DAMAGE FORMULA

Complete Guide to Multipliers, Inflictions & DPS Optimization

Last updated: 2026-02-18

Understanding Damage Calculation

Damage in Arknights Endfield follows a multiplicative formula rather than additive. This means stacking different types of multipliers is far more effective than stacking the same type. Understanding this system is crucial for maximizing your team's damage output.

Damage = ATK × BaseMultiplier × MultiplierGroup × Critical × Amp × Stagger × Finisher × Link × Weaken × Susceptibility × IncreasedDMGTaken × DMGReduction × Protection × Defense × Resistance

01 Attack Calculation

Your character's Attack stat forms the foundation of all damage. The formula accounts for base attack, weapon attack, percentage bonuses, flat bonuses, and attribute scaling.

Complete Attack Formula

ATK = ((OperatorATK + WeaponATK) × %Bonuses + FlatBonuses + SpecialBonuses) × AttributeBonus

Attribute Scaling Bonus

Your primary and secondary attributes provide additional Attack bonuses through the AttributeBonus formula:

AttributeBonus = 1 + (0.005 × Primary) + (0.002 × Secondary)

  • Primary Attribute: Grants 0.5% bonus per point
  • Secondary Attribute: Grants 0.2% bonus per point

Attack Bonus Types

  • Percentage Bonuses: Scale with base ATK, more valuable in late game
  • Fixed/Flat Bonuses: Add a static amount regardless of base ATK
  • Special Bonuses: From specific talents or effects

02 Complete Damage Formula

The complete damage formula multiplies all factors together. Understanding each component helps you optimize your team composition and gear choices.

Damage = ATK × BaseMultiplier × MultiplierGroup × CriticalMultiplier × AmpMultiplier × StaggerMultiplier × FinisherMultiplier × LinkMultiplier × WeakenMultiplier × SusceptibilityMultiplier × IncreasedDMGTakenMultiplier × DMGReductionMultiplier × ProtectionMultiplier × DefenseMultiplier × ResistanceMultiplier

Base Multiplier

From skill nodes and status effects. Includes modifiers for Physical statuses (Crush, Breach, Lift, Knock Down), Arts Burst, and Arts Reactions. Also includes a HiddenMultiplier based on operator level.

Multiplier Group

1 + Σ DamageBonuses. Anything listed as "DMG Bonus" or "DMG Dealt" from gear, weapons, and talents. This is typically your largest source of additive multipliers.

Critical Multiplier

1 + CritDMG if critical, otherwise 1. Base CRate is 5%, base CDMG is 50%. Note: DoT (Damage over Time) cannot crit.

Amp Multiplier

1 + Σ AmpBonuses. Anything listed as "Amp" (Heat Amp, Electric Amp, Cryo Amp, Nature Amp). Note: Physical teams don't have access to Amp.

Stagger Multiplier

1.3x if target is staggered, 1x otherwise. Attacks against staggered enemies deal significantly more damage—save your burst skills for stagger windows.

Finisher Multiplier

Based on enemy tier: 1x (Common), 1.25x (Advanced), 1.5x (Elite/Alpha), 1.75x (Boss). Only one Finisher can trigger per Stagger.

Link Multiplier

1 + LinkBonus if Link is active. Link stacks up to 4 times: Battle Skills grant 30/45/60/75%, Ultimates grant 20/30/40/50%.

Weaken Multiplier

∏ (1 − WeakenEffect). A debuff effect that reduces damage dealt by the affected enemy. Currently only accessible through Catcher and some talents.

Susceptibility Multiplier

1 + Σ SusceptibilityEffects. Debuffs that increase damage taken by the enemy. Extremely valuable for team composition.

Increased DMG Taken

1 + Σ IncreasedDMGTakenMultiplier. Anything that increases damage the enemy takes. Most accessible through Electrification, Breach, and operator talents.

DMG Reduction

∏ (1 − DMGReductionEffects). Multiplicative reduction from debuffs on the enemy. Does not stack additively.

Protection

1 − max(ProtectionEffect). Buff that reduces damage taken. Doesn't stack—only the strongest effect applies.

03 Elemental Amplification

Each Arts element (Heat, Electric, Cryo, Nature) has its own amplification multiplier. These are among the strongest multipliers in the game but require specific team compositions to utilize.

Element Amp Source Notes
Heat Heat Amp Increases Combustion damage and Heat damage
Electric Electric Amp Boosts Electrification reaction damage
Cryo Cryo Amp Enhances Solidification and Freeze damage
Nature Nature Amp Powers Corrosion damage over time

Arts Intensity Multiplier

Arts Intensity directly multiplies your Arts Reaction damage. Found on weapons and some gear.

ArtsIntensityMultiplier = 1 + (ArtsIntensity / 100)

At 100 Arts Intensity, your Reactions deal double damage (2x multiplier). This stat is particularly valuable for teams that rely on frequent elemental reactions.

04 Arts Inflictions

Arts Inflictions are elemental stacks that enemies accumulate. Understanding how to apply and maintain these stacks is fundamental to Arts team damage.

How Inflictions Work

  • Each element can stack up to 4 times on an enemy
  • Infliction stacks appear next to the enemy's health bar
  • Applying the 2nd, 3rd, and 4th stack triggers an Arts Burst
  • Arts Bursts deal additional damage of the corresponding element

Common Infliction Sources

Heat: Wulfgard's Battle Skill
Cryo: Estella's Battle Skill
Electric: Perlica's Battle Skill
Nature: Gilberta's Ultimate

Arts Bursts

Every Infliction stack past the first triggers an Arts Burst - an extra hit of damage. This is separate from Reactions and happens automatically. Some equipment can buff Arts Burst damage, making characters who apply multiple stacks quickly even more valuable.

05 Arts Reactions

Arts Reactions occur when you apply a different element to an enemy that already has an Arts Infliction. These are the core of Arts team damage.

Combustion (Heat Reaction)

Triggered by applying Heat to an enemy with Cryo, Electric, or Nature Infliction. Deals initial burst damage plus damage over time for 10 seconds. The DOT does not snapshot and scales dynamically with buffs.

Corrosion (Nature Reaction)

Triggered by applying Nature to an enemy with another Infliction. Applies a powerful damage over time effect that can stack. Gilberta is a key character for enabling this reaction.

Electrification (Electric Reaction)

Triggered by applying Electric to an enemy with a different Infliction. Chains damage to nearby enemies and provides utility through interrupt potential. Perlica is the primary enabler.

Solidification (Cryo Reaction)

Triggered by applying Cryo to an enemy with another Infliction. Freezes smaller enemies and slows larger ones. Some characters gain bonuses when attacking Frozen targets.

Shatter

Occurs when hitting a Solidification-frozen enemy with Physical damage. Deals burst Physical damage and breaks the frozen state. Combines well with Physical teams that can apply Cryo first.

06 Physical Status System & Base Multipliers

Physical damage operates on a different system than Arts, focusing on Vulnerable stacks and status effects. Each status effect has a specific BaseMultiplier formula.

Base Multiplier Formulas

Lift/Knock Down: 1.2

Crush: 1.5 + 1.5 × VulnerableStacks

Breach: 0.5 + 0.5 × VulnerableStacks

Arts Burst: 1.6

Arts Reaction: 0.8 + 0.8 × InflictionStacks

Shatter: 1.2 + 1.2 × CryoInflictionStacks

Combustion (DoT): 0.12 + 0.12 × HeatInflictionStacks

Hidden Multiplier

An additional multiplier based on operator level that applies to Physical Status, Arts Burst, and Arts Reactions:

Physical: 1 + ((Level − 1) / 392)

Arts Burst/Reaction: 1 + ((Level − 1) / 196)

Vulnerable Stacks

Physical attacks apply Vulnerable stacks (max 4). These stacks are consumed by status effects to trigger their effects. More stacks = stronger effects.

Crush

Formula: (1.5 + 1.5 × VulnerableStacks) × HiddenMultiplier
Consumes ALL Vulnerable stacks for high Physical burst damage. At 4 stacks: 7.5x base multiplier. Best for immediate burst against single targets.

Breach

Formula: (0.5 + 0.5 × VulnerableStacks) × HiddenMultiplier
Consumes ALL Vulnerable stacks to reduce the enemy's Physical defense. While it doesn't deal immediate damage, the defense reduction benefits your entire team's Physical damage output.

Lift

Formula: 1.2 × HiddenMultiplier
Applies another Vulnerable stack, deals Physical damage, and lifts smaller enemies into the air. Great for crowd control and building stacks quickly.

Knock Down

Formula: 1.2 × HiddenMultiplier
Similar to Lift but knocks enemies down instead. Provides crowd control while building Vulnerable stacks for your team to consume.

07 Link & Susceptibility

These multipliers come from team support and debuffs, providing significant damage amplification.

Link Multiplier

Some characters (like Lifeng) can apply Link to enemies. When linked, damage dealt by the linked character to the enemy is amplified. Link is particularly powerful in coordinated team rotations but only applies to one attack per use, making it more niche for burst teams.

Battle Skills: 30/45/60/75% (1-4 stacks)

Ultimates: 20/30/40/50% (1-4 stacks)

Susceptibility (Increased Damage Taken)

Debuffs like Arts Susceptibility or Physical Susceptibility increase the damage the enemy takes from those sources. Ardelia can apply both, making her invaluable for any team composition.

Weaken

Reduces the damage dealt by the affected enemy. Currently only accessible through Catcher and some operator talents. Very valuable for content where enemy attacks are threatening.

Corrosion

Applied by Gilberta or other Nature sources, Corrosion increases damage the enemy takes. It works synergistically with other debuffs to maximize damage amplification.

08 Defense & Resistance

Defense and Resistance reduce incoming damage. Understanding these mechanics is crucial for optimizing damage against different enemy types.

Defense Multiplier

When DEF >= 0: 100 / (DEF + 100)

When DEF is less than 0: 2 - (0.99^-DEF)

All Operators have 0 base Defense. All enemies have 100 base Defense. Negative Defense (from Breach) significantly increases damage taken.

Resistance Multiplier - Operators

Physical: 100 − (100 / (AGI × 0.001 + 1))

Arts: 100 − (100 / (INT × 0.001 + 1))

Higher AGI reduces Physical damage taken, higher INT reduces Arts damage taken.

Resistance Multiplier - Enemies

Enemy resistance is listed as letter grades in the database:

  • D: 1.0x (full damage)
  • C: 0.8x (20% reduction)
  • B: 0.5x (50% reduction)

Corrosion can reduce enemy Resistance: ResistanceMultiplier = Base + CorrosionEffect / 100

Corrosion Formula

CorrosionEffect = Base × (1 + (2 × ArtsIntensity) / (ArtsIntensity + 300))

Base values: 3.6–12 (1 stack), 4.8–16 (2 stacks), 6.0–20 (3 stacks), 7.2–24 (4 stacks). Base increases gradually over 10 seconds to maximum. Duration is 15 seconds and can be refreshed without overriding current value.

09 Practical Optimization Tips

For Physical Teams

  • Stack Vulnerable quickly with characters like Chen Qianyu
  • Use Crush for burst, Breach for sustained damage
  • Combine with Cryo for Shatter potential
  • Focus on finishers during Stagger windows

For Arts Teams

  • Apply Inflictions before Reactions for maximum damage
  • Build Arts Intensity for stronger Reactions
  • Use Electric for AoE, Nature for DoT
  • Layer multiple debuffs for multiplicative gains

General Tips

  • Different multiplier types multiply together
  • Same multiplier types add then multiply
  • Finishers are huge damage spikes - build around them
  • Save burst skills for Stagger windows

Stat Priorities

  • ATK% for general damage scaling
  • Elemental Amp for Arts teams
  • Crit Rate + Crit Damage for consistent DPS
  • Arts Intensity for Reaction-focused teams

10 Video Sources

The following YouTube videos were used as reference material for compiling this guide:

Note: This guide compiles information from community sources. Game mechanics may change with updates.

Frequently Asked Questions

How is damage calculated in Arknights Endfield?

Damage follows a multiplicative formula: Attack × BaseMultiplier × MultiplierGroup × CriticalMultiplier × AmpMultiplier × StaggerMultiplier × FinisherMultiplier × LinkMultiplier × WeakenMultiplier × SusceptibilityMultiplier × IncreasedDMGTakenMultiplier × DMGReductionMultiplier × ProtectionMultiplier × DefenseMultiplier × ResistanceMultiplier. All multipliers stack multiplicatively rather than additively.

What are the most important damage multipliers to prioritize?

For general teams: Amp (elemental), Susceptibility, Increased DMG Taken, and MultiplierGroup are highest priority. BaseMultiplier from finishers is huge for burst. Stagger multiplier gives 1.3x on staggered enemies. Link is valuable but niche. Weaken is currently hard to access (only Catcher). Physical teams lack Amp but benefit from Vulnerable stacking and Stagger.

How do Arts Inflictions affect damage output?

Arts Inflictions are elemental stacks (max 4) that enemies accumulate. Each stack past the first triggers an Arts Burst (1.6x base multiplier). Inflictions also enable Arts Reactions when combined with different elements. Higher Infliction stacks = stronger Reactions (0.8 + 0.8 × stacks).

What is the difference between Crush and Breach?

Crush: (1.5 + 1.5 × VulnerableStacks) × HiddenMultiplier - consumes all stacks for high immediate Physical burst (up to 7.5x at 4 stacks). Breach: (0.5 + 0.5 × VulnerableStacks) × HiddenMultiplier - consumes all stacks for Physical defense reduction, benefiting your whole team's sustained damage.

How does Defense work in the damage formula?

Defense uses the formula 100 / (DEF + 100) for positive DEF, or 2 - (0.99^-DEF) for negative DEF. All enemies have 100 base DEF, reducing incoming damage by 50%. Breach can reduce DEF below zero for increased damage. All Operators have 0 DEF.

What is Finisher damage and how does it work?

Finishers trigger on staggered enemies and scale by enemy tier: 1x (Common), 1.25x (Advanced), 1.5x (Elite/Alpha), 1.75x (Boss). Only one Finisher can trigger per Stagger window, making timing crucial.

How does Resistance work for Operators vs Enemies?

Operators: Physical Resistance = 100 - (100 / (AGI × 0.001 + 1)), Arts Resistance = 100 - (100 / (INT × 0.001 + 1)). Higher AGI/INT = more resistance. Enemies have letter grades: D = 1.0x, C = 0.8x, B = 0.5x. Corrosion can reduce enemy resistance further.

How does Arts Intensity affect damage?

Arts Intensity Multiplier = 1 + (ArtsIntensity / 100). For example, 100 Arts Intensity = 2x multiplier on Arts Reactions. Also affects Corrosion damage: CorrosionEffect = Base × (1 + (2 × ArtsIntensity) / (ArtsIntensity + 300)).