Damage Mechanics Explained

I wasn’t able to find any source online talking about the game’s damage mechanics. Here are some of the lesser known ones for Octopath Traveler: Champions of the Continent.

Warning: These values could be wrong or subject to change, but I’ll update them as I collect more information.

  • Crit: Approximately 25% more damage. Only physical (weapon-type) attacks can crit. Elemental attacks cannot.
  • Physical/Elemental DEF buffs/debuffs: Any damaging skills that apply these buffs/debuff do not benefit from itself until after the fact. E.g a 200% power skill that debuffs enemy’s PDEF by 20% does not receive the benefit of the 20% debuff on the same turn.
  • Weakness: 250% more damage.
  • Break: 200% more damage when you break enemy shield counter.
  • Bleed/Poison: Deals minor damage for a specified number of turns. The damage is pretty negligible, but some units receive buffs when they attack enemies that have Bleed/Poison status. Bleed is Physical damage, and Poison is Elemental damage.
  • Counter: Unit attacks with their weapon or elemental attack. Can remove shield points.
  • Healing: Scales off of EATK and unit’s Max HP.
  • Buffs/Debuffs of the same type stack additively, up to a limit of 30%.
The physical damage formula, taken from JP, seem to be the following:

Base P.Atk * (Base P.Atk + P.Atk from Equipment – Enemy P.Def) * Skill Potency * Grade Correction * buffs&debuffs

I wrote an ultimate guide to buffs/debuffs here.