's own FixedCritRate.
- 601 of the 744 rows map to a named playable character via the skill's internal owner tag (Lacrimosa, Shinku, Daffodill, Jin, Nanally, Cang, Oneiroi, Chaos, Hathor, Kuhara, Mint, Chiichan, Skia, Sagiri, Mitsuki, Haniel, Fadia, Adler, Edgar and more) — the rest are shared/environment skills (vehicle, trigger-item, NPC).
- This tool does NOT model elemental reaction multipliers, enemy DEF/RES reduction, or team-wide buffs stacking on top of the base coefficient — it gives you the skill's own base output at your stats, which is the first number every damage estimate is built from, not the final in-combat total.