How To Deal More DMG (Damage Formula)

Dealing Damage in Blue Protocol: Star Resonance (BP: SR) is all about understanding how stats work, making sure you pick the right ones for your class and of course, simply getting more of them. After reading and understanding this guide, you'll have a good idea of what each offensive stat does and how it can help you.

Abilities

Most actions in BP: SR have two damage components to them, a Damage Multiplier (Blue) and Flat Damage (Red). These sources of damage are not the same and interact with you and the enemy's stats quite differently. Here are the main things to know:

  • Damage Multiplier: Deals damage based on your ATK/MATK, Refined ATK/MATK and any applicable Elemental ATK, e.g., Thunder Element ATK.
  • Flat Damage: Deals the listed amount, does not scale off of the ATK stats above.
Promo Image

Defense

The next thing to understand is Defense, as all enemies have it and it’ll reduce some of our damage! Enemies possess two different types of defense, Physical and Magical, which interact with Physical and Magic damage, respectively. The main things to know are:

Physical
  • It is roughly 30% for all enemies.
  • Can be reduced by Talents, Abilities and Battle Imagines.
  • It is based on an Armour formula that is the same for players and enemies alike.
  • The said formula uses a flat number, which is converted with the following
    • Armour / (Armour + 6500).
    • All enemy armour is roughly 2786.
Magical
  • It is roughly 8% for all enemies.
  • It cannot be reduced by any currently known means.

So, as a Magic damage dealer, you’ll be facing an 8% damage reduction on some of your abilities, but as a Physical damage dealer, you’ll be facing a 30% reduction, with ways to get around some of that. These reductions apply regardless of the element you use to attack.

One vital thing to know about Defense is that it doesn’t affect all of our damage, only part of it. Listed below are the things to know:

  • Defense only affects the damage you deal, which is based on your ATK/MATK stat.
  • It does not affect damage dealt by Refined ATK/MATK and Elemental ATK.
  • It does not affect Flat Damage.

Basic Damage Formula

With the basics explained, we can establish the most basic version of BP: SR's damage formula:

Basic Damage formula:

( ( ATK/MATK x (1 - Resistance) ) + Refined/Elemental ATK ) x Multiplier + Flat Damage

ATK & MATK

ATK & MATK, despite being reduced by the aforementioned resistance stats, are still your best and most accessible way to increase your damage. Here are some of the ways you can pick the stat up or increase it:

  • Gaining ATK/MATK straight up from sources such as weapons.
  • Via conversion of the main attribute of your class (Agility, Intelligence, or Strength), every one attribute point is equal to 0.6 ATK/MATK.
  • Through Adaptive ATK/MATK, Adaptive stats are converted into what is best for your class at a 1:1 rate.
  • Increasing it via % boosts, such as the ATK% boost on the Muku Scout Imagine.

ATK% increases both ATK/MATK using this simple formula:

ATK formula:

All Standard ATK/MATK Sources x (1+ Atk%)

Refeined & Elemental ATK/MATK

As mentioned earlier, both Refined and Elemental ATK/MATK completely ignore enemy defense, making them more valuable stats to acquire than the usual ATK/MATK. The other difference these stats have compared to the usual is that neither scales with ATK% or MATK% sources and that Elemental ATK will only apply to the correctly tagged elemental damage. Here are some methods to acquire them:

  • Through every Class Talent Tree.
  • By refining offensive-type gear slots.

Basic Attributes

In addition to granting ATK/MATK, the three main attributes also grant some additional bonuses it pays to be aware of. Here are the baseline bonuses all classes enjoy from each stat (even if it’s not their primary).

  • Strength: Grants 0.2 Armour per point.
  • Intelligence: Grants 0.2 Resistance per point.
  • Agility: Grants 0.2 Haste per point.

In addition to these, all classes possess a mandatory talent that also scales off of main attributes. Marksman, for example, gains 2 Haste per 10 Agility.

Damage Increases

Next, and definitely one of the best ways to increase your damage past the basics, is damage increases. Damage increases increase your total damage regardless of whether it’s standard MATK/ATK, Refined, Elemental or Flat DMG. As long as the DMG% type is correct for the ability you’re using, it will boost it by that much! Damage % comes in two forms, Elemental and General, both multiply your damage separately. Here is what you need to know:

Elemental DMG%
  • Always has Elemental in its name.
  • All stacks additively together, e.g.
    • 10% All Elemental Bonus + 10% Thunder Elemental Bonus = 20% DMG Increase.
  • It is obtainable via another stat called Element Power, most commonly found on Alchemy serums. The conversion of Power to DMG% is:
    • Power / (Power + 4457) = DMG% Bonus
General DMG%
  • Obtainable in large amounts via Imagines, Talents and Modules.
  • Encompasses anything without Elemental in its name.
  • All stacks additively.
  • Some common examples:
    • DMG% Vs Elite or Higher
    • Physical/Magical DMG%
    • Ranged/Melee DMG%
    • DMG% to specific abilities
    • Luck Effect DMG%

While the majority of DMG% increases in BP: SR fall into those two categories, there are some Rule Breakers to be aware of, i.e,. Versatility DMG% and Mastery Related DMG%. While Versatility is relatively simple, Mastery is absolutely not, as such, we’ll cover both in the upcoming Advanced Attributes section

Advanced Attributes

There are 5 advanced attributes in BP: SR and each of them does something very different. Depending on your class, you’ll prefer some over others, as most specs have specific talents or mechanics that directly scale or interact with one or multiple of them. Here is what each of them does.

Versatility

Offers defensive and offensive bonuses, but we only care about the offensive ones for our purposes. For every 1% Versatility rate you have, you’ll gain 0.35% damage. This damage increase is separate from Elemental DMG% and General DMG%, making it one more multiplier for your damage. Here are a few other things to know about Versatility.

  • Not used specifically by specs for Talents or Abilities, but universally strong to build some of it.
  • Suffers from lesser diminishing returns compared to other advanced attributes.

Versatility is calculated based on this formula:

Versatility formula:

Versatility / (Versatility + 2500) = Versatility %

Mastery

Grants a spec a specific bonus that is usually tailor-made towards amplifying a mechanic or set of abilities it uses. It routinely breaks the rules of the damage formula by introducing new special conditional modifiers in unusual locations or straight up new categories of multiplier. We won't be covering Mastery here due to how many classes/specs there are. Here are some basics to understand, though:

  • All characters start with 6% Mastery baseline.
  • All mastery bonuses are a ratio of your Mastery %, e.g.
    • Increase Thundercut DMG% by 1.8% per 1% mastery

Mastery is calculated based on this formula:

Mastery formula:

Mastery / (Mastery + 4457) = Mastery %

Haste

Accelerates both ATK SPD% and Cast SPD% using a class-based conversion. To understand how valuable Haste is, we first have to understand what it’s increasing:

  • ATK SPD%: Speeds up the animation of attack-based skills, allowing you to execute them far more quickly, resulting in faster rotations.
  • Cast SPD%: Speeds up cast bars and channel bars, allowing them to fill faster.
  • Both ATK and Cast SPD use the following formula to interact with abilities
    • Time / (1 + ATK/Cast SPD%)
  • It’s important to know that some abilities cannot be sped up by either stat, such as Ultimates, which always take the same amount of time.

Haste grants the following for each stat, depending on whether you’re a Physical or Magic class.

Physical Classes
  • 0.6% ATK SPD per 1% Haste
  • 1% Cast SPD per 1% Haste
Magical Classes
  • 0.2% ATK SPD per 1% Haste
  • 2% Cast SPD per 1% Haste

Haste is calculated based on this formula:

Haste formula:

Haste / (Haste + 4457) = Haste %

CRIT

Crit works the same in BP: SR as it does in most other games. When dealing damage, you have a chance equal to your CRIT RATE to deal a critical strike, multiplying your hit by your CRIT DMG. Here are some things to know:

  • Most damage in BP: SR can CRIT, including Lucky Strikes.
  • The base CRIT RATE is 5%
  • The base CRIT DMG is 50% or 1.5 times damage

Crit Rate % is calculated based on this formula:

Crit Rate formula:

( CRIT RATE / (CRIT RATE + 4457) ) + 5% = CRIT RATE %

Luck

Luck is a stat unique to BP: SR and without explanation, is incredibly confusing. Simply put, a Lucky Strike is a chance to deal extra damage every time you hit. Here is what stacking the Luck stat grants your character.

  • Luck Chance%: The Chance of each individual hit on your eligible attacks triggering a Lucky Strike. If your ability hits 7 times, that’s 7 chances at a Lucky Strike. Lucky Strike chances have no known cooldown.
  • Lucky Strike DMG% Multiplier: The multiplier your Lucky Strike damage will be based on.
  • Luck Effect %: A luck-specific DMG% increase that is additive with other General DMG% increases. Applies to all damage considered “Lucky” as well as Lucky Strikes. e.g.
    • Stormblade
      Stormblade
      's Thunderstrike Talent damage is considered a “Luck Effect” or “Lucky”

Here are the scaling rules for luck, as well as the base stats you’ll start with.

Additional Luck Chance%
  • The base Luck Chance% is 5%.
  • Additional Luck Chance is calculated via the following formula.
    • ( Luck / (Luck + 4457) ) + 5% = Total Luck Chance %
Additional Lucky Strike DMG/Healing Multiplier
  • Starts with a base of 40%.
  • Gain an additional 0.25% per 1% Luck Chance.
Additional Luck Effect%
  • Gain 1% Luck Effect% per 1% Luck Chance%.

While Lucky Strike isn’t simple, it isn’t that dissimilar to how normal damage works and once you understand those differences, it’s actually easy to understand. The key differences between Lucky Strike damage and normal damage are:

  • Lucky Strike damage always ignores all enemy defense.
  • It is always considered an element of your class.
  • Has its damage multiplier based on your Lucky Strike DMG% multiplier instead of the ability multiplier.
  • Does not scale at all from the attack that triggered it. An ability that deals 1 damage or 1 million damage will deal the same Lucky Strike damage.

“+%” Advanced Attributes

In addition to the flat variants of Advanced Stats (e.g., +150 Luck), there are also +% versions of all of them except for Versatility. +% works differently than flat in that it doesn’t interact with any of the usual formulas and instead just tacks on the listed % amount to your total after the above formulas have already been factored in. This means +% stats completely ignore diminishing returns and, as a result, are far more powerful. While rare, these stats can be found on class Class weapons, Talents, and Imagines.

e.g. ( Luck / (Luck + 4457) ) + 5% + % Luck

Final Damage Formulas

With all that covered, the last thing to do is to put everything together in two damage formulas, one for standard damage and one for luck.

Standard Damage Formula
Standard damage formula:

( ( ( ATK/MATK x (1 - Resistance) ) + Refined/Elemental ATK ) x Multiplier + Flat Damage ) x CRIT x ( 1 + Versatility DMG% ) x ( 1 + Elemental DMG% ) x ( 1 + Generic DMG% )

Lucky Strike Damage Formula
Lucky Strike formula:

( ATK/MATK + Refined/Elemental ATK ) x Lucky Strike DMG Multiplier x CRIT x ( 1 + Versatility DMG% ) x ( 1 + Elemental DMG% ) x ( 1 + Generic DMG% )

Optimizing your Stats & Diminishing Returns

With how damage works completely covered, one last thing to know in BP: SR is that most stats suffer from diminishing returns, which is particularly relevant when choosing which Advanced Attribute to invest into on your character, e.g. Even if Luck is your best Advanced Attribute by far, eventually it will reach a point due to diminishing returns that choosing other stats over it is better instead. Here is a chart to help visualize the fall off when building high amounts of each stat.

Note

Base values of 5% Crit Rate, 5% Luck Chance and 6% Mastery are included.

Crit Rate
Flat CRITCRIT%CRIT% Per 10 Flat CRIT
1007.19%0.22%
2009.29%0.22%
30011.31%0.21%
40013.24%0.21%
50015.09%0.20%
75019.40%0.19%
100023.33%0.18%
125026.90%0.18%
150030.18%0.17%
175033.19%0.16%
200035.97%0.16%
250040.94%0.14%
300045.23%0.13%
Haste
Flat HasteHaste%Haste% Per 10 Flat Haste
1002.19%0.22%
2004.29%0.22%
3006.31%0.21%
4008.24%0.21%
50010.09%0.20%
75014.40%0.19%
100018.33%0.18%
125021.90%0.18%
150025.18%0.17%
175028.19%0.16%
200030.97%0.16%
250035.94%0.14%
300040.23%0.13%
Mastery
Flat MasteryMastery%Mastery% Per 10 Flat Mastery
1008.19%0.22%
20010.29%0.22%
30012.31%0.21%
40014.24%0.21%
50016.09%0.20%
75020.40%0.19%
100024.33%0.18%
125027.90%0.18%
150031.18%0.17%
175034.19%0.16%
200036.97%0.16%
250041.94%0.14%
300046.23%0.13%
Luck
Flat LuckLuck Chance%Luck Chance% Per 10 Flat LuckLucky Strike DMG Multiplier
1007.19%0.22%41.80%
2009.29%0.22%42.32%
30011.31%0.21%42.83%
40013.24%0.21%43.31%
50015.09%0.20%43.77%
75019.40%0.19%44.85%
100023.33%0.18%45.83%
125026.90%0.18%46.73%
150030.18%0.17%47.55%
175033.19%0.16%48.30%
200035.97%0.16%48.99%
250040.94%0.14%50.23%
300045.23%0.13%51.31%
Versatility
Flat VersatilityVersatility%Versatility% Per 10 Flat VersatilityVersatility DMG%
1003.85%0.39%1.35%
2007.41%0.37%2.59%
30010.71%0.36%3.75%
40013.79%0.35%4.83%
50016.67%0.33%5.83%
75023.08%0.31%8.08%
100028.57%0.29%10.00%
125033.33%0.27%11.67%
150037.50%0.25%13.13%
175041.18%0.24%14.41%
200044.44%0.22%15.56%
250050.00%0.20%17.50%
300054.55%0.18%19.09%