ELEMENTAL REACTIONS
Complete Guide to Arts Reactions, Physical Status & Reaction Damage
Last updated: 2026-04-26
Master all elemental reactions in Arknights: Endfield. Based on the official documentation by 666bj (translated by sten). Covers Arts Reactions (Electrification, Combustion, Corrosion, Solidification), Physical Status (Vulnerable, Breach, Crush, Shatter), Level Coefficient scaling, Arts Intensity with hidden decimal calculations, and complete reaction damage formula.
* TL;DR - Key Points
- * Arts Reaction Formula: Base x Crit x DMG Bonus x DR x Susceptibility x Amplification x Weakness x Sanctuary x Fragility x Defense x Stagger Frailty x Resistance x Level Coefficient x Arts Intensity
- * Reaction Stage: equals consumed Vulnerable/Infliction stacks (max 4) — determines reaction damage and effect strength
- * Level Coefficient: 1 + (Level-1)/196 for Arts (max 1.454x), 1 + (Level-1)/392 for Physical (max 1.227x at level 90)
- * Arts Intensity: each point = +1% reaction damage; equipment has hidden decimals (55 displayed = 55.2 actual)
- * 4-stack reactions: always optimal — Electrification gives 24% Arts DMG Taken, Combustion 87% DoT multiplier, Shatter 872% burst
- * Breach: separate multiplier like Physical Susceptibility — 12-24% Physical DMG Taken for 12-30 seconds
- * Corrosion: reduces enemy resistance by up to 24 points over 15 seconds — refresh to maintain reduction
Contents
Arts Reaction Total Damage Formula
All Arts Reaction damage follows this multiplicative formula. Each category multiplies against every other category.
Arts Reaction Damage = Base Damage × Critical Hit × Damage Bonus × Damage Reduction × Susceptibility × Amplification × Weakness × Sanctuary × Fragility × Defense × Stagger Frailty × Resistance × Special Multiplier × Level Coefficient × Arts Intensity
Physical Status damage uses the same formula but with different Level Coefficient scaling (half the impact of Arts Reactions).
1. Arts Reactions & Bursts
Arts Reactions trigger when a new Arts Infliction is applied to an enemy already affected by a different element. The reaction consumes all existing Infliction stacks and produces effects based on the Reaction Stage (number of stacks consumed).
Arts Infliction System
Certain skills apply Arts Infliction to enemies. When a new Infliction of a different element is applied, reactions trigger based on the number of existing stacks.
- Reaction Stage: equals consumed stacks (maximum 4 levels)
- Higher Reaction Stage: stronger effects and damage multipliers
- Initial hits: not affected by Arts Intensity (only the reaction itself)
Reaction Types
Electrification (Electric)
Deals Electric damage + increases enemy's received Arts damage by 12%/16%/20%/24%. Duration: 12/18/24/30 seconds based on Reaction Stage.
Combustion (Heat)
Deals Heat damage + ongoing Heat damage per second. Duration: 10 seconds. DoT scales with Reaction Stage.
Corrosion (Nature)
Deals Nature damage + reduces enemy total resistance by 3.6/4.8/6/7.2 points initially, then increases by 0.84/1.12/1.4/1.68 points per second, capping at 12/16/20/24 points. Duration: 15 seconds. Previous reduction persists if refreshed.
Solidification (Cryo)
Deals Cryo damage + immobilizes enemy. Duration: 6/7/8/9 seconds based on Reaction Stage.
Shatter
Triggered by applying Vulnerable or Physical Status to enemies under Solidification. Consumes Solidification and deals massive Physical damage (120% × (1 + Reaction Stage)).
Arts Burst
Applying same-element Infliction to enemy already under that element stacks one additional layer (up to 4) and deals 160% elemental damage.
Base Damage Multipliers
Electrification, Corrosion, Solidification, Combustion (initial):
80% × (1 + Reaction Stage)
4 stacks = 80% × 5 = 400% base multiplier
Combustion DoT:
12% × (1 + Reaction Stage)
4 stacks = 12% × 5 = 60% per tick
Shatter:
120% × (1 + Reaction Stage)
4 stacks = 120% × 5 = 600% burst multiplier
Arts Burst:
160% (fixed, no scaling)
Pro Tip: Reaction Timing
Always wait for maximum stacks (4) before triggering reactions for optimal damage. The difference between 1-stack and 4-stack reactions is massive — 80% vs 400% base multiplier for initial hits, 349% vs 872% for Shatter. Coordinate team rotations to maximize Reaction Stage.
2. Physical Status
Physical Status mechanics center around the Vulnerable state. Vulnerable stacks are applied by Knockdown and Lift effects, then consumed by Breach or Crush for powerful effects.
Vulnerable State
When an enemy first receives a Vulnerable stack, they enter the Vulnerable state. This state can be stacked up to 4 times and is consumed by Breach or Crush reactions.
Note: Vulnerable itself is NOT a Physical Reaction — it's a prerequisite state that enables Breach and Crush.
Physical Status Types
Knockdown
Stacks 1 Vulnerable, deals 120% Physical damage, accumulates 10 Stagger points, knocks down enemies.
Lift
Stacks 1 Vulnerable, deals 120% Physical damage, accumulates 10 Stagger points, causes small enemies to become airborne.
Breach
Consumes all Vulnerable stacks, deals 50% × (1 + Stage) Physical damage, increases Physical damage taken by 12%/16%/20%/24% for 12/18/24/30 seconds.
Crush
Consumes all Vulnerable stacks, deals massive 150% × (1 + Stage) Physical damage.
Physical Damage Multipliers
Knockdown/Lift: 120% (fixed)
Breach: 50% × (1 + Reaction Stage)
4 stacks = 50% × 5 = 250% burst + 24% Fragility
Crush: 150% × (1 + Reaction Stage)
4 stacks = 150% × 5 = 750% burst
Pro Tip: Breach Physical Damage Multiplier
Breach Physical damage is its own multiplier in the damage formula, scaling the same as having Physical Susceptibility. This means Breach's damage increase is multiplicative with other debuffs — extremely valuable for Physical teams. The 12-24% Physical DMG Taken also stacks additively within the Fragility category.
3. Level Coefficient
Level Coefficient scales reaction damage based on the triggering operator's level. Arts Reactions receive significantly more benefit than Physical Status.
Formulas
All other damage types:
Level Coefficient = 1
Arts Reactions & Arts Burst:
Level Coefficient = 1 + (Triggerer Level - 1) / 196
Range: 1.0 (level 1) to 1.454 (level 90)
Physical Status damage:
Level Coefficient = 1 + (Triggerer Level - 1) / 392
Range: 1.0 (level 1) to 1.227 (level 90)
Key Insights
- Level impact on Physical Status is exactly half of Arts Reactions (392 vs 196 divisor)
- At level 90, Arts Reactions get 45.4% more damage from Level Coefficient alone
- Physical Status gets 22.7% from Level Coefficient at level 90
- This makes leveling reaction-focused operators to 90 critical for endgame optimization
Arts Reaction Scaling
Level 1: 1.000×
Level 50: 1.250×
Level 70: 1.352×
Level 90: 1.454×
Physical Status Scaling
Level 1: 1.000×
Level 50: 1.125×
Level 70: 1.176×
Level 90: 1.227×
4. Arts Intensity
Arts Intensity directly impacts the damage and effects of Physical Reactions, Arts Reactions, and Arts Bursts. Each point provides linear damage scaling but diminishing returns on effect enhancement.
Base Formula
Arts Intensity Multiplier = 1 + Arts Intensity stat / 100
Every time an Arts Burst/Reaction/Physical Status is applied, it uses the operator who triggered the reaction's stat.
Effects Per Point
- +1% damage: Crush, Combustion, Solidification, Shatter, Arts Burst
- +1% damage: Breach, Electrification, Corrosion
- +1% damage + 0.5% stagger: Lift, Knockdown
Effect Enhancement (Breach, Electrification, Corrosion)
Enhancement = 2 × Arts Intensity / (Arts Intensity + 300)
Final Effect = Base Effect × (1 + Enhancement)
Displayed vs Actual
Equipment substats contain hidden decimals:
Displayed: 55 Arts Intensity
Actual: 20.7 + 34.5 = 55.2
Calculation Example
Using displayed (wrong):
2 × 55 / 355 = 30.99%
Using actual (correct):
2 × 55.2 / 355.2 = 31.08%
Arts Intensity efficiency curve — diminishing returns on effect enhancement
Panel displays 55, but actual value contains decimals (55.2 in this example)
Arts Intensity provides +55% reaction damage and +31% effect enhancement
Hidden Decimal Values on Gear
For Level 50 gear, displayed values correspond to actual values with decimals:
| Displayed | Actual |
|---|---|
| 24 | 24.5 |
| 29 | 29.4 |
Pro Tip: Hidden Decimals Matter
Always calculate with actual values, not displayed. The difference compounds across multiple gear pieces. A full set with displayed 55 Arts Intensity might actually be 55.2 or higher — that 0.2 difference changes your Effect Enhancement from 30.99% to 31.08%, which affects Breach duration, Electrification DMG Taken, and Corrosion resistance reduction.
5. Complete Reaction Tables
Reference tables for all reaction types, showing damage multipliers, effect values, and durations at each Reaction Stage.
Attack operator — INT 527 primary, STR 222 secondary (attribute bonuses shown)
Support operator — INT 381 primary, STR 207 secondary, WIL 184 tertiary
Arts Infliction Damage Multipliers
| Infliction Stacks | Damage % Multiplier |
|---|---|
| 1 | 233% |
| 2 | 233% |
| 3 | 233% |
| 4 | 233% |
Vulnerable Attack Multipliers
| Vulnerable Stacks | ATK % Multiplier |
|---|---|
| 1 | 368% |
| 2 | 552% |
| 3 | 736% |
| 4 | 920% |
Breach Status by Stage
| Stacks | ATK % Multiplier | Physical DMG Taken | Duration |
|---|---|---|---|
| 1 | 123% | 12% | 12 seconds |
| 2 | 184% | 16% | 18 seconds |
| 3 | 245% | 20% | 24 seconds |
| 4 | 307% | 24% | 30 seconds |
Combustion by Stage
| Stacks | Initial Hit % | DoT % Multiplier | Duration |
|---|---|---|---|
| 1 | 233% | 35% | 10 seconds |
| 2 | 349% | 52% | 10 seconds |
| 3 | 465% | 70% | 10 seconds |
| 4 | 582% | 87% | 10 seconds |
Electrification by Stage
| Stacks | Initial Hit % | Arts DMG Taken | Duration |
|---|---|---|---|
| 1 | 233% | 12% | 12 seconds |
| 2 | 349% | 16% | 18 seconds |
| 3 | 465% | 20% | 24 seconds |
| 4 | 582% | 24% | 30 seconds |
Corrosion by Stage
| Stacks | Initial Hit % | Max Resistance Reduction | Duration |
|---|---|---|---|
| 1 | 233% | -12% | 15 seconds |
| 2 | 349% | -16% | 15 seconds |
| 3 | 465% | -20% | 15 seconds |
| 4 | 582% | -24% | 15 seconds |
Solidification & Shatter by Stage
| Stacks | Initial Hit % | Shatter % Multiplier | Solidification Duration |
|---|---|---|---|
| 1 | 233% | 349% | 6 seconds |
| 2 | 349% | 523% | 7 seconds |
| 3 | 465% | 698% | 8 seconds |
| 4 | 582% | 872% | 9 seconds |
6. Common Mistakes & How to Avoid Them
1. Ignoring Arts Intensity Hidden Decimals
Equipment substats contain decimals not shown on panel. Always calculate with actual values (e.g., 55 displayed = 55.2 actual). The difference compounds across gear pieces and affects Effect Enhancement calculations.
2. Underestimating Level Coefficient
At level 90, Arts Reactions get 1.454× multiplier from Level Coefficient alone. Leveling reaction-focused operators matters significantly more than for standard DPS. Don't leave your reaction triggers at level 70.
3. Triggering Reactions Prematurely
Reaction Stage determines damage. Wait for maximum stacks before triggering for optimal damage. 1-stack Electrification = 12% Arts DMG Taken; 4-stack = 24%. The difference is massive.
4. Confusing Arts Infliction with Arts Reactions
Infliction is the status application. Reaction is what triggers when consuming stacks. Don't waste Infliction applications — ensure you're triggering the right reaction at the right time.
5. Not Synergizing Physical and Arts
Breach applies Physical Fragility. Combine with Electrification for Arts teams, or Crush for Physical burst. Don't run Physical and Arts reactions in isolation.
6. Forgetting Corrosion Resistance Reduction
Corrosion reduces enemy resistance over time (up to 24 points at 4 stacks). Refresh Corrosion before expiration to maintain the reduction — previous reduction persists on refresh.
7. Wasting Solidification Without Shatter Setup
Apply Solidification, then set up Vulnerable stacks before triggering Shatter for maximum burst. 4-stack Shatter = 872% multiplier — don't waste it with premature triggers.
Quick Reference Checklist
Frequently Asked Questions
How are reaction damage multipliers calculated in Arknights Endfield?
Arts Reaction Total Damage = Base Damage x Critical Hit x Damage Bonus x Damage Reduction x Susceptibility x Amplification x Weakness x Sanctuary x Fragility x Defense x Stagger Frailty x Resistance x Special Multiplier x Level Coefficient x Arts Intensity. Level Coefficient ranges from 1.0 to 1.454 for Arts Reactions (level 1-90), and 1.0 to 1.227 for Physical Status.
What is the best way to maximize Arts Reaction damage?
Stack maximum Arts Infliction (4 stacks) before triggering reactions. Level operators to 90 for 1.454x Level Coefficient. Build Arts Intensity gear (each point = +1% reaction damage). Use Electrification for Arts DMG Taken debuff, and combine with Susceptibility amplifiers like Antal or Xaihi.
How does Physical Status work and how is it different from Arts Reactions?
Physical Status uses Vulnerable stacks (applied by Knockdown/Lift, consumed by Breach/Crush). Breach increases Physical damage taken by 12-24%, while Crush deals massive burst damage. Level Coefficient impact is half that of Arts Reactions (max 1.227x vs 1.454x at level 90).
What is Arts Intensity and how do hidden decimals affect it?
Arts Intensity = 1 + Arts Intensity stat / 100. Equipment substats contain hidden decimals (e.g., displayed 55 = actual 55.2). Effect Enhancement = 2 x Arts Intensity / (Arts Intensity + 300). Using actual values: 2 x 55.2 / 355.2 = 31.08%, not 30.99% from displayed value.
What is the optimal reaction stage for maximum damage?
Always trigger reactions at 4 stacks when possible. Reaction Stage determines damage multipliers: Electrification/Combustion/Corrosion/Solidification use 80% x (1 + Stage), so 4 stacks = 320% base multiplier. Shatter uses 120% x (1 + Stage) = 480% at 4 stacks.