DAMAGE FORMULA
Attack Calculation, Multipliers & DPS Optimization
Last updated: 2026-02-13
Understanding Damage Calculation
Damage in Arknights Endfield follows a multiplicative formula rather than additive. This means stacking different types of multipliers is far more effective than stacking the same type. Understanding this system is crucial for maximizing your team's damage output.
Damage = Base ATK × Multiplier Group × Base Multiplier × Crit Multiplier × Elemental Amp × Stagger Multiplier × Link Multiplier × Susceptibility
01 Attack Calculation
Your character's Attack stat forms the foundation of all damage. The formula has two main components:
Base Attack Calculation
ATK = (Base ATK × ATK Stage) × (1 + ATK%) + ATK Flat
Attribute Scaling Bonus
Your primary and secondary attributes provide additional Attack bonuses:
- Primary Attribute: Grants 50% of its value as bonus ATK
- Secondary Attribute: Grants 20% of its value as bonus ATK
Attack Percent vs Flat Attack
Attack % bonuses scale with your base ATK, while flat Attack adds a fixed amount. In the late game, Attack % becomes more valuable as your base ATK grows from gear and upgrades.
02 Damage Multiplier System
Multipliers are the key to maximizing damage. All multipliers stack multiplicatively, meaning 10% + 10% gives you 1.1 × 1.1 = 1.21 (not 1.2).
Multiplier Group
Comes from gear sets, weapons, and character talents. This is typically your largest source of multipliers and includes effects like "+X% Damage" from equipment.
Base Multiplier
Added by skills and finishers. Finishers (attacks on Staggered enemies) provide a significant base multiplier boost, often being the biggest damage spike in a rotation.
Critical Multiplier
Critical hits add an additional multiplier on top. The formula is (1 + Crit Damage %). Building both Crit Rate and Crit Damage maximizes this multiplier.
Stagger Multiplier
Attacks against Staggered enemies deal increased damage. The Stagger multiplier applies to all damage dealt during the Staggered state, making it crucial for burst windows.
03 Elemental Amplification
Each Arts element (Heat, Electric, Cryo, Nature) has its own amplification multiplier. These are among the strongest multipliers in the game but require specific team compositions to utilize.
| Element | Amp Source | Notes |
|---|---|---|
| Heat | Heat Amp | Increases Combustion damage and Heat damage |
| Electric | Electric Amp | Boosts Electrification reaction damage |
| Cryo | Cryo Amp | Enhances Solidification and Freeze damage |
| Nature | Nature Amp | Powers Corrosion damage over time |
Arts Intensity
Arts Intensity directly multiplies your Arts Reaction damage. At 100 Arts Intensity, your Reactions deal double damage. This stat is particularly valuable for teams that rely on frequent elemental reactions.
04 Arts Inflictions
Arts Inflictions are elemental stacks that enemies accumulate. Understanding how to apply and maintain these stacks is fundamental to Arts team damage.
How Inflictions Work
- Each element can stack up to 4 times on an enemy
- Infliction stacks appear next to the enemy's health bar
- Applying the 2nd, 3rd, and 4th stack triggers an Arts Burst
- Arts Bursts deal additional damage of the corresponding element
Common Infliction Sources
Arts Bursts
Every Infliction stack past the first triggers an Arts Burst - an extra hit of damage. This is separate from Reactions and happens automatically. Some equipment can buff Arts Burst damage, making characters who apply multiple stacks quickly even more valuable.
05 Arts Reactions
Arts Reactions occur when you apply a different element to an enemy that already has an Arts Infliction. These are the core of Arts team damage.
Combustion (Heat Reaction)
Triggered by applying Heat to an enemy with Cryo, Electric, or Nature Infliction. Deals initial burst damage plus damage over time for 10 seconds. The DOT does not snapshot and scales dynamically with buffs.
Corrosion (Nature Reaction)
Triggered by applying Nature to an enemy with another Infliction. Applies a powerful damage over time effect that can stack. Gilberta is a key character for enabling this reaction.
Electrification (Electric Reaction)
Triggered by applying Electric to an enemy with a different Infliction. Chains damage to nearby enemies and provides utility through interrupt potential. Perlica is the primary enabler.
Solidification (Cryo Reaction)
Triggered by applying Cryo to an enemy with another Infliction. Freezes smaller enemies and slows larger ones. Some characters gain bonuses when attacking Frozen targets.
Shatter
Occurs when hitting a Solidification-frozen enemy with Physical damage. Deals burst Physical damage and breaks the frozen state. Combines well with Physical teams that can apply Cryo first.
06 Physical Status System
Physical damage operates on a different system than Arts, focusing on Vulnerable stacks and status effects.
Vulnerable Stacks
Physical attacks apply Vulnerable stacks (max 4). These stacks are consumed by status effects to trigger their effects. More stacks = stronger effects.
Crush
Consumes ALL Vulnerable stacks for high Physical burst damage. The damage scales with the number of stacks consumed. Best for immediate burst against single targets.
Breach
Consumes ALL Vulnerable stacks to reduce the enemy's Physical defense. While it doesn't deal immediate damage, the defense reduction benefits your entire team's Physical damage output.
Lift
Applies another Vulnerable stack, deals Physical damage, and lifts smaller enemies into the air. Great for crowd control and building stacks quickly.
Knock Down
Similar to Lift but knocks enemies down instead. Provides crowd control while building Vulnerable stacks for your team to consume.
07 Link & Susceptibility
These multipliers come from team support and debuffs, providing significant damage amplification.
Link Multiplier
Some characters (like Lifeng) can apply Link to enemies. When linked, damage dealt by the linked character to the enemy is amplified. Link is particularly powerful in coordinated team rotations.
Susceptibility (Increased Damage Taken)
Debuffs like Arts Susceptibility or Physical Susceptibility increase the damage the enemy takes from those sources. Ardelia can apply both, making her invaluable for any team composition.
Corrosion
Applied by Gilberta or other Nature sources, Corrosion increases damage the enemy takes. It works synergistically with other debuffs to maximize damage amplification.
08 Practical Optimization Tips
For Physical Teams
- Stack Vulnerable quickly with characters like Chen Qianyu
- Use Crush for burst, Breach for sustained damage
- Combine with Cryo for Shatter potential
- Focus on finishers during Stagger windows
For Arts Teams
- Apply Inflictions before Reactions for maximum damage
- Build Arts Intensity for stronger Reactions
- Use Electric for AoE, Nature for DoT
- Layer multiple debuffs for multiplicative gains
General Tips
- Different multiplier types multiply together
- Same multiplier types add then multiply
- Finishers are huge damage spikes - build around them
- Save burst skills for Stagger windows
Stat Priorities
- ATK% for general damage scaling
- Elemental Amp for Arts teams
- Crit Rate + Crit Damage for consistent DPS
- Arts Intensity for Reaction-focused teams
09 Video Sources
The following YouTube videos were used as reference material for compiling this guide:
-
How to Maximize Your Damage in Arknights Endfield
Covers the complete damage formula including multiplier groups, base multipliers, crit multipliers, elemental amps, stagger multipliers, link multipliers, and susceptibility mechanics.
-
The BEST Guide to Elements & Damage in Arknights: Endfield
Comprehensive breakdown of Arts Inflictions, Arts Reactions (Combustion, Corrosion, Electrification, Solidification), Physical Statuses (Vulnerable, Crush, Breach, Lift, Knock Down), and Shatter mechanics.
Note: This guide compiles information from community sources. Game mechanics may change with updates.