**Coliseum skills + enemy stats**

Skills | Additional info | Ping lists and Helpers | Data collection thread

Tool: Skills + Enemies | Tool: Dragon Stats Preview

Tool: Skills + Enemies | Tool: Dragon Stats Preview

I was curious about how damage is calculated, so I started taking a bunch of data and analyzing the results. I've figured out the formulae, so I thought I would share. :)

I also have a calculator tool that can make use of all of the formulae for you. The first mode (enemy requirements) will tell you how much STR you need to KO enemies with certain skill combos. The second mode (calculator) will let you calculate skill effects. The third mode (enemy stats) contains charts per venue of enemy stats with their elements and ability info. Click here for the skills and stats tool.

**Note:**This guide focuses on skill mechanics related to the amount of damage / healing / effects and how skill calculations are made. It does not describe all the details of each Battle Stone. For specific Battle Stone info, please visit Maki's Battle Stones guide.

__Mathematical terms__**round:**Take the whole number that is closest, with anything below .5 taking the lower number and anything .5 or above taking the higher number. (Ex: round(3.2) = 3, round(3.5) = 4)

**floor:**Round down to the nearest whole number. (Ex: floor(2.9) = 2)

**ceiling:**Round up to the nearest whole number. (Ex: ceiling(3.1) = 4)

**modulo (%):**Remainder of division. (Ex: 5 % 3 = 2)

__Health__Health is a function of the VIT stat and the level. Each contributes a certain amount of points that add up to the total health.

Every

**VIT**point adds

**20 health**.

Every

**Level**adds

**30 health**.

The health gained from VIT and Level are added together for the total health.

* All dragons, enemies, and bosses follow this formula for Health. Bosses have more health because they get a lot more stat points to spend.

__Damage from skills__All damage dealt is based on some function of the offensive stat and defensive stat. The function varies depending on the skill.

For

**physical**attacks, the offensive stat is

**STR**, and the defensive stat is

**DEF**.

For

**magic**attacks, the offensive stat is

**INT**, and the defensive stat is

**MND**.

**The minimum damage for a hit is 1.**A critical hit's effect will be applied after the minimum damage rule, meaning that crits at minimum damage will cause 2 damage.

Quote:

**Clobber:**(4 * STR + 4) - (floor(DEF / 3) * 4 + (DEF % 3))

**Scratch:**(4 * STR + 12) - (floor(DEF / 3) * 4 + (DEF % 3))

**Bite:**(4 * STR + 12) - (floor(DEF / 3) * 4 + (DEF % 3))

**Shred**- (4 * STR + 17) - (floor(DEF / 3) * 4 + (DEF % 3))

**Sap:**(4 * STR + 15) - (floor(DEF/3) * 4 + DEF % 3))

**Elemental slashes:**(4 * STR + 75) - (floor(DEF / 3) * 4 + (DEF % 3))

**Eliminate:**(12 * STR + 75) - (4 * DEF)

**Contuse:**(4 * INT + 19) - (floor(MND / 3) * 4 + (MND % 3))

**Elemental bolts:**(4 * INT + 75) - (floor(MND/3) * 4 + (MND % 3))

**All elemental specials except Enfeeble:**(6 * INT + 17) - (2 * MND)

**Enfeeble:**(2 * INT + 100) - (floor(MND / 3) * 2 + round ((MND % 3) / 3))

**Note:**Enfeeble seems to be a special case with its own formula, perhaps because it is the only skill that buffs its own damage. It is the weakest-scaling elemental ultimate by far.

__Damage from skill special effects__Some skills have special effects, and the calculation modifiers vary.

Quote:

**Shred debuff (Bleed)**- floor(Damage dealt by Shred / 3) per tick

Calculated at the

__time of application__, meaning that crits will increase the damage, active Rally buff will increase the damage during time of application (and damage will not decrease if Rally buff falls off while the enemy is still bleeding), active Contuse debuff will decrease the damage, active Fossilize will decrease the damage (but Fossilize applied after the bleed has been applied will not decrease the damage), etc.

The

__most recent application of Shred__determines the bleed damage, so weaker Shreds *can* overwrite stronger ones. Lasts 3 turns.

**Envenom debuff (Poison)**- INT * 10 + 20 over 5 turns

**Contaminate debuff (Virus)**- Amount-to-be-healed from healing spells

**Disorient debuff (Berserk)**- Follows all the rules of

**Scratch**using the attacker's STR.

__Skill effect modifiers:__Quote:

**Critical hits**- Skill damage * 2

__or__Skill healing * 2

**Effective elements**- Skill damage * 2

**Ineffective elements**- round(Skill damage * .5)

**Defend buff (Defending)**- round(Skill damage * .5)

**Anticipate buff (Anticipate)**- round(Skill damage * .5)

**Meditate debuff (Meditate Exhaustion)**- ceiling(Skill damage * .25)

**Contuse debuff (Contuse)**- ceiling(Skill damage * .75)

**Enfeeble debuff (Amplify)**- ceiling(Magical skill damage * 1.3)

**Fossilize debuff (Petrify)**- ceiling(Skill damage * .1)

__or__floor(Skill healing * .1)

**Sear debuff (Burn)**- ceiling(Physical skill damage * 1.3)

**Contaminate debuff (Virus)**- Skill healing * -1

Does not affect Sap health leech, Regeneration ticks (applied either before or after Virus), or health potions.

**Healing from skills:**Quote:

**Aid**- 16 + 6 * INT

**Regeneration**- 20 + 10 * INT over 5 turns; Each tick deals total heal / 5 on the turns of the receiving dragon, which means that dragons with higher QCK will receive healing from Regeneration faster. Unlike most skills that deal damage or healing, Regeneration

__cannot__crit, but ignores the Virus debuff. For some reason, it is also

__not buffed by Concentration__.

**Sap**- ceiling(Damage dealt by Sap / 4); ignores Virus debuff

Add health potions here and into tool later. They all ignore the Virus debuff.

__Buffs:__Quote:

**Haste (QCK)**- Buffs by Level + 5.

**Rally (STR)**- Buffs by Level + 5.

**Concentration (INT)**- Buffs by Level + 5.

**Bolster (DEF)**- Buffs by Level + 5.

**Ward (MND)**- Buffs by Level + 5.

**Reflect**- Causes damage, healing, or buffs to bounce to a random target according to the Caster's INT (damage, healing), Target's DEF/MND (damage), or Caster's level (buffs).