Chaos Zero Nightmare Skill Damage Formula Breakdown: How modifiers and combos stack
Chaos Zero Nightmare’s damage is mostly multiplicative layers on top of Final ATK/DEF, with card multipliers and buffs/debuffs stacked into a single “Final Card Multiplier” before being applied to your stats. Understanding which effects are additive vs multiplicative tells you exactly why some combos explode and others barely move the needle.
Step 1: how Final ATK / DEF are calculated
Outgoing damage always starts from your Final ATK / Final DEF, which already include gear, partner, and affection.
- Final ATK formula
- \text{Final ATK} = (\text{Base ATK} \times (1 + \text{ATK% increase}) + \text{Partner ATK} + \text{gear flat} + \text{affection flat}) \times (1 + \text{Partner ATK%} + \text{equipment ATK%}) + \text{equipment flat}.
- All flat ATK sources add together, then get multiplied by %ATK bonuses, then you add flat gear on top.
- Final DEF and HP are calculated in the same structure (base → % → partner/gear → flat), and DEF can be part of damage if a card is DEF‑scaling.
Takeaway: ATK% and flat ATK scale everything; partner stats and affection are multiplicative with base stats in the first term and with equipment % in the second.
Step 2: card multipliers and how they stack
Each attack card has a base multiplier (e.g., 280%), which gets modified in multiple layers before being applied to your ATK/DEF.
- Final Card Multiplier (condensed)
- Example: Anchor Shot scaling
- Additive vs multiplicative buffs
- Testing Morale shows +20% damage per stack as a multiplicative layer applied late, not added into the card multiplier pool.
- Vulnerable has been tested as a 1.5× multiplicative buff: 449% base rising to 741% damage with one stack, which matches 449×1.5.
- Reddit clarifications: multiple multiplicative buffs (like several “×X% damage” effects) are added together into a single multiplier, then that one multiplier is applied; they don’t individually chain multiply each other.
So: card‑specific buffs (like “this card deals +30%”) often stack additively on the card layer, while Morale/Vulnerable/Weaken are larger multipliers closer to the end of the formula.
Step 3: the core damage formulas (ATK vs DEF‑scaling)
Once you have Final ATK and the Final Card Multiplier, the game computes damage with slightly different formulas depending on whether a card is ATK‑based or DEF‑based.
- ATK‑based damage
- \text{Final Damage} = \text{Final Card Mult} \times \text{Final ATK} \times 0.35 \times (1 + \text{elemental DMG%}) \times (1 + \text{mechanic DMG%}) \times (\text{enemy DEF multiplier}) \times (1 + \text{Crit DMG}).
- The 0.35 is a game‑wide scaling constant; people asking “does 100% card = 35% ATK?” are basically seeing this constant in action.
- DEF‑based damage
- \text{Final Damage} = \text{Final Card Mult} \times [(\text{Final ATK} \times 0.3) + (\text{Final DEF} \times 2.1)] \times 0.35 \times (1 + \text{elemental DMG%}) \times (1 + \text{mechanic DMG%}) \times (\text{enemy DEF multiplier}) \times (1 + \text{Crit DMG}).
- DEF builds gain from both ATK and DEF; every extra point of DEF gets multiplied by 2.1 and passed through the same global modifiers.
- Enemy defense & mitigation
Key point: most “+X% damage” mechanics are multiplying the final damage after the 0.35 constant and DEF term, so they scale harder the more ATK/DEF you stack up front.
Step 4: how common buffs and debuffs stack in practice
Several key buffs/debuffs have been lab‑tested so you can plan combos precisely.
- Morale (damage up)
- Each Morale stack gives +20% damage as a multiplicative layer added late, not as card power.
- Example from testing: one stack changes damage from 248 to ~298–300, consistent with a 1.2× multiplier applied after earlier terms.
- Fortitude (damage taken down)
- Each stack reduces damage by 20% additively with itself, e.g., 1 stack = 20% less, 2 stacks = 40% less, etc.
- This stacks linearly but multiplies against your final damage, making Fortitude extremely efficient for survival.
- Weaken (damage dealt down)
- Tested as a 25% damage loss per stack; removing a Weaken stack jumped damage from 114% to 152%, which fits 152×0.75≈114.
- Effectively a multiplicative reduction (×0.75 per stack) applied late in the chain, similar to Morale but in reverse.
- Vulnerable (damage taken up)
- Talent / mechanic DMG% boosts (e.g., Agony, DoT, element)
- These sit in the (1 + elemental DMG%) and (1 + mechanic DMG%) slots, multiplying the ATK/DEF‑scaled value.
- For Agony specifically: every 100 ATK ≈ 7 more Agony damage, every 10% Void ≈ 9% more Agony, every 10% DoT ≈ 8% more, these are effectively linear multipliers on top of the base ATK‑driven dot formula.
High damage turns happen when you stack: card buffs → Morale / mechanic DMG → Vulnerable → crit, all multiplying each other after your big ATK/DEF foundation.
Practical building and combo rules
Using the formula, you can simplify optimising into a few rules:
- Prioritise ATK/DEF + card multipliers first
- Stack one strong “late” multiplier at a time
- Avoid over‑investing in additive card buffs alone
- For DEF‑scalers, push DEF hard and still care about ATK
- Remember Weaken / Fortitude as “formula levers”
- Weaken and Fortitude are literally editing the final multiplier; removing Weaken or adding Fortitude can swing damage by 40–60%+ with just a couple of stacks.
If you think in these layers, Final ATK/DEF → card multiplier → buff/debuff multipliers → crit, Chaos Zero Nightmare’s damage stops feeling mysterious, and you can build combos that hit the exact breakpoints you want instead of just stacking random “+X% damage” lines.


