Advanced Battle Mechanics Part 2: Effective Stats

Advanced Battle Mechanics Part 2: Effective Stats

With every new batch of daemons released, we see more and more interesting combinations of buffs, debuffs and status ailments in skills and abilities. This three-part guide will delve into the mathematics behind the damage.

This second installment will effective stats, and how different buffs and debuffs affect it.

Links to other parts:

Part 1: Buffs & Debuffs
Part 3: Status Ailments – coming soon!


You’ve probably seen our effective stats spreadsheet and its corresponding analysis and might be wondering how or why certain daemons score above other daemons in terms of effective stats. As you can probably guess, this is due to the combination of buffs that a daemon receives from its abilities.

In the last installment, we looked at how direct buffs can be used to increase the damage dealt by our daemons- but without considering the effects of indirect buffs. For this installment, we’ll be looking at how indirect buffs can influence the amount of damage daemons deal or take.


Critical rate is the chance that a daemon has to land a critical hit. The base crit rate is assumed to be 7.5% for melee and healer daemons, and 22.5% for ranged daemons.

Crit rate works a bit differently to most other buffs, as crit rate buffs are additive (most other buffs are multiplicative). Here’s an example to show you how:


One of the best known crit-stacking teams in the game revolves around Titanium Elf, Platina Elf and Aurum Elf. Let’s say that we put these three elves into a team, where all their abilities are activated. The chance of Titanium Elf critting is (for purposes of this demonstration, assume that Platina/Aurum’s abilities increase crit rate by 10%):

As you can see, Titanium Elf ends up with a whopping 63.5% crit rate. No wonder she crits so much! Now, let’s add a LB2 Katsushika Hokusai to the team, and use his skill:

In this case, the crit rate ends up being over 100%. Does that mean Titanium Elf is guaranteed to crit? Nope! There seems to be a limit as to how high a daemon’s crit rate can go- no-one knows exactly what that cap is, but it’s pretty high.

So, how does crit rate factor into effective stats?

Obviously, the more a daemon crits, the higher its total damage! So it makes sense that daemons with higher crit rate and crit DMG buffs should do more damage. But the question is, how much?


Lets take a typical ranged daemon, like Mayflower. At level 70, her kit is:

ATK: 10000| HP: 7600
Skill: Deals 3090 DMG to further enemies.
Ability 1: Sharply increases all allies’ crit DMG when leader.
Ability 2: Increases crit rate by 2% at the start of each wave.

Given the base ranged crit rate of 22.5%, Mayflower would be expected to crit 22.5% of the time, and not crit 77.5% of the time. This means her effective DMG is:

Since a daemon’s normal attacks do 10% of its ATK stat, Mayflower’s effective ATK stat would be 12250. Let’s have a look at another situation in which Mayflower is the team leader, which activates her first ability. This increases her crit DMG, and in turn, her effective DMG and ATK stat:

If Mayflower’s second ability is unlocked*, her damage will be even higher. At the start of the 5th wave, Mayflower’s effective DMG will be:

Note how the chance for a regular hit has dropped down to 67.5%- this is because she’s critting 32.5% of the time now!

*Yes, I know Mayflower’s second ability usually unlocks at level 80. However, it is still possible for a level 70 Mayflower to have this ability unlocked, either by having separate copies of Mayflower, one of which is 80+, or by sealing a level 80+ one back to level 70.


The other buff that affects effective stats and damage is attack speed. This affects the speed of a daemon’s normal attack cycle. Typically, normal attack cycles take 2 seconds (3 seconds for healers). Of the 2 seconds, the daemon’s attack animation will take up about ~0.5 seconds, meaning that it stands there doing nothing (like a derp) for the other ~1.5 seconds. Note that attack speed does NOT affect skill animations.

So, how does attack speed factor into effective stats?

Attack speed buffs will decrease the amount of time taken for each cycle, meaning that daemons can attack faster and do more hits over a period of time, which means more damage. Here’s an example:


Let’s take Mayflower again and stick her in a team with Kong Ming and Beelzebub (Halloween). Her effective damage with their respective skill and ability will be:

This means that Mayflower will effectively do the same damage as a daemon with 14700 ATK and no attack speed bonuses.


Because ATK speed doesn’t directly affect damage dealt, there are other things in a battle that can affect a daemons’s effective attack speed. These things are not so easy to calculate.


Any interruption of the attack animation by a skill (whether it be you casting your own skill, as part of the ASA strategy, or being hit by an enemy skill, will result in the attack being recast, artificially increasing your attack speed.


As all daemons have to be reasonably close to their targets before they can use a normal attack, your daemons will waste precious time running over to enemies to get in range. This will artificially decrease your attack speed in battles where more than one enemy is present.


Now, we move on to a side of daemons that we haven’t seen much of before- survival. How much damage do daemons really?

The first thing we need to understand is that a daemon’s type will affect how much damage they take. Melee daemons will naturally take 7.5% less damage, whereas ranged daemons will naturally take 7.5% more damage. Healers have no damage reduction whatsoever.

So, how does damage reduction factor into effective stats?

A daemon’s natural damage reduction (or lack thereof) will have an effect on a daemon’s effective HP- because they take less damage, melee daemons may appear to have more HP than they actually do, whereas the converse is true for ranged daemons. This allows us to compare melee, ranged and healer daemons on equal footing. Note that natural damage reduction will also stack with damage reduction and HP buffs. Here’s a few examples to show you how this works:


Let’s take Typhon, who has 10000 HP at level 70. Thanks to the natural damage reduction she gets from being a melee daemon, her effective HP will be:

If Typhon were a ranged daemon, her effective HP would be 9302. If she were a healer, it would be 10000. Bear in mind that the daemon’s ACTUAL HP doesn’t change- Typhon will still hit the dirt when she takes 10000 damage, but her damage reduction makes her just as hard to kill as a daemon with 10810HP and no damage reduction.


Let’s take Azi Dahaka. Her kit at level 90 is:

ATK: 13723|HP: 9070
Skill: Hits enemy for 3075 DMG and increases DMG taken by 61%.

Let’s have her fight World Boss Hinoto, whose nuke attacks do 9000 damage after the berserk stage. You’d think that Azi would survive a nuke, since she has over 9000 HP*, right? Nope! Since ranged daemons take 7.5% more damage, Azi will end up taking 9675 damage and die (her effective HP in this case, if you were wondering, is 8389- less than the 9000 required to survive the nuke).

So how can we get her to survive?  Let’s take a look at some of the ways we could do this. If we give 2 HP bonds to Azi, this will raise her HP to 9977, allowing her to survive the nuke. We can also see that giving her 2 HP bonds will raise her effective HP above 9000 too:

We could also add a level 90 Okuninushi to the team. Now, while his ability isn’t enough to keep Azi alive (his ability raises Azi’s actual HP to 9523 and her effective HP to 8809), the damage reduction from his skill will momentarily raise her effective HP, and allow her to live comfortably (the actual damage that Azi would take is 4995, which is only about half of her HP bar- this makes sense given that her effective HP is about double the 9000 required to survive).

*Yep, the damage that Azi takes… IT’S OVER 9000!


Hopefully this should give you some good insights into how the effective stats on our spreadsheet were calculated- try some of them for yourself, and see if you get the same numbers! Of course, effective stats are very important for comparing how daemons with different skillsets are against one another, and it goes to show, you can’t always take the base stats and skill damage at face value.

Stay tuned for the third and final installment on status ailments!

3 thoughts on “Advanced Battle Mechanics Part 2: Effective Stats”

  • about reserve team….
    time limit is a must have so the other reserver should be hallowen belzebub speed or these 10% crit or dmg buff ?

    (for wb and CQ 150+ )

    • Given that you aren’t running a crit rate booster like Katsushika or Qilin or Harp, the effect of crit DMG buff on reserve is more limited (and if it’s only 10% it isn’t that great). You’re most likely best off with Beel Halloween’s speed boost – this increases the frequency of auto attacks and is a very consistent buff for any team – this for WB by the way.

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