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Various stats and mechanics known in Houkai Gakuen 2. To read math properly without being rendered as SVG images, please install math extension.
Damage
Damage types
There are 8 main type of damage available in the game:
Fire, Ice, Lightning, Poison and Energy Damage are collectively called Elemental Damage.
- All Damage types except True and Null can deal Crit Hits.
- All Elemental Damage bonus will addition to any specific Elemental Damage bonus.
- Elemental Vulnerability is Elemental variant of Vulnerable effect, will multiply with all other damage sources.
- Physical Shields (not Elite skills) are available on such as zombies that carrying shields, and Physical Damage cannot bypass but Elemental Damage always be. Elemental Hits bypass shields even if it is a projectile.
- In case of another damage type happened at the same time as True Damage, they will display at 2 different locations especially if player dealing Crit Hits.
Damage Multipler
- Due to in-game cannot fully listing each damage multiplier (too much possible multiplier), the game will only display Total Damage Multiplier in Training room.
Damage Multiplier categories
Buff sources comes from same category are mostly additive, only very few categories do multiply which will have "each sources multiply each other". 2 Buffs comes from 2 different categories always multiply.
Real-time damage categories:
- +%ATK (each sources multiply each other)
- Deal x% as Damage (Damage over Time sources such as Burn DoT, Toxin DoT, etc... and similar also count as Deal x% as Damage)
- Weapon type buff
- +Physical Damage / Elemental Damage
- +Unconditional All Damage
- +Enemy Damage: E.g.: +%Damage against X target (each sources multiply each other)
- Other damage bonuses: Meet conditions while on field or unstable damage bonus (each sources multiply each other)
Delay-based damage categories:
- Effects that has a duration and does not wear off when switching characters
- Elemental Damage Vulnerable effect: Has a duration that delay the effect from wear off (each sources multiply each other)
- Vulnerable effect: New effect overwrites duration of the old effect, has a duration that delay the effect from wear off
Critical Damage Multipler Calculation (with Crit Tiers)
Most equipment that utilize multiple Crit Tiers will have diminishing return with higher tiers until reaches minimum cap.
For example: Balor - Second Eye with total 300% Crit Damage, 35% Crit Damage Reduction, and minimum 200% Crit Damage will have its Crit Tier Damage as follow:
- Tier 1:
- Tier 2: (Result is <200% then capped at 200%)
- Tier 3: (Result is <200% then capped at 200%)
- Tier 4: (Result is <200% then capped at 200%)
A damage source with a tier 4 Crit will have the total Crit Damage of:
Equipment that utilize this special stat:
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Balor - Novel (No.3662)
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Fantasy Protoss - Leo (No.4452/3/4)
-
Fantasy Protoss - Pisces (No.4561/2)
-
Fantasy Protoss - Sagittarius (No.4683/4)
Damage numerals
As the damage in-game becomes bigger and bigger, the game cannot display numbers properly so the developers used numerals to shorten the numbers.
Exponentiation number | Chinese | Japanese | English translation |
---|---|---|---|
10^0 | 一 | いち | One |
10^1 | 十 | じゅう | Ten |
10^2 | 百 | ひゃく | Hundred |
10^3 | 千 | せん | Thousand |
10^4 | 万 | まん | |
10^8 | 億 | おく | |
10^12 | 兆 | ちょう | Trillion |
10^16 | 京 | けい | |
10^20 | 垓 | がい | |
10^24 | 秭 | し | Septillion |
10^28 | 穰 | じょう | |
10^32 | 溝 | こう | |
10^36 | 澗 | かん | |
10^40 | 正 | せい | |
10^44 | 載 | さい | |
10^48 | 極 | ごく | Extreme (Quindecillion) |
10^52 | 恒河沙 | ごうがしゃ | Sands of the Ganges (aka sand counting) |
10^56 | 阿僧祇 | あそうぎ | Infinite |
10^60 | 那由他 | なゆた | Myriad (Novemdecillion) |
10^64 | 不可思議 | ふかしぎ | Unimaginable |
10^68 | 無量大数 | むりょうたいすう | No upper limit |
Damage number color
Normal Damage / True Damage will appear as yellow, Red numbers are Crit hits and Purple numbers are damage with special / unique modifier.
Possible purple damage sources:
- Balor - Second Eye / Fantasy Protoss - Leo with over 100% Crit Rate
- Valkyrie's Kiss with longer charge time
Buffs / Debuffs
Buffs
- Movement Speed: have 2 types of Movement Speed buff, 1 is permanent and another is temporary, permanent will multiply with temporary buff.
- Crit Rate: All weapons comes with default 5% Crit Rate and multiple source of Crit Rate can only stack each other. Bare hands can trigger Crit hit.
- Attack Speed: addition if used from same skill, multiply if ATK SPD buffs are granted from 2 or more different skills.
Defensive buffs:
- Evasion Rate: Negative Multiplication between Evasion bonuses.
For example, if there are 2 bonuses granting 50% Evasion Rate, the final calculation is: - Withstand: Completely block damage source, can have multiple stacks if the equipment can do so.
- Damage Reduction: Negative multiplication between Damage Reduction bonuses
For example, if there are 2 bonuses granting 20% and 30%, the final calculation is: - Parry/Block: Melee parry, Ranged parry, Area Damage parry, All Damage parry. Independent calculation between each types of parry/block.
- Protection: Burn-proof, Freeze-proof, etc... are example of Protection buffs.
Order of defensive buffs: Evade > Withstand > Damage Reduction > Parry > Protection
- Note: Proportional damage ignores all of the above defensive buffs.
Unique buffs
- Indirect trigger: Trigger a weapon using another weapon (or even the same weapon) with no ammo cost, unrestricted Attack Speed and no deploy limit for indirectly triggered weapons (unless specified). Able to bypass Disarm debuff.
Example: Princess of Creation - VII, Fantasy Protoss - Gemini, Luminous Cup and Gymnopédies. - N2O: Capable of 1-shot enemies when collide regardless of HP.
- Crush: Making playable characters appears much bigger and crush any enemies when steps at, 1-shot anything including World Bosses (cannot 1-shot Maggie due to having unique health bar).
Debuffs
Also known as abnormal states, have bad effect on enemies and characters who receives them for a duration
- May rarely have infinite duration depending on stage design
Normal debuffs
- Slow down: -Movement Speed
- Weaken: -ATK
- Vulnerable: +Damage Receive
- Fear: -Movement Speed
- Charm: -ATK
Damage over Time debuffs
- Bleed (Physical)
- Burn (Fire)
- Frostbite (Ice)
- Toxin / Neurotoxicity (Poison), Toxin can only have up to 20 stacks.
Hard control debuffs
Hard control are used to hinder enemies's aggressive behavior, can even disable some of elite skills.
Higher priority debuffs will overwrite lower priority one. If 2 debuffs have same priority, they will overwrite each other.
- Frozen
- Paralysis
- Turning into sheep / Deformed such as Haniel
- Time stop
- Imprison
- Blind
- Panic
Debuff priority: Frozen > Turning into sheep > Paralysis = Time stop > Imprison > Blind = Panic
Elite skills can be disabled with Hard control debuffs:
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Teleport
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Back thorn
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Evade
-
Steal
Unique debuffs
Unique debuffs that are very rarely used, mostly player only debuffs.
- Disarm (player only): Disarm causes weapons to be unable to trigger. Disarm doesn't prevent passive skills from weapons to work (such as holding Veneziano String), and unable to prevent indirect triggers (such as from Luminous Cup's skill).
- Back Attack / Backstabs: Character hit enemies behind. How this mechanic work is that when enemy facing away from player (with exception of Ninti skills regardless of condition), any attack hits at the enemy will count as Back Attacks.
- Automated attacks (turrets, dolls, etc...) relies whether enemy is facing player or not, not from its position.
Health & Shield
Health
Healing mechanic
There are 2 different types of Healing exist in the game, they are:
- Normal healing: Pick up health boxes, using normal healing equipment, etc...
- Lifesteal aka Convert damage to HP: Inflict damage to enemies to heal.
Extra infos:
- These 2 effects are confirmed as totally different effects, using Theresa is only able to trigger AoE healing damage when you use normal healing, not Lifesteal.
- Healing values doesn't stack, even if they are the same effect.
Shield
Shield (Also known as Character shield/Blue shield) is as same as Base HP and doesn't have percentage increase but rather flat increase[1].
- Shield also works with Damage Reduction
Effective Health/Shield Points
Effective Health/Shield Points (EHP/ESP) is a common game concept which states that because each HP you have actually absorbs more than 1 point of damage, you effectively have more HP than indicated.
- In Houkai Gakuen 2, EHP/ESP can be increased by various types of damage reduction and it's extremely useful for Shield-based builds due to its weakness that isn't as popular as Health builds.
- Damage Reduction affects both HP and shield unless stated otherwise.
- Math: Effective HP = Actual HP / (1-Damage Reduction). For example a player with 10 HP and 99.99% DR, the player will have 10/(1-0.999)= 100000 EHP.
Movement Speed
- All characters except Himeko will have base movement speed of 200, Himeko base Movement Speed is 200 + 50 due to her starter skill.
Rarely used stats
- Direct hits: Prefer to any hits "fired" from the weapon itself. This includes Turret shots, dolls that explodes when touching enemies, Icelight Blade - I's Precision cutting, Vitality Bottle - V's Energy balls, etc...
- Indirect hits: Prefer to any hits that are "residual" such as Spear of Transcendence - II's Void Strike, Heimdall Cluster Gun - Live's Cluster Bombs, Dimensional Link's Void Projection etc...
- Permanent / Temporary buffs: If a skill cannot be ON/OFF during stage play, it is considered as "Permanent/Passive", otherwise "Temporary/Active". This wiki does not indicate if a skill is permanent or temporary unless a skill requires specific condition.
- Reverb: These are cheaper copycats of the original Deploy weapon that were copied, These weapons behave similar to the original one except:
- Slightly translucent, may have special effects to separate them with others.
- Doesn't count to the total Deploys on field.
- They don't buff other original weapons but can receive buffs from original one.
- They have their own Deploy cap and does not use from the original.
- Not all copycats are cheap such as Princess of Creation which does not create Reverb Deploy but rather original one.