互動模擬器

Element Hit Multiplier Simulator

⚔️ Attacker Element:
🛡️ Defender Element 1:
🛡️ Defender Element 2 (Optional):
1.6×
Advantage (1.6×)
Attacker 水 deals 1.6× against Defender 火.
9×9 戰鬥矩陣

Attacker vs Defender Matrix

▲ 1.6 Strong (+60%)— 1 Neutral▼ 0.625 Weak (-37.5%)
Defender →↓ Attacker
冰
水
電
火
草
土
風
暗
光
冰
▼0.625▲1.6▲1.6▼0.625—1▼0.625—1—1—1
水
▼0.625▼0.625—1▲1.6▼0.625▲1.6—1—1▼0.625
電
▼0.625▲1.6▼0.625—1—1▼0.625▲1.6—1—1
火
▲1.6▼0.625—1▼0.625▲1.6▼0.625—1—1▼0.625
草
—1▲1.6—1▼0.625▼0.625▲1.6—1—1▼0.625
土
▲1.6▼0.625—1▲1.6▼0.625▼0.625—1▼0.625—1
風
—1—1▼0.625—1▲1.6—1▼0.625▲1.6—1
暗
—1▼0.625▲1.6—1▲1.6—1▼0.625—1▲1.6
光
—1—1▼0.625—1—1—1▲1.6▲1.6▼0.625
倍率位階

The 5 Damage Multiplier Tiers

2.56×

Double Advantage (2.56×)

Formula: 1.6 × 1.6

Attacker element counters both defender elements simultaneously. Target counts as countered, triggering element restraint bonuses.

1.6×

Advantage (1.6×)

Formula: 1.6 × 1.0

Attacker element counters one defender element and is neutral to the other. Target counts as countered with standard restraint bonus.

1×

Neutral (1×)

Formula: 1.0 × 1.0 or 1.6 × 0.625

Normal damage multiplier. Neutral against both elements, or counter advantage cancels out resistance exactly (1.6 × 0.625 = 1.0).

0.625×

Resisted (0.625×)

Formula: 0.625 × 1.0

Defender resists the incoming element. Target counts as resisted, applying the defender element resist reduction ratio.

0.39×

Double Resisted (0.39×)

Formula: 0.625 × 0.625 = 0.390625

Both defender elements resist the incoming element. Extreme damage reduction with full element resist division.

屬性手冊

Per-Element Handbook

冰

Can be used to put out fires or freeze wet objects and water.

⚔️ When 冰 Attacks

Strong against (1.6×):
水電
Weak against (0.625×):
冰火土

🛡️ When 冰 Defends

Weak to (takes 1.6×):
火土
Resists (takes 0.625×):
冰水電

水

Can be used to put out fire or moisten objects.

⚔️ When 水 Attacks

Strong against (1.6×):
火土
Weak against (0.625×):
冰水草光

🛡️ When 水 Defends

Weak to (takes 1.6×):
冰電草
Resists (takes 0.625×):
水火土暗

電

Can be transmitted via metal objects or used to power various mechanisms.

⚔️ When 電 Attacks

Strong against (1.6×):
水風
Weak against (0.625×):
冰電土

🛡️ When 電 Defends

Weak to (takes 1.6×):
冰暗
Resists (takes 0.625×):
電風光

火

Can be used to ignite wooden objects or melt ice.

⚔️ When 火 Attacks

Strong against (1.6×):
冰草
Weak against (0.625×):
水火土光

🛡️ When 火 Defends

Weak to (takes 1.6×):
水土
Resists (takes 0.625×):
冰火草

草

No special effect

⚔️ When 草 Attacks

Strong against (1.6×):
水土
Weak against (0.625×):
火草光

🛡️ When 草 Defends

Weak to (takes 1.6×):
火風暗
Resists (takes 0.625×):
水草土

土

No special effect

⚔️ When 土 Attacks

Strong against (1.6×):
冰火
Weak against (0.625×):
水草土暗

🛡️ When 土 Defends

Weak to (takes 1.6×):
水草
Resists (takes 0.625×):
冰電火土

風

Can be used to blow other objects, slowly put out fires or melt ice.

⚔️ When 風 Attacks

Strong against (1.6×):
草暗
Weak against (0.625×):
電風

🛡️ When 風 Defends

Weak to (takes 1.6×):
電光
Resists (takes 0.625×):
風暗

暗

No special effect

⚔️ When 暗 Attacks

Strong against (1.6×):
電草光
Weak against (0.625×):
水風

🛡️ When 暗 Defends

Weak to (takes 1.6×):
風光
Resists (takes 0.625×):
土

光

No special effect

⚔️ When 光 Attacks

Strong against (1.6×):
風暗
Weak against (0.625×):
電光

🛡️ When 光 Defends

Weak to (takes 1.6×):
暗
Resists (takes 0.625×):
水火草光
遊戲內部機制

Combat Rules & Range Interaction

Element Calculation Formula

  • Dual-Element Multiplication: Damage element factor is calculated as the product ofmatrix[attacker][d] across every element d of the defender. If the defender has two elements, both cells multiply.
  • Restraint & Resist Ratios: Each cell comparison also casts a vote: 2 for factor > 1, 0.5 for factor < 1, or 1 for neutral. If the product of votes is > 1, the target is counted as countered and the attacker's element_restraint_add_ratio multiplies damage by (1 + ratio). If < 1, the defender's element_resist_add_ratio divides the damage by (1 + ratio). If exactly 1, neither ratio applies.
  • Terminology Note: Element labels on this site follow the official wiki's terminology (code 8 is labeled 土, corresponding to Earth in internal game string tables).

Tactical Range & State Rules

RangedHELP_RANGED

Ranged attacks cannot target [Tunneling] targets but are more effective against [Flying] targets.

FlyHELP_FLY

While flying, you can avoid ground attacks, but ranged attacks and large-area attacks can still hit you. While flying, damage taken is increased.

TunnelHELP_BURROW

[Tunneling] Aniimo can only be hit by skills with the [Pound] effect. Being hit by such skills will significantly increase their damage taken.

PoundHELP_EARTHQUAKE

Skills with the [Pound] tag can hit [Tunneling] targets and deal greatly increased damage.