The Limbus Company damage formula
Every term, what it does, and the parts the wiki tables round off.
The full expression
Final damage = Coin Roll × max(1 + Ms, 0) × (1 + Md)
+ Attack Adder × (1 + max(A + B + C, 0))
+ Attack HP Adder
The total is floored, with a minimum of 1 or 5% of the coin roll, whichever is higher.
Ms — static modifiers
Ms = A + B + C + E + F
| Term | What it is |
|---|---|
| A | Sin resistance |
| B | Damage type resistance (replaced while staggered) |
| C | Offense − defense level |
| E | Critical hit |
| F | Clash count × 0.03 |
A: resistance is piecewise
x < 0 → −0.5 0 ≤ x < 1 → (x − 1) / 2 x ≥ 1 → x − 1
The asymmetry catches people out: Ineff. ×0.5 only reduces damage by 25%, because values under 1 are halved first.
C: truncated, not rounded
C = truncate2dp( (Offense Level − Defense Level) / (|difference| + 25) )
This site confirmed the truncation by cross-checking two sources: a level difference of 1 computes to 0.0385, which rounds to 0.04 — but the wiki table lists 0.03. Only truncation reproduces all five published values.
E: critical hits
E = (0.2 + static crit bonuses) × max(1 + crit mult bonuses, 0)
Most "crit damage up" effects actually land in the dynamic modifier Md rather than here, which is why they behave differently against enemies with different resistances.
Md — dynamic modifiers
Fragile and Damage Up (+10% per stack, capped at 10), passives, skill bonuses and E.G.O. Gift effects, all summed.
Why attack adders are separate
Attack Adders do not receive the crit or clash bonuses — only A + B + C. Attack HP Adders receive nothing at all and are added flat. Fixed damage from Burn, Bleed and Rupture is calculated on its own separate track.