Mechanics

Physical Damage
The formula for physical damage:



\frac{\text {Unit ATK} ^2}{\text {Enemy DEF}} \times \text {Modifier} \times \text {Level Correction} \times \text {Weapon Variance} \times \text {Final Variance} \times \text {Weapon ATK Correction} \times \text {Multipliers} $$

where:


 * Unit ATK - Calculated after buff and debuff
 * Enemy DEF - Calculated after buff, debuff, and ignore DEF skills
 * $$\text {Enemy Base DEF} \times \frac{100 - (\text {DEF Break} - \text {Buff})}{100} \times \frac{100 - \text {Ignore DEF}}{100}$$
 * Modifier - The skill's modifier, normal attack is 1
 * Level Correction - Calculated with
 * $$1 + \frac{\text {Unit Level}}{100}$$
 * Weapon Variance - See weapon variance
 * Final Variance - Randomly chosen between 0.85 to 1, with 0.01 steps and averages to 0.925
 * Weapon ATK Correction - Only applies to certain newer battles. See weapon ATK correction

and Multipliers are:


 * Chain Damage Bonus - Caps at 4 normally. See chaining
 * Killers - If an enemy has more than 1 race, then divide the potency by amount of races, caps at 4, (base 100% + 300%)
 * Jump Damage Boost - Caps at 9 (base 100% + 800%)
 * Elemental Resistance or Weakness - See Elemental Resistance
 * General Damage Mitigation, Physical Mitigation, Physical Resistance
 * Critical = 1.5 - Only works on normal attacks or certain skills. Base chance is 10% and caps at 70%
 * Limit Burst Damage Boost
 * Weapon Weakness - If multiple weapons are used, then divide the potency by number of weapons.
 * Elemental Damage Boost - See Elemental Damage Boosts

note:
 * Attacking player's unit reduces your damage to one-tenth.
 * In the arena, your damage is capped at 999 per cast, before chain damage bonus.
 * The weakness text display only appears if you have 50% or more damage increased due to elemental weakness or killers.

Weapon Variance
Typical weapons share the same range that is common to nearly all weapons of the same type as shown in the table to the right, which always averages to 100% for 1-handed weapons and generally averages to 130% or 150% for 2-handed weapons.

The following are atypical weapon examples:

When dual wielding weapons of different variance, only the right hand weapon variance is used for both hits.

To calculate the equivalent ATK of a unit with an average variance of, multiply your current ATK with the multiplier below. This will only work when comparing two units single wielding, as dual wield damage will differ by hand.

Weapon ATK Correction
As early as the Scorn of the Lich trial, newer released battles have an additional multiplier to the original physical damage formula. This new multiplier is based on the sum of the weapons' ATK, and varies depending on whether the unit is using one or two weapons.

If using one weapon:

\frac {\log {(\text {Weapon ATK}} + 5)}{\log {(185)}} $$ If using two weapons:

\frac {\log {(\text {Average Weapon ATK} + 30)}}{\log {(185)}} $$

note:
 * This multiplier only applies to units using weapons; unarmed attacks are not affected.
 * DEF-scaling physical attacks and the physical portion of hybrid attacks are also affected, and uses the weapons' ATK still.

Magic Damage
The formula for magic damage:



\frac{\text{Unit MAG}^2}{\text{Enemy SPR}} \times \text{Modifier} \times \text{Level Correction} \times \text {Final Variance} \times \text{Multipliers} $$


 * Unit MAG - Calculated after buffs, see above
 * Magic Damage - Calculated using your total MAG when dual-wielding
 * Enemy SPR - Calculated after a debuff and ignore SPR skill/spell
 * $$\text {Enemy Base SPR} \times \frac{100 - (\text {SPR Break} - \text {Buff})}{100} \times \frac{100 - \text {Ignore SPR}}{100}$$
 * Modifier - The skill or spell's modifier
 * Level correction - Calculated with
 * $$1 + \frac{\text{Unit Level}}{100}$$
 * Final Variance - Randomly chosen between 0.85 to 1, with 0.01 steps and averages to 0.925

and Multipliers are:


 * Chain Damage Bonus - Caps at 4 normally. See chaining
 * Killers - If enemy has more than 1 race, then divide the potency by amount of races, caps at 4, (base 100% + 300%)
 * Elemental Resistance or Weakness - See Elemental Resistance
 * General Damage Mitigation, Magic Mitigation, Magic Resistance
 * Limit Burst Damage Boost
 * Weapon Weakness - If multiple weapons are used, then divide the potency by number of weapons.
 * Elemental Damage Boost - See Elemental Damage Boosts

note:
 * Attacking player's unit reduces your damage to one-tenth.
 * In the arena, your damage is capped at 999 per cast, before chain damage bonus.
 * The weakness text display only appears if you have 50% or more damage increased due to elemental weakness or killers.

Hybrid Damage
The formula for hybrid damage:

Physical Damage:

\frac{\text {Unit ATK} ^2}{\text {Enemy DEF}} \times \text {Modifier} \times \text {Level Correction} \times \text {Weapon Variance} \times \text {Final Variance} \times \text {Weapon ATK Modifier} $$

Magic Damage:

\frac{\text{Unit MAG}^2}{\text{Enemy SPR}} \times \text{Modifier} \times \text{Level Correction} \times \text{Final Variance} $$

Hybrid Damage:



\left(\frac{\text{Physical Damage} + \text{Magic Damage}}{2}\right) \times \text{Multiplier} $$


 * Unit MAG and ATK - Calculated after buffs, see above
 * Magic Damage - Calculated using your total MAG when dual-wielding
 * Enemy DEF and SPR - Calculated after a debuff and ignore DEF/SPR skills
 * $$\text {Enemy Base DEF} \times \frac{100 - (\text {DEF Break} - \text {Buff})}{100} \times \frac{100 - \text {Ignore DEF}}{100}$$
 * $$\text{Enemy Base SPR} \times \frac{100 - (\text {SPR Break} - \text {Buff})}{100} \times \frac{100 - \text {Ignore SPR}}{100}$$
 * Modifier - The skill's modifier
 * Level correction - Calculated with
 * $$1 + \frac{\text{Unit Level}}{100}$$
 * Final Variance - Randomly chosen between 0.85 to 1, with 0.01 steps and averages to 0.925
 * Weapon ATK Modifier - Only applies to certain newer battles. See weapon ATK modifier

and Multipliers are:


 * Chain Damage Bonus - Caps at 4 normally. See chaining
 * Killers - Hybrid Damage only uses Physical Killers for both Physical and Magic Damage components. If enemy has more than 1 race, then divide the potency by amount of races, caps at 4, (base 100% + 300%)
 * Elemental Resistance or Weakness - See Elemental Resistance
 * General, Physical, and Magic Mitigation
 * Physical, and Magic Resistance - Calculated differently than mitigation:
 * $$\left(1 - \frac{\text{Physical Resistance} + \text{Magic Resistance}}{2}\right)$$
 * Weapon Weakness - If multiple weapons are used, then divide the potency by number of weapons.
 * Elemental Damage Boost - See Elemental Damage Boosts

note:
 * Attacking player's unit reduces your damage to one tenth
 * In arena, your damage is capped to 999 per action, before chain
 * If an enemy is immune to one damage type, the total damage will be halved since it is both Physical AND Magic damage.

A simple but accurate way of thinking about Hybrid damage is that you're attacking with half of the skill modifier as physical damage and the other half modifier as magic damage, expressed as:

\underbrace{ \left ( \frac{\text{Unit ATK}^2}{\text{Enemy DEF}} \times {\color{Red}\frac{\text{Modifier}}{2}} \times \text{Weapon Variance} \right) }_{\text{Physical Damage}}

+

\underbrace{ \left( \frac{\text{Unit MAG}^2}{\text{Enemy SPR}} \times {\color{Blue}\frac{\text{Modifier}}{2}} \right) }_{\text{Magic Damage}} $$ instead of physical damage:

\left ( \frac{\text{Unit ATK}^2}{\text{Enemy DEF}} \times {\color{Red}\text{Modifier}} \times \text{Weapon Variance} \right ) $$

or of magical damage:

\left( \frac{\text{Unit MAG}^2}{\text{Enemy SPR}} \times {\color{Blue}\text{Modifier}} \right) $$

Hybrid damage skills generally require a higher skill modifier to deal comparable damage to a non-hybrid skill. If your opponent has equal DEF/SPR (including buffs/debuffs), then ATK and MAG will be equally valuable to your hybrid damage. However, if your opponent has significantly different DEF/SPR, then the relative value of ATK vs MAG is weighted accordingly (inversely proportional).

Partially Unmitigated Damage

 * Partial unmitigated damage is referred to as "Ignore DEF" or "Ignore SPR" on this wiki
 * Each damage formula above already took ignore DEF/SPR into account
 * Unmitigated damage increases your ability damage by static percentage. It is not better on enemy with high DEF/SPR or less effective against a low DEF/SPR.
 * You may calculate the amount of damage increased with
 * $$\frac{1}{1 - \text{Ignore DEF/SPR}} $$
 * Ignore 25% DEF/SPR will increase your damage by 1.33x
 * Ignore 50% DEF/SPR will increase your damage by 2x
 * Ignore 100% DEF/SPR or higher cannot exist as it'll deal infinite damage
 * Unmitigated damage cannot be reflected. Also, physical unmitigated damage ignores cover effects.

Consecutive damage increase

 * Examples: Aeroga V, Fire From Below.


 * Commonly known as stacking abilities, they contain a base modifier, a stack modifier, and the number of times the damage can ramp up (i.e. the number of times an ability "stacks")
 * Blood Pulsar has a 3.5x base modifier, a 1x stack modifier and can stack 3 times
 * The stack is not shared between units, each unit has their own stack.
 * The stack is not shared between different consecutive damage increase abilities, using a different one will reset the stacks


 * The formula for current damage of stacking abilities:
 * $$\text{Base Modifier} + (\text{Stack Modifier} \times \text{Number of Stacks})$$


 * The maximum modifier of Blood Pulsar becomes $$3.5 + (1 \times 3) = 6.5$$


 * The following actions will reset the stacks:
 * Normal attack
 * Dying (even with Reraise)
 * Guarding
 * Casting a different consecutive damage increase ability (e.g. if you cast Aeroga V followed by Stonega V, Stonega V will reset the stacks)
 * Retaining lost stacks: Whenever you use a normal attack or guard once or more, you can retain the previous stack only if it's followed with a dualcast of non-stacking spell + stacking spell. e.g. guarding on one turn, then using dualcast Tornado + Aeroga V on the next turn.
 * Full stacks Aeroga V > guard > Aeroga V, stacks reset.
 * Full stacks Aeroga V > guard > Tornado+Aeroga V, stacks retained.
 * Full stacks Aeroga V > guard > attack > guard > Tornado+Aeroga V, stacks retained.


 * The following actions will not reset the stacks:
 * Using other abilities (as long as they are not stacking abilities).
 * Using items.
 * Dualcasting non-stacking and stacking skills, regardless of the order.
 * Getting afflicted with petrify or other ailments.

Esper Damage
The formulae for esper damage are:

Physical Espers:

\left( \frac{\left \lfloor \left(\frac{\text{ATK} + \text{DEF} + \frac{\text{MAG}}{2} + \frac{\text{SPR}}{2}}{100}\right) \times (1 + \text{EVO MAG}) \right \rfloor ^2}{\text{Enemy DEF}} \right) \times \text{Modifier} \times \text{Level Correction} \times \text{Final Variance} \times \text{Multipliers} $$

Magic Espers:

\left( \frac{\left \lfloor \left( \frac{\frac{\text{ATK}}{2} + \frac{\text{DEF}}{2} + \text{MAG} + \text{SPR}}{100} \right) \times (1 + \text{EVO MAG}) \right \rfloor^2}{\text{Enemy SPR}} \right) \times \text{Modifier} \times \text{Level Correction} \times \text{Final Variance} \times \text{Multipliers} $$

where:
 * Modifier - See the esper page
 * Level Correction - Calculated with
 * $$ 1 + \frac{\text{Esper Level}}{100}$$
 * Final Variance - 0.85 to 1.00 in 0.01 increments, averages to 0.925

and Multipliers are:


 * Chain Damage Bonus - Caps at 4. See chaining
 * Elemental Resistance or Weakness - See Elemental Resistance
 * General Damage Mitigation, Physical/Magic Mitigation, Physical/Magic Resistance
 * Evoke Damage Boost - Applied as a straight multiplier, separate from EVO MAG. Caps at 4 (base 100% + 300%)
 * Example:
 * Ifrit - Blazing Evocation
 * The Divine Art of War - Water God's Favor
 * Celestia - Inheriting One's Focus

Notes:
 * Esper damage is based on the esper's ATK/DEF/MAG/SPR, as well as the summoner's EVO MAG.
 * Esper's stats are divided by 100 then rounded down, so you will need to increase a stat to +100 in order to increase damage.
 * Esper's damage formula changes depending on their damage type, physical or magic.

Evoke Damage
The formula for evoke damage:

\frac{(\text{Unit MAG}^2 \times \text{MAG Ratio}) + (\text{Unit SPR}^2 \times \text{SPR Ratio})}{\text{Enemy SPR}} \times (1 + \text{EVO MAG}) \times \text{Modifier} \times \text{Level Correction} \times \text{Final Variance} \times \text{Multipliers} $$

Multipliers are:


 * Chain Damage Bonus - Caps at 4. See chaining
 * Elemental Resistance or Weakness - See Elemental Resistance
 * Evoke Damage Boost - Applied as a straight multiplier, separate from EVO MAG. This multiplier is only applied when it has no esper name specified . Caps at 4 (base 100% + 300%)

note:


 * Instead of requiring MP to cast, it may use the evocation gauge which is shared with the party.
 * The esper evocation gauge can hold up to 10 esper orbs.
 * The damage type is fixed attack with magic damage.
 * Evoke damage uses two stats, MAG and SPR, similar to hybrid damage.
 * The default ratio for each stats is 50%, but unlike hybrid damage, evoke damage may use a different ratio.
 * EVO MAG increases its damage and caps at 300%.
 * EVO MAG increases damage as flat multiplier. e.g. EVO MAG +100% will double the damage.

Guard

 * Decrease all damage taken by 50%
 * The skill Defend reduces only physical damage by the same amount and yet requires MP, for an unknown reason.

Damage Mitigation

 * Types of mitigation in the game:
 * Physical mitigation
 * Magic mitigation
 * General mitigation
 * Racial mitigation
 * Different types of mitigation stack multiplicatively with each other.
 * Damage mitigation effects will also stack multiplicatively with Cover and Guard damage reduction.
 * Generally, the mitigation on most provokes is classified as General mitigation.
 * An exception is White Knight Noel's Bring It On, which gives the caster Physical and Magic mitigation
 * For the items or unit abilities that provide a mitigation buff, see here.

Elemental Resistance
A unit or enemy elemental resistance increases or decreases the damage received by attacks of that element.

An attack can be imbued with elements from the ability and the equipped weapon(s) only if it is a physical attack. Magic attacks take the element from the ability only. Dual Wield will add both weapons' element(s) to the wielder's physical attacks.

If a unit has multiple elements imbued to their attack, their attacks are averaged against the target's resistance, i.e. are subject to the resistance of respective elements; and therefore, are subject to target's respective element resistance. For example:
 * Dual wielding fire and ice weapons, while using a lightning physical attack ability
 * The enemy has +50% fire resist, +50% ice resist, and +100% lightning resist
 * Effective resistance for that attack would be $$ \frac{50% + 50% + 100%}{3} = 66.66% $$

The damage formula for elemental resistance:


 * $$ \text{Damage} = \text{Initial Damage} \times (1 - \text{Elemental Resistance}) | \text{Min}: 0 $$


 * The Initial Damage is the value after the physical, magic or hybrid calculation, see above.
 * Having an elemental resistance over 100% provides no extra benefit damage-wise, but it provides buffer against enemy elemental resistance debuff.
 * Having elemental absorption is separate from the damage calculation. Most units/monsters with elemental absorption will display as having zero elemental resistance; in fact, having negative resistance would result in more damage absorbed.
 * If a target can absorb one of the element coming from a multi-elemental attack, then the whole attacks will be absorbed.
 * Imperil debuffs do not stack. If there were multiple imperil debuffs, only the strongest imperil takes effect regardless of the order in which the debuffs were applied.
 * Imperil debuffs are additive with innate resistances and area effects with imperil properties. (For example: a Green Slime with innate -50% fire resist will have -90% fire resist after Anti-Element.)
 * Imperil debuffs applied on the player's turn last for the stated duration of enemy turns, then expire at the beginning of the following enemy turn. Most notably, this means that 1-turn imperils are effective both the turn you apply them, and the following player turn. The imperil then expires at the beginning of the next enemy turn. (This is also true for other enemy debuffs applied on the player's turn, such as stat breaks.)

Damage Types
Damage is divided into 4 types: Physical, Magic, Hybrid, and Fixed.

All magic spells (black or white) do magic damage, modified by magic killer effects, and are affected by matching type of Dualcast. An exception to this would be Olive's Mortar Beacon: A black magic dealing physical damage.

Abilities, however, are more complicated, and can cause certain damage to be calculated differently. Just as damage is divided into 4 types, abilities are also divided into the exact same types. For most of them, ability and damage type matches. There are some instances of ability and damage type being different, and does not conform to the usual damage calculation described above.

Let's take a look at how each one of these affect damage mechanics and calculation:

Examples of Mixed type abilities:

Physical and hybrid type abilities trigger physical counters, while magic type abilities trigger magic counters. Fixed type abilities do not trigger any counters. There are also limit bursts with mixed types similar to abilities, with the big difference of dual wield not affecting it. The example listed above does not currently list limit bursts and enemies' abilities.

Elemental Damage Boosts
There are several different types of effects that boost damage of specific elements, which behave slightly differently to each other and stack in different ways. Area Effects - Applies to a specific attack type, but applies to any damage type for elemental damage, similar to amplify buffs. These effects stack additively with elemental amplify buffs, so a +15% buff combined with a +25% area effect boost will increase the damage of an affected skill by +40%. Using a different area effect will overwrite the previously placed one. In a multi-wave battle, the effect will carry over to the next wave. Dark Visions Party Slot Boosts - Increases damage of any attack or damage type with the correct element by +20%. Unlike Amplify Buffs, the full strength effect is still applied to an attack with multiple elements. This type of boost stacks multiplicatively with the previous two types, so a +15% amplify buff, a +25% area effect boost, and a +20% Dark Visions party boost would result in a +68% damage boost. ((1+0.15+0.25)*(1.2)).

Elemental Amplify Boosts - Applies to any damage regardless of attack type or damage type from the unit that has that element. The element can be part of the skill, from an imbue or elemental weapon on a physical type attack. If an attack has multiple elements, the amplify effects for those elements will be averaged. Some examples are Angel's Magic, Rising Saber.

Break Gauge
The break gauge is a separate life bar that shows how far an enemy can be staggered, temporarily weakening them (lowered stats and/or resistances) until they recover after a set duration.
 * Physical, magic, fixed, hybrid, and evoke damage will affect the Break Gauge.
 * Esper summon, DoT, and bare-handed damage will not affect the Break Gauge.
 * Unit stats, number of hits, and chaining will not affect the amount of damage dealt to the Break Gauge.
 * The lowest Break damage for a given weapon type is usually valued at 5. The Break damage value of weapon types will vary from trial to trial.
 * Normal Break damage is valued at 1x (100%). Normal attacks, Jumps, and auto-cast attacks (e.g. Tsukiko) will be at this value.
 * Counters are valued at 0.1x (10%) of normal Break damage.

The number of attacks is a factor in determining the overall damage. The number of equipped weapons and type of weapons equipped are factors in determining the overall damage. Each attack has Break damage from up to 2 weapons + any booster skill.


 * Skills with 2 damage effects (e.g. Grandshelt Saber) will count as 1 attack.
 * Skills that are damage combos (e.g. Barrage) will count as multiple attacks.
 * The subsequent attacks of a damage combo will deal 80% of the previous Break damage. However, this is reset when multi-casting or dual-wielding.
 * When a single-wielding unit uses its normal attack, this counts as 1 attack.
 * This attack's damage value is based on 1 weapon.
 * When a single-wielding unit w-casts its normal attack, this counts as 2 attacks.
 * This attack's damage value is based on 1 weapon.
 * When a dual-wielding unit uses its normal attack, this counts as 2 attacks.
 * This attack's damage value is based on 2 weapons, regardless of the number of attacks (e.g. single cast of Holy will take the sum of the 2 weapons).

If a unit has 2 of the same weapon type equipped:
 * Case A (single-wielding, cast 2 skills): 2*100 = 200 Break damage
 * Case B (dual-wielding, cast 2 skills): 2(100 + 100) = 400 Break damage

Break booster skills are made up of combined effects. The first effect affects the BREAK Gauge. It will only be active when the corresponding weapon type is equipped. The modifier from that effect is combined with the second effect. This counts as 1 attack. The first effect does not affect the HP Gauge, but the second effect will.

Healing
The formula for healing amount:


 * $$\text{Skill Base Healing} + \left(\left(\frac{\text{Unit SPR}}{2} + \frac{\text{Unit MAG}}{10}\right) \times \text{Modifier}\right)$$


 * Unit SPR and MAG are calculated after buffs, see above.
 * Healing amount will be randomized in the 85 - 100% range


 * Example:
 * Curaja from a healer with 1000 SPR and 300 MAG will have healing amount of:
 * $$ \underbrace{2500}_{\text{Base Healing}} + \left( \left(\frac{1000}{2} + \frac{300}{10}\right) \times \underbrace{18}_{\text{Modifier}} \right) = 12040$$

Over Turns
Healing skills over turns are calculated just like normal healing, but the amount (Skill Base Healing and Skill Modifier) are divided by the number of turns duration. They proc after your turn ends, but before your opponent takes action.

So like nearly the same as above:


 * $$ \frac{\text{Skill Base Healing}}{\text{Number of Turns}} + \left(\frac{\left(\frac{\text{Unit SPR}}{2} + \frac{\text{Unit MAG}}{10}\right) \times \text{Modifier}}{\text{Number of Turns}} \right)$$

Note: Luka's Regenerate and Noctis Cover do not stack.

Multiple Hits
There are two kind of multiple hits: Number of actions and animation.

Generally, the majority of abilities are single action, but there are several abilities which activate multiple actions, indicated by your unit casting them multiple times. These abilities are described on this wiki by the number of actions. For example, Barrage description states "Physical damage combo (4 times, 0.8x each, 3.2x total) to random enemies." In arena, each action caps at 999 damage, before chain. Status ailments can also proc from each action.

Dual Wield doubles the amount of action of any physical ability. Note that variable action abilities such as Gamble Attack are simply doubled, i.e. both weapons will hit the same number of times (as opposed to being rolled separately).

Animation can either be unique or taken from caster's attack animation, depending on the ability. This will determine the amount of multiple hits the ability will perform.

Weaving a large amount of multiple hits from different units (multiplied by Dual Wield) is important to be able to create a high chain value.

Chaining

 * Main article: Chaining

Boosts
The formula for calculating a unit's stats with buffs:


 * $$(\text{Unit Base Stats} \times \text{Buffs}) + \text{Equipment Stats}$$

Any stats buffs are applied to unit's base stats excluding equipment. The exception to this are abilities similar to the Doublehand ability, which grant [stats] (%) to equipment. Stats enhancing pots adds to the base stats, and are affected by buffs.

Active buffs and debuffs of the same type don't stack. They will be overwritten by the stronger one. Power Break ATK -15% will not stack with Full Break ATK/DEF/MAG/SPR -30% but will work together with Armor Break DEF -15%. If your unit has an auto-buff ability they will also be temporarily overwritten by the same but stronger buff. Finally, a unit can cumulate a buff and a debuff. A +50% buff and a -30% debuff of the same type can coexist for a total of +20%.

Passive buffs do stack additively. Two of ATK +10% will give you ATK +20%, up to a hard cap of +400%. This cap only counts toward passive buffs, and can still be increased further with an active buff.

Status Ailments

 * Main article: Status Ailments

Enfeeblements
Additionally, there are some effects that are not covered in normal resistance table. They are counted as enfeeblements and not status ailments but monsters do have resistance for them. In Arena these are sometimes counted as status ailments.

Lasting effects

 * Charm - Renders the target incapable of taking any action or evading attack.
 * Stop - Renders the target incapable of taking any action or evading attack.
 * Berserk - The target uses a normal attack on the start of each turn and is incapable of taking any action.
 * Break - Stats decrease (ATK/DEF/MAG/SPR)
 * Damage Over Time - Deals damage to the target at the end of the target's turn. Can be stacked with similar effects from different sources.

Instant effects

 * Death - Instant KO
 * Gravity - Reduces HP by fixed percentage

Damage Over Time

 * Examples: Solar Plexus Blow, Requiem of Ruin, Serpenté - Unholy Kiss.


 * Will not chain.
 * Will not generate any LB crystals or EV orbs.
 * Damage can't be evaded.
 * Deals damage to the target at the end of the target's turn. The damage will occur once any triggered counters have finished. Since buff/debuff durations decrease at start of turn, when the DoT shows one turn left, it will NOT trigger on the target's next turn.
 * Can be stacked with similar effects if the stacking ID is different (7th parameter). Using the identical skill will overwrite the existing DoT, even if it's from a different unit.
 * Caster's stats/buffs/debuffs are taken into account at the time of cast, while target's stats/buffs/debuffs are taken into account at the time of damage.
 * Can be flagged as dispellable or undispellable.
 * If a unit hides after being affected, the DoT will still affect them like normal. They cannot die off-screen, but instead will get to as low as 1 HP.
 * Should they have a physical or hybrid attack type:
 * The weapon and/or an imbued element will be included in the damage.
 * Weapon variance has no effect.
 * Dual wielding will not cause the DoT to trigger more than once. Total attack is used, not either hand's attack.
 * This applies to any buff (killer, imbue, etc.).

Hex

 * Examples: Hex Eye, Wicked Eye, Eye of Doom.

Currently only available to Kryla, Hex is a special ailment that inflicts fixed damage at the start of your turn relative to the number of individual negative effects the target has. These include breaks, imperils, stop, charm, berserk, and all generic status ailments.

Elemental imbues, skill unlocks, weapon weakness, damage over time skills and other properties do not affect Hex damage. As the damage is fixed, Hex is unaffected by the user's stats, killers and weapon element, and it is additionally unaffected by chain modifiers. New applications of Hex skills will simply overwrite the prior effect. Usage is permanently banned in arena.

Accuracy

 * Examples: Doublehand, Goddess Bow, Battle - Vigor Slash Combo.


 * This stat gives a unit a percentage-based chance to bypass a unit's physical evasion stat
 * Must be using both hands on one weapon for the stat to apply
 * Often found on 2-handed weapons and Doublehand-type passive abilities
 * Abilities with reduced accuracy can be compensated with additional accuracy via equipment, except critical or miss abilities.
 * Accuracy is checked first before evasion, so 100% accuracy will always bypass evasion.
 * Accuracy does not bypass mirage.

Evasion

 * Examples: Evade, Elusive Moves.


 * Referred to as "Chance of evading/dodging physical damage" in the game.
 * This stat gives a unit a percentage-based chance to completely negate incoming damage.
 * It is possible to reach 100% for physical evasion.
 * Physical evasion works against physical and hybrid attacks.
 * Magic evasion works only against magic attacks (Special abilities that deal magic damage do not count; they have to be proper magic spells).
 * Evasion - A list of units and abilities that utilize this mechanic.
 * A unit cannot evade when they have been inflicted with Paralysis, Sleep, Stop, or Charm.
 * A unit that has landed from a jump cannot evade counters like Brachiosaur.

Counter

 * Examples: Counter, Retaliate, Warden.


 * Refers to abilities that are triggered by sustaining physical or magic damage.
 * The Counter skills can stack if coming from different sources, though that only increases the likelihood of a counter, not the quantity.
 * Abilities that buff user's next normal attack (like Store) are consumed during a counter.
 * You may counter up to a single time per single attack your character sustains.
 * If you evade an attack, it still counts as sustaining it for the purposes of counter.

Cover

 * Examples: Cover, Saintly Wall, Light is with us!.


 * Partially unmitigated physical damage, those with ignore DEF, will bypass cover entirely. But this isn't the case with partially unmitigated magic damage.
 * If a unit has several covers of the same target and type, only the one with highest rate is used.
 * If a unit has both ST (single target) and AoE (area of effect) cover active, the AoE cover will take precedence.
 * Cover targetting (ST/AoE) refers to the target allies protected, either single or all allies, and will work regardless of the target of the enemy attacks. If a unit uses AoE cover and an enemy uses an AoE attack, the chance for cover will be counted per unit, dramatically increasing the chance for it to proc. e.g. a 50% chance to cover against attacks to full party of 6 units will in effect gives it 96.87% chance to proc (5 units are counted, excluding the coverer).
 * Cover will trigger based on the attack type, regardless of the damage type. e.g. Magic attack with physical damage will trigger magic cover instead of physical cover. Hybrid attack will trigger both magic and physical cover
 * A unit cannot have AoE physical and AoE magic cover statuses simultaneously. The most recently applied cover status will take effect and remove the previous one (e.g. a unit using Triteleia Wall and then being targeted by Illusion - Redirect will have the magic cover overwritten by the physical one). Only when the cover explicitly includes both damage types can it cover both simultaneously (e.g. a unit using Everyone, leave this to me!).
 * For ST cover, the chance to protect party member is based on the order of the party, with left-most unit having the highest chance.
 * Once cover is triggered, that cover will stay activated for the entire turn unless the coverer dies. If the coverer has reraise they can't cover for the rest of the turn.
 * Cover cannot trigger if the unit is being covered by another unit, regardless of the cover target or type. This means that once an AoE cover is activated, no more cover can be triggered for the rest of the turn.
 * If a unit covers another unit with ST cover, the coverer cannot be covered by another ST cover. However,
 * If a unit covers another unit with ST cover, the coverer can be covered by another AoE cover.
 * If an enemy has counters, their attacks can also be covered. Enemy counter turn exists before enemy turn, and the chance to cover will reset accordingly. However, there is a visual bug that prevents a unit to reset their position after covering in enemy counter turn. This leads to a situation where two coverers can stand in the same position, covering a unit/party, but in actuality only one cover was triggered.
 * Mitigation from a cover will reduce any type of damage, and is stackable with other types of mitigation.
 * Some cover has a variable range of mitigation, e.g. 50-70% mitigation. A random number is picked once it triggers (in 1% increments, i.e. 50%, 51%, 52% etc. are possible, 51.5% is not), and will not change for the rest of the turn.

Enemy targeting

 * Examples: Camouflage, Provoke, Draw Attacks.


 * Abilities that modify the chances of being targeted can be stacked additively.
 * Abilities that reduce the chance of being targeted (such as Camouflage) will "fade" over time.
 * Example: After ~7 turns, a unit with 100% Camouflage will no longer be completely safe from being targeted.
 * Evidence is still needed to prove this mechanic's functions as described above.
 * Abilities that increase the chances of being targeted will override the passive reduction of not being targeted.

Jump attacks

 * Examples: Jump, Point-Warp.


 * A unit using these abilities will temporarily disappear from combat. They cannot be targeted or attacked, and will not be affected by any party buffs not applied prior to jumping.
 * After the listed number of turns, at the beginning of the player's turn, the unit will land and deal damage to the target. The unit is unavailable for further actions on that turn.
 * For timed jumps, the player can determine when the unit will land and deal damage.
 * When using Dual Wield, damage will be performed on each hand when they land.
 * If multiple units are landing, they land in quick succession. If the target is dead, a new target is chosen if available, or else no damage is dealt.
 * Damage from jumps is calculated using any buffs/debuffs still persisting by the end of the jump.
 * If the round is won before the jump finishes, the jump is canceled and the unit is back on the ground for the next round.
 * Jump skills are permanently banned from the arena.
 * Jump damage% stacks additively and hard caps at 800%.

Killing blow mission

 * The said source of damage (esper, magic, ability) must either deal damage causing the target to go to 0 HP, or deal overkill damage after the target is dead.
 * If the target is the last target in the round (e.g. a single boss), any skill or spell must be selected before the target goes to 0 HP, or else only normal attacks are available. You can still tap to activate as long as the target is still taking damage.
 * Espers are particularly finicky, as the animation must play before the target goes to 0 HP, or else the summoning is cancelled and no extra damage is dealt.
 * Espers with long evocation hitframes allow more time to guarantee the mission completion.

LB Gauge

 * Examples: Auto-Limit, Entrust, High Tide.


 * The automatic filling of the limit burst gauge is limited to 12 crysts per turn.
 * The number of lb crysts that can drop per enemy per turn is 20.
 * Increase LB fill rate boosts have a 1000% cap.
 * Automatic LB filling is not affected by LB fill rate boosts
 * When using another unit's gauge to fill an ally's, the required cryst value is not considered. Rather the percentage of the gauge is transferred to that ally, which means a full gauge (100%) for a 16 cryst LB gauge can fill an empty 30 cryst LB gauge.

Reflect

 * Examples: Carbuncle, Reflect.


 * Reflect will cause one magic attack to bounce off the unit and hit a random unit on the other side.
 * AoE attacks will be reflected as individual attacks, potentially allowing you to concentrate all your power to one enemy. This means the number of units in your party determines the number of reflected attacks (e.g. when an AoE spell is reflected in a party of 6 units, the reflected spell becomes 6 ST attacks).
 * Reflected AoE spells do not chain with themselves, instead it would be as if a single unit were attacking multiple times on its own, unless the casting unit has a self chaining passive for reflect.
 * The reflected spell ignores any cover or provoke effects.
 * Multiple reflect cannot stack. So, using Marie's Limit Burst and then summoning Carbuncle at the same time will allow for only 1 layer of reflect to be active.
 * There is no set rule for which spells can or cannot be reflected, the reflectable flag is set on a spell per spell basis.
 * Reflect will not work if the unit with reflect is performing any action.
 * Spells that are bouncing from another reflect cannot be reflected. Ex. If a monster is using reflect, your own reflect will not bounce it back.

Steal

 * ''Examples: Steal, Mug, Waylay


 * Some abilities allow you to procure additional items while battling a monster.
 * Each monster can only be stolen from once, max. If the steal fails, you can try again.
 * The steal success rate is independent of any damage the ability might also deal at the same time. For example, a Mug that misses can still successfully steal, while a blinded unit will not face any penalty to their steal chance.
 * The default item-steal chance is 50%.
 * Steal Gil-type passives will enable any item-steal ability to gather a predefined-% of the gil-steal value when used (active gil-steal abilities work different, see Pilfer). The gil-steal chance is either fixed at a range (e.g. 50-100%) or at 100% and independent of the item-steal chance - you can fail to steal an item and still get the gil. You will successfully steal the gil from a monster once.
 * Bandit doubles all steal chances.
 * Waylay and Mug won't attack twice with Dual Wield, but Grand Waylay will.
 * You can't exceed 100% of steal chances.
 * Fleeing denies any stolen items/gil.

Stored damage

 * Examples: Store, Inferno Rage, Ultimate Focus.


 * Abilities that increase the damage of your next attack.
 * Abilities that increase the ATK stat will only affect a unit's normal attack.
 * Abilities that increase the MAG stat will only affect a unit's first cast of a spell or magic ability.
 * The second cast of a multicast will not receive the stat boost.
 * A MAG buff will stack normally.

Unstackable Effects

 * Main article: Effect Stacking

Expedition
The formula used to calculate expedition success rate:


 * $$\text{Expedition Success Rate} = \text{Total Unit Success Rates} + \text{Consumables}$$


 * $$\text{Success Rate Per Unit} = \frac{\text{Unit Stats}}{\text{Stats Modifier}} + \text{Bonus}$$


 * $$\text{Consumable} = 20% \text{ when used}$$

See the table for the full list of stats modifier for each expedition.

Stats modifier can be derived from:


 * $$\text{Stats Modifier} = \frac{\text{Difficulty Value}}{\text{Stats Weight}}$$

Each expedition has its own stats weight and difficulty value. This value can be found under each expedition's page.

Loot Drop
Each monster has its own Loot Drop table(s) (up to 3):


 * Common
 * Rare
 * Unique

The items contained within each Loot Drop Table differs between each enemy.


 * An item in the Common table can have a lower chance to drop and an item in the Rare table can have a higher chance to drop.
 * Similarly, the rarity of the items (stars rating) does not affect the Loot Drop table it is placed in, and the same item can be dropped from multiple tables for the same monster.

Once defeated, a monster can drop an item from each Loot Drop table.
 * If the monster has items in the Common and Rare Loot Drop table, it has a chance to drop up to 2 unique items.
 * If all 3 tables are empty, there will be no item drops.


 * The drop rate cap is 100% for each of their respective tables. This is a list of items and unit abilities that affect the drop rates of their own respective table.

Party Order

 * Add information about best chaining positions, enemy targeting and cover checks.
 * The unit order for spark chains follows the party order from one to six. Unit placed in the first position will always be ordered first during spark chain, while guest unit will always be last.
 * For ST cover, the chance to protect party member is based on the order of the party, with left-most unit having the highest chance.