Game Systems
Combat
An overview of all combat-related mechanics.
9 minute read
Last updated 8/18/2024
Intro
This guide covers some general aspects of BLUE PROTOCOL’s combat systems. Make sure to also read the Stats, Elements, Equipment, and Status Ailments guides for a better overall understanding.
Damage Formula
Round: decimals are rounded to the nearest integer.
ATK: in the case of Battle Imagine skills, a hidden "Skill Effect Value" is used and Elemental ATK is 0.
Elemental ATK: see Elements.
Total Skill Damage: the skill's base damage (G1) plus any damage increases from skill grade (G2+), calculated per hit (not the sum of all hits).
Crit Damage: set to 0 when calculating non-critical hits.
Elemental Resistance: see Elements.
If final damage < 0, set damage to 0; else set damage floor to 1.
Modifiers
Items within the same category are additive, while entire categories themselves are multiplicative with each other.
Category | Description |
---|---|
1 | Buffs, debuffs, abnormal statuses, burst bonus, damage plugs, special effects, abilites (excluding those related to elemental resistance), excluding modifiers to ATK or modifiers that exist in other categories |
2-1 | Tactical Skills: Over-reload, Ignition, Prepare Mode |
2-2 | Tactical Skills: Blood Axe β; multiplicative with 2-1 |
3 | Combo Gauge (Twin Striker), Vanguard (Aegis Fighter class ability) |
4 | Weak Attack (Blast Archer); Follow Up (passive) modifies this multiplier |
5 | Weak Point (1.5x damage on enemies that have weak points) |
6 | Damage Burst (Spell Caster class-shared ability) |
7 | Exaltation (Twin Striker class-shared ability); ※ Decimal modifier |
8 | Party Chain Bonus; ※ Decimal modifier |
9 | Slash, Thrust, Blow Resistance (±2.5%); see Stats |
Decimal Modifiers are left as decimal values, so they are multiplied after most of the damage formula has been rounded.
Aggro & Combat Status
The battle HUD has an icon whose color indicates your state of aggro. This guide will use the phrasing “in combat” to refer to either of the two states.
Icon | State |
---|---|
An enemy is aware of your presence | |
An enemy is actively targeting you |
When in combat, various actions consume stamina (see stamina).
When your weapon is unsheathed, your jump height is reduced and you cannot sprint until you sheathe your weapon. Your weapon can be sheathed by pressing the interact key, summoning a mount, or by initiating sprinting.
There is a Bandai developers conference talk that briefly explains enemy AI, such as action decision trees.
Skills
Skills can be unlocked by leveling up. Learn more about skills on the classes page.
Skill components include:
- Base Multiplier: affects damage dealt and elemental charge accumulation from weapons
- Power Multiplier: increases damage dealt by multiplying with the Base Multiplier
- Elemental Charge value: a fixed number that is added to the skill’s Elemental Charge accumulation, unaffected by Base Multiplier
- Cooldown: the timer after casting a skill before it can be used again.
- Stagger Effect: makes it easier to trigger damage reactions
- Hit Interval: the time in between hits on multi-hitting skills
- Other effects (depends on skill)
The developers have stated that they prefer to add more skill diversity to existing classes than create new classes that aren’t very unique.
Skill Variants
After reaching level 50 you can start unlocking Tactical Skills’ Alpha and Beta variants. These variants alter how a skill works, such as increasing the number of hits, adding additional buffs/debuffs, and more.
Alpha skills can be purchased with class talismans (available from Class Adventure Boards) at the Class Master. To unlock the shop, complete all of his quests (you need to be Level 50 to purchase from the shop).
Beta skills have a chance of dropping in Survey, Advanced Survey, and Raid Missions. Only the 8 skills currently equipped on your palette are eligible for beta variant drops.
EXP & Drops
When an enemy is defeated, all players who dealt at least 1 damage to the enemy will receive full EXP and drops. In party play, all party members receive full EXP and drops if at least one of their members dealt at least 1 damage to the enemy.
In order to receive rewards, players must be within a certain distance of the defeated enemy. The range is slightly larger than Enemy Render Distance 4. The range is irrelevant to Party Chain range.
EXP
EXP gain is scaled based on your level difference with the enemy. Enemies in Missions do not give EXP.
Items
Item drop rate and contents are determined on a per-player basis. Players may have differing drop rate multipliers via consumable items and liquid memories. Consumables and boxes go straight to the player’s inventory, and other drops are sent to storage.
Treasure Chests
Treasure chest drop rate is determined on a per-party basis, using the drop rate of the party member with the highest drop rate. Solo players are considered as being in a party of one. When a chest drops, it is visible to other party members as well.
Treasure chest contents are determined on a per-player basis. In Fields and Free Exploration, Treasure chests must be opened to receive the rewards inside. You will be notified if your inventory is full (chest contents are not automatically sent to the storage). In Missions, chest do not need to be opened—their contents are automatically added to your clear rewards.
Party Chain
The party chain is a combo count of all party members’ hits. As it accumulates, your deals increased damage and healing. The higher the chain count, the less time you have to successfully perform another attack before the chain ends. The party chain will reset to 0 if no attacks successfully hit an enemy before the timer ends.
If the chain is reset before the first buff is applied (50/250/150 chain; see chart), it can instantly be reinitiated, otherwise there is a 10 second cooldown before starting a new chain. In Raids and Defense Battle, the cooldown is 30 seconds, and Twin Striker’s Drain Fever is nullified.
Party Chain effects are centered on the party leader, so if you are too far away from the leader, you won’t receive any bonuses. This also means that if 5 players are hitting enemies but the party leader is far away, no one will receive Chain effects.
When out of range of the party leader, the Party Chain UI will show an icon of a red, broken chain—no icon is shown for the party leader. The radius is 2.33x of Lock-on range, or slightly longer than Render Distance 4, and is increased 5x in Defense Battle.
Damage from most debuffs—such as Fire DoT, Poison, and Laceration—do not count towards the party chain.
Chain | Damage & Healing | Timer | Effect | Effect (Raid) | Effect (Defense Battle) |
---|---|---|---|---|---|
0 | 100% | 1.5s | - | - | - |
50 | 101% | HP Regen | |||
100 | 1.4s | ||||
150 | 102% | DEF Up | HP Regen | ||
200 | 1.3s | ||||
250 | 103% | SP Armor | HP Regen | ||
300 | 1.2s | ||||
350 | 104% | HP Regen | DEF Up | ||
400 | 1.2s | ||||
450 | 105% | DEF Up | |||
500 | 1.0s | ||||
550 | 106% | SP Armor | DEF Up | SP Armor | |
600 | 0.8s | ||||
650 | 107% | HP Regen | |||
700 | 0.6s | ||||
750 | 108% | DEF Up | HP Regen | ||
800 | 0.4s | ||||
850 | 109% | SP Armor | SP Armor | ||
900 | 0.3s | ||||
950 | 110% | ||||
999 | ULT skills cooldowns will count down at 4x the normal speed for 10 seconds. |
Parts Destruction
Some enemies have designated parts that can be destroyed, downing the enemy for a brief period. Attacking this point will deal increased damage. This is separate from Blast Archer’s Weak Point Targeting.
PvP
There is no player versus player system in BLUE PROTOCOL. PvP refers to Party vs Party—player party vs enemy AI party. Similar to players, enemies will cooperate and try to take down you and your allies.
Enemy leaders are indicated by a star ☆ preceeding their name, and they will give orders to other enemies.
Map Gimmicks
In Missions such as Defense Battle, there exist objects that grant advantages to enemies that can be broken by doing damage to them.
Commonalities
- HP is set per-location
- Critical hits will work, but the damage text will show non-critical text
- Not considered enemies, so effects that require hitting an enemy will not activate
- Buffs, debuffs, and abnormal statuses cannot be applied
- Buffs and debuffs do not affect damage dealt to them (such as skill damage plugs), except for certain effects that increase damage dealt (multiplicative categories, such as Twin Striker’s Ignition)
Enemy Gates
- Only exists in Defense Battle as of v1.06.100
- While alive, spawns enemies nearby
- After being broken, the enemies that it spawned will continue to be active
Enemy Strengthening Device
- Exists in certain Missions
- Grants a map-wide, permanent buff to all enemies that disappears after its broken (the buff type and power depends on its location)