Overdamage

From Dragalia Lost Wiki

Icon Buff 2050091.png Icon Buff 2050041.pngIcon Buff 2050060.pngIcon Buff 2050064.png Overdamage is a buff that adds an extra damaging hit to all hits of an affected adventurer's attacks. This includes standard attacks, force strikes, and skills. Essentially, Overdamage doubles the combo count of all actions, but the extra hits deal relatively-small amounts of damage.

Mechanics

Formula

This is the general formula to calculate the amount of overdamage dealt.

Please note that this is essentially a stripped-down version of the general Damage Formula, as overdamage is not affected by various components of the damage formula.

Limitations

Overdamage has several limitations in place to limit its power potential:

  • Overdamage is Icon Element None.png non-elemental.
  • Overdamage does not benefit from buffs, abilities, shapeshifting, punishers or killers on the buff receiver. However, it does consider the strength boosts of the caster at the time the snapshot is taken.
  • Overdamage is not subject to normal damage's 5% variance higher or lower than the expected value. Given the same strength value + damage modifier + defense value combination, Overdamage will deal the same amount of damage every time.
  • Overdamage is not affected by attenuation (decaying damage per hit) such as on 100029 03 r05.png Hunter Sarisse's unique force strike. It will do Overdamage based on the full modifier on each hit.
  • Overdamage will never deal critical hits, and will never heal the user.
  • Overdamage does not deal damage to the Overdrive gauge.

Stacking

  • Only one Overdamage buff can be active at a time - it cannot stack. If another Overdamage buff is cast, the more-potent effect will be retained.
    • If the effects have the same potency, then the effect with the longer duration is used.
    • If the potency and duration are both the same, then the newer effect is used.
    • For clarity, "potency" here refers to (Overdamage %) * (Snapshot of buff giver's STR at time of buff), not just the Overdamage % by itself. For example, if an adventurer with 5,000 strength casts 50% Overdamage at that moment, then the potency of that Overdamage is 2,500.

Ability and Skill Interaction

Overdamage counts towards skills, abilities and chain co-abilities that count the number of hits dealt by certain skills. For example:

  • 110357 01 r05.png Nadine's Icon Skill 128.png Snappy SelfieLv. 3: Deals 1 hit of 1315.2% flame damage to enemies directly ahead, inflicts burn for 12 seconds - dealing 97% flame damage every 3.9 seconds - with 120% chance, and dispels one buff from each target. If the Trendsetting Photographer status effect is active enemies will instead take 3 hits of 438.4% flame damage. Any allies (including Nadine herself) in the skill's area of effect will increase the hit count by 1 (but no additional damage will be dealt).

    Additional effects will be applied depending on how many hits the skill has dealt so far:

    3 hits: Raise the user's energy level by 1 stage and deal 1 bonus hit of 164% flame damage.
    4-5 hits: Raise the user's energy level by 3 stages and deal 1 bonus hit of 329% flame damage.
    6+ hits: Energize the user and deal 1 bonus hit of 575% flame damage. [3036 SP]
    will count both the skill's regular hits and the Overdamage hits when determining the bonus effect of the skill.
  • 110011 01 r05.png Ezelith's Icon Ability 1010028.png Flash of Genius (Ability)Lv. 1: Increases the chances of inflicting debuffs by 20% when the combo count is 15 or higher, and increases the user's critical rate by 20% for 7 seconds every time 2 hits of Howling Meteor connect with an enemy. ability will count both the regular hits of Icon Skill 003.png Howling MeteorLv. 4: Deals 10 hits of 63% and 1 hit of 600% flame damage to enemies directly ahead. Movement is possible during the attack. [2400 SP] and the Overdamage hits it generates towards satisfying its condition.
  • Overdamage hits also contribute to the combo counter, which in turn affects abilities such as Flurry Strength.

Self Appliers

Abilities that apply Overdamage onto the user

Name Might Value Adventurers with Ability Wyrmprints with Ability Dragons with Ability Weapons with Ability
Icon Ability 1010066.png (Wind) Michael's Favor I 0 - - -
Icon Ability 1010066.png (Wind) Michael's Favor II 0 - - -
Icon Ability 1010150.png 15 Hits = Overdamage 100 - - -
Icon Ability 1010150.png 20 Hits = Overdamage 80 - - -

Team Appliers

Skills that apply Overdamage onto teammates

Name Adventurers with Skill Weapons with Skill Dragons with Skill
Icon Skill 029.png Akashic ReposeLv. 4: Restores HP to all allies with 44% Recovery Potency, continues healing over the next 15 seconds with 35% Recovery Potency every 2.9 seconds, increases the entire team's strength by 15% for 60 seconds and grants them overdamage based on 50% of the user's strength for 30 seconds. This strength increase and overdamage will not stack. [5916 SP] - -
Icon Skill 284.png Angelic PraiseLv. 3: Consumes one level of the user's skill reservoir, restores HP to all teammates with 80% Recovery Potency, continues gradually healing over the next 15 seconds with 20% Recovery Potency every 2.9 seconds, and activates additional effects based on which of the following buffs the user has:

Coordination Protocol: Grants overdamage to the entire team based on 40% of the user's strength for 30 seconds. This overdamage will not stack.
Concentration Protocol: Grants the user the "Rapid Analysis" effect. This effect stacks up to 3 times.

If this skill is used while shapeshifted, a variant called Celestial Skewer will be used instead. Celestial Skewer costs 3940 SP instead, deals 2 hits of 1329% water damage to surrounding enemies and, if the user has Rapid Analysis, consumes one Rapid Analysis stack, then restores HP to all teammates with 60% Recovery Potency and immediately readies this skill for use.

If this skill is used as a Helper Skill or Shared Skill, it restores HP to all teammates with 80% Recovery Potency, continues gradually healing over the next 15 seconds with 20% Recovery Potency every 2.9 seconds, and grants overdamage based on 40% of the user's strength for 30 seconds. This overdamage will not stack. [3450 SP]
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Icon Skill 020.png Angelic StormLv. 2: During close-quarters combat: deals 2 hits of 1478% wind damage to surrounding enemies, inflicts poison for 15 seconds - dealing 43.6% wind damage every 2.9 seconds - with 110% chance, and grants the entire team a team defense amp (MAX Lv. = 2).

During ranged combat: deals 7 hits of 170% and 4 hits of 265% wind damage to the target and nearby enemies, inflicts stormlash for 21 seconds - dealing 31% wind damage every 2.9 seconds - with 110% chance, and grants overdamage to the entire team based on 40% of the user's strength for 180 seconds that does not stack. [30 SP]
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Icon Skill 191.png Crystalline MagicLv. 3: Restores HP to all teammates with 87% Recovery Potency, grants them the "Crystalline Power" effect for 30 seconds, and increases their strength by 15% for 60 seconds. Crystalline Power grants overdamage based on 40% of the user's strength, and this skill's strength increase effect will not stack. [7734 SP] - -
Icon Skill 029.png Everlasting SummerLv. 4: Restores HP to all allies with 44% Recovery Potency, removes blindness, and continues healing for 15 seconds with 35% Recovery Potency every 2.9 seconds. Also, increases the entire team's strength by 8% for 60 seconds (does not stack), grants all teammates a one-use shield that nullifies damage up to 30% of their maximum HP, and grants them overdamage for 30 seconds. The overdamage is based on 50% of the user's strength, and does not stack. [5916 SP] - -
Icon Skill 166.png Glorious SanctuaryLv. 4: Restores HP to all teammates with 130% Recovery Potency, continues healing over the next 15 seconds with 29% Recovery Potency every 2.9 seconds, increases the entire team's strength by 15% for 60 seconds, and grants overdamage to the entire team for 30 seconds based on 50% of the user's strength. Both the strength increase and overdamage will not stack.

Also creates a healing zone that heals all allies for 60% Recovery Potency (in solo play, 30% Recovery Potency in Co-Op play). Each player in Co-op play can enter the healing zone one time and will only activate if they have less than 100% HP. Only one healing zone can be up at a time and the creation of a new one will replace older ones. [5850 SP]
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Icon Skill 148.png Goldfish of the HereafterLv. 4: Restores HP to all teammates with 100% Recovery Potency, and grants all teammates a one-use shield that nullifies damage less than 20% of the user's maximum HP, and the "Fluorescent Fish" effect for 30 seconds. Fluorescent Fish grants overdamage based on 50% of the user's strength. [7734 SP] - -
Icon Skill 305.png Onigokko & Kagome KagomeLv. 2: Uses either Onigokko or Kagome Kagome depending on whether Ayaha or Otoha is on the field.

Onigokko (Ayaha) deals 1 hit of 1395% flame damage to the target and nearby enemies, inflicts stun for 5-6 seconds with 100% chance, restores HP to all teammates with 60% Recovery Potency, and grants them the "Blue Hagoromo" effect. Blue Hagoromo lasts for 30 seconds and stacks up to 3 times, increases the user's wind resistance by 4%, and gradually recovers the user's HP with 18% Recovery Potency every 2.9 seconds.

Kagome Kagome (Otoha) deals 1 hit of 1048% flame damage to multiple targets and enemies near those targets, inflicts burn for 12 seconds - dealing 72.7% flame damage every 3.9 seconds - with 110% chance and scorchrend for 21 seconds - dealing 31.1% flame damage every 2.9 seconds - with 110% chance, restores HP to all teammates with 60% Recovery Potency, and grants them overdamage based off 40% of the user's strength and the "Red Hagoromo" effect. Red Hagoromo lasts for 30 seconds and stacks up to 3 times, and increases the user's affliction success rate by 50%.

If this skill is used as a Shared Skill, it will always use the Onigokko (Ayaha) version. [4132 SP]
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Icon Skill 195.png Vivifying StarLv. 3: Restores HP to all teammates with 87% Recovery Potency, and grants them the "Shikigami Enchantment" effect for 30 seconds. Shikigami Enchantment grants overdamage based on 30% of the user's strength. [7734 SP] - -

Abilities that apply Overdamage onto teammates

Name Might Value Adventurers with Ability Wyrmprints with Ability Dragons with Ability Weapons with Ability
Icon Ability 1010066.png (Wind) Michael's Favor I 0 - - -
Icon Ability 1010066.png (Wind) Michael's Favor II 0 - - -