The effects of attacks are based largely on what the foe is weak or strong to. When a foe is resistant or strong against a certain attack, the word Resist will appear. On the other hand, if an enemy is weak to the attack you will score a Power Hit. Elemental and weapon types can both affect damage based on weakness and resistances. If an enemy has a weakness/resistance score of 50 listed for a certain damage type, damage of that type is reduced to 50%. If it’s 150, damage is boosted to 1.5x its usual value. Attacks with a physical damage property and an elemental damage property where the foe is weak to one and resistant to the other basically cancel each other out. Bonuses like the ability to stagger a foe only count if you’re receiving a damage bonus in the final calculation. If a weapon has an elemental property, it’s only active on normal attacks. For example with Earth-type dual blades, a normal attack is Earth and slashing type, but a Wind-type arte is 100% Wind-type.
WEAKNESS AND RESISTANCE ATTRIBUTES
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Boosting Damage with Weakness-Exploiting Combos
When you attack with a damage type that hits an enemy weakness, the words Power Hit appear along with a gauge and the damage multiplier. Each attack you deal before this gauge empties will deal additional damage based on the damage multiplier. Additionally, if you hit with an attack of another damage type, it will become a weakness-exploiting combo. With each hit from a new element type, the gauge will refill, and the damage multiplier will increase. Even if you hit with a damage type the foe is resistant to, the resistance will be ignored and the attack will be effective. Finally, during a weakness-exploiting combo, your target will not be able to use Iron Stance counterattacks, making this a good chance to deal big damage.
Weakness Combo Properties
*Value for Normal Battle Difficulty only. This increases at higher difficulty settings. |
Weakness Example
Step 1: Ludger uses dual pistols to shoot an enemy with a weakness to shot damage of affinity 120. (So this attack will deal 20% more damage than usual.) This begins the combo, with a starting damage multiplier of 120%. Additional hits from the dual pistols will not raise the damage multiplier.
Step 2: Ludger uses a Wind and Fire attack during the combo. This fills the gauge and adds 20% to the damage multiplier (10% per damage type).
Step 3: Ludger weapon shifts to the sledgehammer for additional damage type (multiplier now at 150%).
Step 4: Having dealt eight of the nine damage types, the multiplier is at 190%. A hit of the final damage type deals five times the usual bonus (so 50%) raising the multiplier to 240%.