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Damage

From Deltarune Wiki

Damage is a term referring to both the method of decreasing combatants' HP during battle and the amount of HP reduced from this action.

Damage is calculated using the stats of both the party member and enemy involved.

Party attacks

When party members FIGHT and perform a basic attack with their weapon, they deal damage equal to ATAccuracy203DF rounded to the nearest integer, where AT is from the party member and DF is from the enemy.

Accuracy

Accuracy score is determined as follows:

  • 150 for a critical attack
  • 120 if the player was 1 frame off
  • 110 if the player was 2 frames off
  • 100 − (frames off × 2) if the player was 3 or more frames off
  • 0 for a Miss (a Miss still deals damage if the enemy has negative Defense)

When attacking without the player's control in Chapter 1, Susie's Accuracy score is as follows:

  • 160 if target was not warned
  • 0 if target was warned
  • 100–140 (random value) if she was asked to compliment C. Round (this ACT sets Susie's AT to 90, dealing 450-630 damage)

Normally, 1/10 of the accuracy score is added to the TP Meter, meaning a critical attack gains 15 (6%) TP. There are exceptions to this:

  • During the Jevil fight, the TP gained is 1/15 of the accuracy score.
  • During the GIGA Queen fight, the TP gained is 7.5 (3%) TP for a critical attack, and 2.5 (1%) TP otherwise.
  • During fights with the Darkness effect, the TP gained is 1/26 of the accuracy score.[1]
  • During the Hammer of Justice fight, the TP gained is always 60 (24%) TP.[2]

X-Slash

In Chapter 2's Weird Route, Kris has access to the X-Slash ACT during the Spamton NEO fight. X-Slash inflicts two critical attacks, each of which deal 25% more damage than a normal attack via FIGHT.

Spells

Susie

Rude Buster inflicts 11AT+5Magic3DF damage.

RedBuster inflicts 13AT+6Magic6DF+90 damage.

In Chapter 1 and 2, pressing the "[CONFIRM]" button after Susie fires a Buster spell increases its damage by 30. Starting in Chapter 3, the bonus varies depending on when the "[CONFIRM]" button is pressed.[note 1]

Timing Damage bonus
On impact 30
1 frame before 28
2 frames before 22
3 frames before 20
4 frames before 13
5 frames before 11
6 frames before 10

DualBuster's base damage is scripted to be a random number between 1950 and 2050 regardless of stats, but this can still be increased by pressing "[CONFIRM]".

Noelle

Noelle's IceShock spell inflicts 30(Magic10)+90+random(0,10) damage, rounded up (if Noelle's Magic stat is increased beyond 1009 using cheats, IceShock's damage no longer increases with it).

Noelle's SnowGrave spell inflicts 40Magic+600+random(0,100) damage.

Battles with reduced damage

In Chapter 1, during the fight against Susie and Lancer, damage against Susie is reduced to 30% (rounded up), to account for her lower HP than most enemies.

In Chapter 2's Weird Route, Spamton NEO activates his "[Bluelight Specil]" if his HP is lower than 10% after the party's turn (it cannot be reduced below 6%, regardless of whether "[Bluelight Specil]" is active), the base damage done is equal to ATAccuracy20, but capped between 5 and 10 (inclusive). Spell attacks (which are not available during this battle) can theoretically deal damage much higher than 10, but they cannot reduce his HP below 6% either.

In Chapter 3, during the battle with the Knight, all party members have a multiplier applied to their damage that starts at 20% of their normal damage, but increases by 1% each turn, up to a maximum of 35% of normal damage on the 15th turn. Additionally, Kris's damage is halved on top of this penalty, but is also doubled for each party member that is currently SWOONed.

Also in Chapter 3, during the battle with Tenna, Kris's damage is halved if the Sword Route was not completed. If it was, their damage is tripled instead.

During this battle with the Knight, Rude Buster's damage is also reduced, using the formula damage=base(penalty+0.65)+bonus2 where base is the damage Rude Buster would normally inflict (excluding the bonus), penalty is the same incrementing multiplier as applied to regular attacks, and bonus is the damage bonus for timing the "[CONFIRM]" button.

In Chapter 4, the Titan Spawn and Titan takes 50% of the base damage from Susie's Rude Buster. The Titan also takes 50% damage from normal attacks as well while its shield is up and 10% of all damage while regenerating health. If Kris has the BlackShard equipped, they will instead deal 300% damage while the Titan's shield is up and 1000% damage against it when it is down as well as when attacking Titan Spawn, but do not get a damage increase if the Titan is healing. Damage is rounded up in all mentioned cases.

Enemy attacks

An attack that hits always does a minimum of 1 damage, regardless of stats. There are two exceptions - Jevil's "Final Chaos" attack deals 0 damage if the party's average HP is lower than 10 (treating negative values as 0), and the Knight's slash in its "Box Splitter" attacks deals 0 damage if the party member targeted is at 1 HP.

Chapter 1

When an enemy hits a party member with an attack, the base damage is equal to 5AT3DF, where the AT is from the enemy and DF is from the party member. If the party member is defending, their damage taken is multiplied by 2/3 (rounded up).

Special battles

In the battle with King, some of his attacks use a slightly different formula:

  • King's "swing" attacks (where he swings the bullet board around, targeting all party members) multiply Attack by 4 instead of 5.
  • King's "Chain of Justice" attack multiplies Attack by 3 instead of 5.

In the battle with Jevil, some of his attacks use a slightly different formula:

  • Jevil's "suit bomb" attacks that target all party members multiply Attack by 4 instead of 5.
  • Jevil's Devilsknife attacks multiply Attack by 6 instead of 5.
  • Jevil's "Final Chaos" attack ignores Attack and Defense. Instead, each hit reduces all non-downed party members' HP by 30% (rounded up) if the party's average HP (treating negative values as 0) is 10 or higher; otherwise, no damage is dealt. ACTs and defending do not change the amount of damage received.

Some ACTs can temporarily modify an enemy's Attack:

  • The Courage ACT reduces King's Attack by 20% for one turn.
  • The Hypnosis ACT reduces Jevil's Attack by 30% for one turn.
  • The Pirouette ACT can raise Jevil's attack by 25% or lower it by 30% for one turn (depending on the current turn in the rotation).

Chapter 2

In Chapter 2, damage is calculated differently to Chapter 1, except for Clover's Party Dojo rematch.

The base damage is 5AT. This value is then decreased depending on the party member's DF, calculated one point at a time. For each point of DF,

  • ...if the current damage is greater than 1/5 of the party member's max HP, damage is reduced by 3.
  • ...if the current damage is greater than 1/8 of the party member's max HP, damage is reduced by 2.
  • ...otherwise, damage is reduced by 1.

For example, an attack with a base damage of 30 against 120 max HP and 4 DF would be reduced by 3 (to 27), then by 3 (to 24), then by 3 (to 21), then by 2 (to 19). Defense is thus more useful against attacks that deal higher damage relative to the party member's max HP.

After the reduction from DF, if the party member is defending, their damage taken is multiplied by 2/3 (rounded up).

After applying all of the above modifiers, if the party member is equipped with armor that resists the element of the bullet, each armor's resistance is added together and applied (however, this cannot go above 75%). For example, the FrayedBowtie reduces damage from Puppet/Cat attacks by 15%, so a party member equipped with two FrayedBowties will take 30% less damage from such attacks.

Some elemental items can directly apply a reduction on specific non-elemental attacks (which can go above 75%). For example, the Shadow Mantle directly reduces damage taken from the star-shaped bullets from the Hammer of Justice's Pinball Shell attack by 85%.

Special battles

In the battle with Spamton NEO, some of his attacks use a slightly different formula:

  • Spamton NEO's heart attack that targets all party members multiplies Attack by 4 instead of 5.
  • Spamton NEO's final attack ignores Attack and Defense. Instead, if a non-downed party member's HP is higher than half of max HP, each hit reduces their HP by 20% (rounded down), otherwise it reduces their HP by 10% (rounded down, but no less than 1).
  • If player uses "cheating" to make Spamton NEO angry, his AT increases according to how many cheat shots were used, from 13 AT (normal) up to 26 AT. This boost does not affect his final attack.

In the battle with the Knight, if Susie or Ralsei lose all their HP to an attack, the SWOON effect is applied, which sets their HP to -999 instead. The bullets of their final attack always deal 40 damage, and the final slash deals 75 damage, both ignoring Defend and items. Additionally, it will leave a party member at 1 HP before the next hit Downs/SWOONs them.

Chapter 3 onwards

Starting in Chapter 3, the 5AT formula is maintained, also still using the diminishing returns formula for calculating damage reduction with DF. However, while the formula is the same, some bullet patterns for enemies seen in Chapters 3, 4, and 5 instead provide a damage value that bullet uses, which can be seen in obj_dbulletcontroller[3], or are provided by helper routines.[4] These hardcoded values still have DF reduction applied to them. Hardcoded damage values tend to align with the damage the formula would provide (Both of Ribbick's bullet types are hardcoded to deal 70 damage before DF when it has 14 AT), but occasionally, AT and the hard coded values will conflict, such as Pippinses die patterns dealing 66 base damage when ATK * 5 would come out to 55 base damage.[5]

Trivia

  • At the end of the Chapter 2 Weird Route's Spamton NEO fight, Noelle's three IceShock spells each deal 684+random(0,20) damage, implying Noelle's effective Magic stat at the time is 30.
  • There is code for defending multiplying the damage value by 3/4 opposed to the usual 2/3. However, as a different script is used for damaging multiple party members, it is effectively unused.

Notes

  1. In the code for the DELTARUNE Demo and Deltarune Chapter 1&2, this set of damage bonuses is stored in gml_Object_obj_rudebuster_bolt_Step_0 script, Chapter 2, but due to some glitches, the button press is always "On impact", thus the bonus damage of the buster is always 30.

References