This post is based on 臧贺Lunmta's post on BiliBili, with some personal modifications to make it more consistent with the theorycrafting norm in global communities. If anything here differs from the original post but turns out to be incorrect, it is my own mistake.
Defense is split into Physical DEF and Magical DEF, with each being used in the calculation when dealing the respective type of damage.
Moreover, as this multiplier depends on attacker level in the calculation, it is worth noting that the highest possible in the CBT1 version of Azur Promilia is 50. That being said, game data suggests that the maximum level possible is 100.
The of monsters (such as enemy Kibo or beasts) depends on their level as well.
Currently, the base defense of monsters is generally between 6,000 and 12,000. In most cases, the same base defense is used for the same type of Kibo variant.
Physical DMG corresponds to Physical DMG Bonus and Physical DMG Reduction, while Magical DMG corresponds to Magical DMG Bonus and Magical DMG Reduction.
The CBT1 version of Azur Promilia uses Attribute DMG Reduction
and Attribute RES
inconsistently in its text, but they're actually the same thing - both represent damage reduction. For clarity, I'll stick with Attribute RES
from here on.
Reducing the defender's Attribute RES increases the damage they take.
For single-element damage:
In the CBT1 version of Azur Promilia, monsters (such as enemy Kibos or beasts) currently have 0 Attribute RES.
Enemies without corresponding Attribute RES will not reduce damage when attacked by a Fire-attribute character, for example.
There exists an advantage-based relationship between elements that affects the damage calculation, illustrated by the chart below. The Null element does not have any advantage or disadvantage interactions with the other nine elements. For the remaining elements, having an advantage grants +0.25 (+25%), while being at a disadvantage gives -0.25 (-25%). Notice that each of the 7 basic elements have 2 elements that they have an advantage relationship with, and 2 elements that they have a disadvantage relationship with. Light and Dark are special cases where they only have an advantage relationship with each other, i.e. Light attacking Dark and Dark attacking Light both use a multiplier of 1.25. There are no additional tiers or stronger/weaker multipliers beyond these values.
When you attack an enemy, the damage number that shows up indicates whether you have an advantage or disadvantage against the enemy's element.
元素克制表
As for the calculation itself, it's quite simple: Elemental advantage and disadvantage effects are combined by simply adding their values together.
For example, if your attack has Wind as its attribute, and the enemy has both Thunder and Earth elements, the total effect is calculated as: .
When an attack occurs, the elemental advantage or disadvantage is determined by the element of the skill used, not by the entity's own elemental type. This applies to both characters and enemies. For example, the "Charge" attack that the Wild Mane Overlord (a Boss monster) uses in its first phase is an Earth Physical attack. Defenders need to consider both their Physical DEF and their own elemental attribute. If a Wind character with high Physical DEF is targeted, they will take less damage. However, in the second phase, the boss mainly uses Lightning Magical attacks, which puts the same Wind character at a disadvantage.
The CBT features two bosses. Both have body part damage mechanics. Hitting the head deals 10% more damage, while hitting the tail deals 10% less damage. Other body parts take normal damage with no modifiers.
When the enemy's Stance Gauge reaches zero, they enter a BREAK state, which will cause them to take 200% more damage. This is an independent multiplicative modifier that affects all damage sources.
For DoT, when calculating against DEF, Physical DEF and Magic DEF each contribute 50%. This damage is neither Physical nor Magic—treat it as Unaspected DMG. Moreover, because DoT has no hit source, it cannot benefit from Body Part Multipliers, but it does benefit from BREAK DMG Multiplier.
DoT uses the applier’s stat panel at the time of application and does not inherit other Physical/Magic multipliers; however, it is affected by Elemental DMG increases (including element-specific DMG Boosts and element-specific RES Shred). DoT does not benefit from on characters or gear; it likely interacts with flat , though there are currently no skills that grant that.
If a Fire character applies Burn DoT, the DoT scales off their ATK. If Fire Disorder Overload · Blast is triggered, that high-multiplier Fire hit also uses the applier’s stats. If they have Fire DMG Up buffs, they increase the damage of these DoTs. DoT snapshots the applier's stats on application.
Overload damage uses the same calculation as direct-hit damage. True DMG ignores both DEFs:
At present, Disorder DoTs contribute only a small part of total damage output; gameplay is generally centered on Overload effects. Few characters can efficiently apply wide Disorder coverage; certain special items/skills can also apply Disorder Marks. Future additions may include characters who do not consume Disorder Marks and specialize in amplifying DoT.