Damage is one of the main stats all characters, pets, and enemies have. It is a base number used to calculate the actually output from any given attack or skill.

## CalculatingEdit

### Basic CalculationEdit

To calculate the amount of damage actually dealt, you first take the base Damage stat. Depending on the Skill, there will be a "##% of damage" dealt. Multiply this percentage to get the output of damage.

This means that: (Damage) * (Skill percent) = (Damage Output)

So, for example, for a character with 200 Damage and a skill that deals 150% damage:

200 * 1.5 = 300 damage output.

### Continuous DamageEdit

Some skills will have a form of continuous damage, in which their ability will deal a specific amount of damage ever second or fraction of a second for a period of time. This usually includes two values:

Increment - measurement of how often this damage will be dealt. Duration - length of time the effect will last for.

For this type of skill, the damage is measured:

((Damage) * (Skill percent)) / (Increment) * (Duration) = (Damage Output)

So, for example, for a character with Damage of 200, and a skill that deals 50% damage ever 0.5 seconds for 4 seconds will have:

((200) * (.5)) / (0.5) * 4 = 800 total damage output

### HealingEdit

Some skills will actually recover some HP for themselves or team mates. This is often calculated as a percent of their damage, and is similar to a simple attack.

### Critical HitEdit

In addition to basic damage, characters often have a Crit Rate and Crit Damage stat.

The Crit Rate is the likelihood that the character's Basic Attack will deal a Critical Hit. The Crit Damage is a percentage, which is added on to the normal Damage output in the event of a Critical Hit.

So if a character were to land a Critical Hit, with Damage 200 and Crit Damage 75%, they would output a total of 350 Damage.

### Damage Reduction and DeflectionEdit

There are also some defensive stats which can come with powerful equipment. These include Damage Reduction and Damage Deflect

Damage Reduction - a certain amount of damage that is deducted from that being dealt upon a character. Ex: with Damage Reduction of 20, an attack normally dealing 200 would only hurt that character 180.

Damage Deflection - a percent of damage that is not felt, and dealt back upon enemies who are attacking. So with a character under attack for damage 200, with a Damage Deflection of 10%, they would suffer 180, and 20 of that damage would deflect back on the attacker.