Final Fantasy Brave Exvius Wiki

Mechanics

Buffs / Debuffs

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

(Unit Base Stats * Buffs) + Equipment Stats

Any stats buffs are applied to unit's base stats excluding equipment. The exception to this is the Doublehand ability which grants ATK +50% 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.

Passive buffs do stack additively. Two of ATK +10% will give you ATK +20%, up to a hard cap of +300%. This cap only counts toward passive buffs, and can still be increased further with an active buff.

Physical Damage

The formula for physical damage:

(Unit ATK2 / Enemy DEF) * Killer Effects * Skill Modifier * Level Correction

  • Unit ATK is calculated after buffs, see above.
  • Enemy DEF is calculated after a debuff and ignore defense skill - Enemy Base DEF * (100% - Break %) * (100% - Ignore Defense %)
  • Killer effects (e.g. Dragon Killer) come from abilities and are stackable.
  • Killer effects are halved when the enemy has two races (increase 25% damage instead of 50%)
  • Skill modifier varies per ability, with a normal attack calculated as 1.
  • Level correction is calculated with 10 + (Unit Level / 10)
  • Critical increases damage by 1.5
  • Attacking player's unit reduces your damage to one tenth
  • In arena, your damage is capped to 999 per action, before chain

Note: The weakness text display only appears if you have 50% or more damage increased due to elements or killer abilities

Once you get a base damage, a random number is picked within a range. Range of each weapon type is different, but always averages to 100%. After the range is picked the damage is randomized again within 10%.

Weapon type Range
Unarmed 100%
Dagger 95% - 105%
Sword 95% - 105%
Great Sword 85% - 115%
Katana 90% - 110%
Staff 90% - 110%
Rod 95% - 105%
Bow 90% - 110%
Axe 70% - 130%
Hammer 75% - 125%
Spear 85% - 115%
Harp 90% - 110%
Whip 95% - 105%
Throwing 90% - 110%
Gun 90% - 110%
Mace 90% - 110%
Fist 90% - 110%

Magic Damage

The formula for magic damage:

(Unit MAG2 / Enemy SPR) * Skill Modifier * Level Correction

  • Unit MAG is calculated after buffs, see above.
  • Enemy SPR is calculated after a debuff and ignore spirit skill/spell - Enemy Base SPR * Break * Ignore SPR
  • Skill modifier varies per skill/spell.
  • Level correction is calculated with 10 + (Unit Level / 10)
  • Attacking player's unit reduces your damage to one tenth
  • In arena, your damage is capped to 999 per action, before chain

Once you get a base damage, a random number is picked within 90% and 110%.

Source: Google spreadsheet

Hybrid Damage

The formula for Hybrid damage:

( (Unit MAG2 / Enemy SPR) * Skill Modifier * Level Correction + (Unit ATK2 / Enemy DEF) * Killer Effects * Skill Modifier * Level Correction ) / 2

  • Unit MAG and ATK are calculated after buffs, see above.
  • Enemy SPR and DEF are calculated after a debuff and ignore spirit/defense skill - Enemy Base SPR * Break * Ignore SPR and Enemy Base DEF * Break * Ignore Defense
  • Skill modifier varies per ability.
  • Level correction is calculated with 10 + (Unit Level / 10)
  • Attacking player's unit reduces your damage to one tenth
  • In arena, your damage is capped to 999 per action, before chain
  • The most common way to think of Hybrid Damage is probably that it uses the average of your ATK/MAG and the average of the enemy's SPR/DEF. Alternatively you can view Hybrid Damage as halving an ability's skill modifier, and in exchange you can add both your ATK and MAG together. Either way, Hybrid Damage generally requires a much higher ability modifier to produce numbers comparable to non-hybrid abilities.

Source: Reddit comment

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 1 / (1 - 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 also has some minor mechanical differences. It can't be reflected nor can it be stopped by cover effects.

Guard

  • Damage reduction by 50%
  • The skill Defend acts identically to guard, with the added MP cost, for an unknown reason.

Elemental Resistance

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

An attack can be infused with elements from the ability and the equipped weapon(s) only if it deals physical damage. Magic damage take element from the ability only. Dual Wield will add both weapons element on all of its attack.

If you have multiple elements infused to your attack, their resistance will be averaged. For example:

  • Dual wielding fire and ice weapons, while using a lightning physical damage ability
  • Enemy has +50% fire resist, +50% ice resist, and +100% lightning resist
  • Effective resistance for that attack would be (50% + 50% + 100%) / 3 = 66.66%

The damage formula for elemental resistance:

Damage = Initial Damage * (1 - Elemental Resistance) | 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 resistance debuff.

Multiple Hits

Main article: 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 deals multiple action, indicated by your unit casting them multiple times. This kind of abilities are described on this wiki by the number of actions. For example, Barrage description states "Four physical damage (3.2x) 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.

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 high amount of hits to different units, multiplied by Dual Wield, is important to be able to create a high chain. See the list of animation type, number of hits, and frame data on the main article page: Multiple Hits.

Chain

By hitting an enemy in quick succession with different units a chain is initiated. The more attacks you hit, the bigger the chain length. A chain starts with the second successive hit. If the same unit hits twice in a row that chain ends.

Depending on the chain length, the modifier changes. The modifier formula is:

Chain Modifier = 1 + (Chain Length * Chain Type Mod) | Max: 4x

There are 3 chain types: Normal, Element and Spark. All types can alternately occur without breaking the chain. The added damage is cumulative and will not reset until the chain is broken, with a hard cap of 4x damage modifier.

Type Description Modifier Number of hits to reach cap
Normal Hit in succession +0.1x 30
Element Hit with the same element in succession +0.3x 10
Spark Hit simultaneously +0.5x 6

Source:

Damage Categorization

Source Spell Special
White, Black, Green, Blue
Damage Magical, Physical
Element None, Fire, Ice, Lightning, Water, Wind, Earth, Holy, Dark
Variance Unarmed, Each Weapon Types, Fixed Dice
Calculation Regular, Percentage, Fixed

Healing

The formula for healing:

Skill Base Healing + (0.5 * Unit SPR + 0.1 * Unit MAG) * (Skill Modifier / Magic Coefficient)

  • Unit SPR & MAG are calculated after buffs, see above.
  • Magic Coefficient is 1 by default, but in some events it may be set between 0-1.
  • All healing done will be randomized within a range of 85 - 100%
Skill name Base healing Skill modifier
Cure 150 3x
Cura 400 3x
Curaga 800 3.4x
Curaja 1000 3.4x

Status Ailments

Main article: Status Ailments
Icon Name Effect
Icon-Poison Resistance.png Poison Deals 10% of the target's Max HP as damage every turn
Icon-Blind Resistance.png Blind Reduces the targets physical attack accuracy
Icon-Sleep Resistance.png Sleep Renders the target incapable of taking any action
Physical damage will wake the target
Icon-Silence Resistance.png Silence Renders the target incapable of casting spells
Abilities can still be used
Icon-Paralysis Resistance.png Paralyze Renders the target incapable of taking any action
Icon-Confuse Resistance.png Confuse Randomly auto-attacks foes or allies
Physical damage will remove the ailment
Icon-Disease Resistance.png Disease Reduces stats by 10%
Icon-Petrification Resistance.png Petrify Renders the target incapable of taking any action
Counts as death unless cured

Additionally, there are some effects that are not covered in normal resistance table, but monsters do have resistance for them:

  • Death - Instant KO
  • Gravity - Reduces HP by fixed percentage
  • Stop - Renders the target incapable of taking any action
  • Break - Stats decrease

Unique Materia

Unique materia are materia, also known as ability in-game, that cannot be equipped more than one at a time. This does not equal to unstackable effects. Identical effects granted by other sources do stack with the one from materia.

Name Effect
Dark Bond Increase MAG (30%) when equipped with a rod and (20%) when equipped with a robe
Blade Mastery Increase ATK (50%) when equipped with a katana
Doublehand Increase equipment ATK (50%) when single wielding
Syldra's Protection Increase physical damage against aquatic and dragon monsters (50%)
Dragon Killer Increase physical damage against dragons (50%)
Stone Killer Increase physical damage against stone monsters (50%)
Machine Killer Increase physical damage against mechanical monsters (50%)
Aquan Killer Increase physical damage against aquatic monsters (50%)