Formulas
Datamined Formulas
 All results are floored (rounded down to nearest INT).
 The constants included in the following formulas are subject to change.
 All chancebased results are clamped to lie between 0 <= CHANCE <= 100.
 Some formulas have not been updated yet and as such should be taken with a grain of salt. (Currently updated: Damage, Crit chance, Accuracy, Ailment Chance)
Derived Stats
HP = VIT * 4.7 + LVL * 7.4 PATK = STR * 2.1 + LVL * 5.6 + 50 MATK = MAG * 2.1 + LVL * 5.6 + 50 PDEF = VIT * 1.1 + STR * 0.5 + LVL * 5.6 + 50 MDEF = VIT * 1.1 + MAG * 0.5 + LVL * 5.6 + 50
When using Brands or Panels, % boosts are applied first, and flat + boosts are applied last.
Healing
HEALING FORMULA = (MATK * (HEAL POWER * (1 + % HEALING MODIFIERS FROM SKILL LEVELS) / 100) * HEALING_CONST + MIN_HEAL_VAL) * RANDOM_HEA_VAR * (1 + % HEAL MODIFIERS)
Buff Ratio
kaja/kunda ratio (see damage formula) Rakukaja: 0.8 = 0.8x damage taken Tarunda: 0.8 = 0.8x damage taken Rakukaja + Tarunda: 0.6 = 0.6x damage taken Tarukaja: 1.2 = 1.2x damage dealt Rakunda: 1.2 = 1.2x damage dealt Tarukaja + Rakunda: 1.4 = 1.4x damage dealt
Counter
Counter Chance is rolled sequentially and separately, starting from the highest tier Counter first, regardless of slot order.
 Tier 5: Warlord's Wrath (200 BP)
 Tier 4: Death Counter (150 BP)
 Tier 3: Faithful Counter, Retaliate (100 BP)
 Tier 2: Zealous Rebel (80 BP)
 Tier 1: Counter (50 BP)
Speed
Party speed is calculated first at an individual demon level, then at a party level.
INDIVIDUAL DEMON SPEED = 100 * (DEMON AGILITY + SKILL AGILITY + MITAMA AGILITY) * ((SKILL SPEED PERCENT + BRAND SPEED PERCENT + PANEL PERCENT) / 100) PARTY SPEED TOTAL = INDIVIDUAL DEMON SPEED TOTAL / PARTY COUNT (It's an average)
Damage
DAMAGE BOOSTS = 0 + BOOSTS FROM PASSIVES + ANTIBOOSTS FROM PASSIVES + BOOSTS FROM SKILL LEVELS + BOOSTS FROM Dx2 SKILLS CHARGE_CONC MODIFIER = 0 + CHARGE/CONC VALUE + CHARGE/CONC INCREASE FROM Dx2 SKILLS CRIT MODIFIER = 1 OR 1.5 IF A CRIT OCCURS BUFF MODIFIER = (1 + USER ATK RATIO  ENEMY DEF RATIO) INTIMIDATION MODIFIER = 1 OR 0.5 IF Spirit Chains of Intimidation is applied. TEMP STAT VALUE = USER ATK * INTIMIDATION MODIFIER * SKILL ATK COEFF + USER OTHER STAT VALUE * SKILL OTHER STAT COEEF CORROSION MODIFIER = 1 OR 0.2 IF Spirit Chains of Corrosion is applied. STAT VALUE = max(TEMP STAT VALUE  (ENEMY DEF * CORROSION MODIFIER * 0.5), 0) * BUFF MODIFIER MIN STAT VALUE = TEMP STAT VALUE * 0.25 FINAL STAT VALUE = max(STAT VALUE, MIN STAT VALUE) DAMAGE VARIANCE RATIO = random value between 0.95 and 1.05 RESISTANCE MODIFIER = 1.5 if hitting a weakness, 0.7 if hitting a resist, 0 for Null, 1 otherwise DAMAGE REDUCTION = REDUCTION FROM PASSIVES + ANTIREDUCTION FROM PASSIVES FINAL DAMAGE = FINAL STAT VALUE * BASE SKILL POWER * CRIT MODIFIER * RESISTANCE MODIFIER * 0.004 * DAMAGE VARIANCE RATIO * ((100 + DAMAGE BOOSTS)/100) * ((100 + CHARGE_CONC MODIFIER)/100) * ((100 + DAMAGE REDUCTION)/100)
 Conditional damage boost passives such as Death Blow and Merciless Blow apply additively to DAMAGE BOOSTS and do not apply to CRIT MODIFIER or RESISTANCE MODIFIER (verified as of v3.2.10).
 Damage from Berserk Levels (Aura Gate 2) apply additively to DAMAGE BOOSTS.
 (In DAMAGE BOOSTS): ANTIBOOSTS FROM PASSIVES refers to passives on the enemy team that apply a negative amount of damage boosts to your team, such as Unknown Predator.
 The skill will usually phrase it as "X% to damage dealt" or "enemies deal X% damage" to indicate this.
 (In TEMP STAT VALUE): SKILL ATK coefficients are generally 1 for the attack type and 0 for the other, but exceptions exist for skills such as Gomorrah (B) and Ragnarok.
 Skills that deal damage based on PDEF/MDEF (such as Earthquake) will be affected by Spirit Chains of Corrosion.
 (In BUFF MODIFIER): USER ATK RATIO refers to buffs/debuffs such as Tarukaja/Tarunda, resulting in ratios such as 0.8, 1.0 or 1.2. The same applies for ENEMY DEF RATIO. Here is a lookup table:
Effect on attacker  Effect on defender  Formula with ratios  Buff Modifier 

Attack up    1 + (0.2  0)  1.2 
  Defense down  1 + [0  (0.2)]  1.2 
Attack up  Defense down  1 + [0.2  (0.2)]  1.4 
Attack down    1 + (0.2  0)  0.8 
  Defense up  1 + (0  0.2)  0.8 
Attack down  Defense up  1 + (0.2  0.2)  0.6 
Attack up  Defense up  1 + (0.2  0.2)  1.0 
Attack down  Defense down  1 + [0.2  (0.2)]  1.0 
 (In DAMAGE REDUCTION): REDUCTION FROM PASSIVES refers to passives from the enemy that reduce damage taken, such as Supreme Might.
 (In DAMAGE REDUCTION): ANTIREDUCTION FROM PASSIVES refers to passives on your team that apply a negative amount of damage reduction to the enemy, such as Covenant Bless.
 The skill will usually phrase it as "+X% to damage received" or "enemies take +X% damage" to indicate this.
Critical Chance
LUCK DIFF = USER LUCK  ENEMY LUCK CRIT LUK VALUE = 20 if LUCK DIFF >= 30, 15 if LUCK DIFF >= 20, 10 if LUCK DIFF >= 10, 0 if LUCK DIFF >= 0, 10 if LUCK DIFF < 0 CRIT CHANCE = CRIT LUK VALUE + BASE SKILL CRIT CHANCE + PASSIVE SKILLS/PANEL CRIT CHANCE + CRIT BRANDS  ENEMY CRIT REDUC SKILLS/PANEL + Dx2 CRIT SKILL
BASE SKILL CRIT chance seems to be 0 or 10 on phys skills which don’t list their critical rate in their description
Base Skill Crit
Physical skills that don't list their crit rate in description are either 0% or 10% base crit; but NEARLY ALL OF THEM are 10% with only a few exception being 0%.
We will list only the 0% crit rate attacks (the other attacks including chain effects must be assumed to be 10% if no mention on their ingame description):
Active skills with 0% base crit rate:
Passive skill/chain effect with 0% crit rate:
 Abaddon A's Panel 3 Chain Effect.
Ailments
Ailment Chance
If the target is currently inflicted with Weak, AILMENT CHANCE is 100%.
USER INFLICTION BOOST = AILMENT INFLICT PASSIVES + BRAND AILMENT INFLICT + AILMENT INFLICT FROM SKILL LEVELS + AILMENT INFLICT PANELS ENEMY AILMENT RESISTS = AILMENT RESIST PASSIVES + BRAND AILMENT RESISTS + AILMENT RESISTS PANELS + Dx2 AILMENT RESISTS SKILLS + CURRENT AILMENT RESIST BUFFS MINIMUM AILMENT CHANCE = floor(SKILL AILMENT RATE * 0.3) AILMENT CHANCE = floor(SKILL AILMENT RATE + ((USER LUCK  ENEMY LUCK) * 0.3)) + USER INFLICTION BOOST  ENEMY AILMENT RESISTS
Some demons may have some innate ailment resistances (likely PvE only), modifying the above AILMENT CHANCE:
AILMENT CHANCE = floor(AILMENT CHANCE * ((100  DEMON AILMENT RESISTS) / 100))
It will use the greater of either MINIMUM AILMENT CHANCE or AILMENT CHANCE to determine the chance of an ailment being successful.
Ailment Recovery Chance (Unverified)
These values do not account for ailment recovery passives such as Fast Recovery and Epic Recovery, ailment panels and Dx2 ailment recovery modifiers.
Note: Curse and Weak recovery chances need verification

Bind Turn 1 25% Turn 2 50% Turn 3 70% Turn >=4 100% 
Charm Turn 1 25% Turn 2 50% Turn 3 70% Turn >=4 100% 
Curse Turn 1 0% Turn 2 0% Turn 3 0% Turn >=4 Recovered (100%) 
Mute Turn 1 0% Turn 2 15% Turn 3 50% Turn >=4 75% 
Poison Turn 1 0% Turn 2 0% Turn 3 25% Turn >= 4 50% 
Weak Turn 1 0% Turn 2 0% Turn >=3 Recovered (100%)
Accuracy
TEMP ACCURACY = BASE SKILL ACCURACY * (FUNCTION1(USER AGI  ENEMY AGI) + FUNCTION2(USER LUCK  ENEMY LUCK)) * (1 + USER AGI RATIO  ENEMY AGI RATIO) FINAL ACCURACY = TEMP ACCURACY + USER ACC BRANDS + USER ACC SKILLS  ENEMY EVASION BRANDS  ENEMY EVASION SKILLS MINIMUM ACCURACY = 100 * BASE SKILL ACCURACY * 0.2
 There is a minimum hit chance, and it will take either MINIMUM ACCURACY or FINAL ACCURACY depending on what's higher.
 USER/ENEMY AGI RATIO refers to buffs/debuffs such as Sukukaja/Sukunda, resulting in ratios such as 0.8, 1.0 or 1.2. Here is a lookup table:
Effect on attacker  Effect on defender  Formula with ratios  Buff Modifier 

EV/AC up    1 + (0.2  0)  1.2 
  EV/AC down  1 + [0  (0.2)]  1.2 
EV/AC up  EV/AC down  1 + [0.2  (0.2)]  1.4 
EV/AC down    1 + (0.2  0)  0.8 
  EV/AC up  1 + (0  0.2)  0.8 
EV/AC down  EV/AC up  1 + (0.2  0.2)  0.6 
EV/AC up  EV/AC up  1 + (0.2  0.2)  1.0 
EV/AC down  EV/AC down  1 + [0.2  (0.2)]  1.0 
Functions
As written above Accuracy uses some FUNCTION 1 and 2 which respectively takes the difference between the AGI and the difference between LUK. (Notation: DIFF_AGI and DIFF_LUK)
FUNCTION1(DIFF_AGI) is:
 102 if DIFF_AGI >= 256
 100 if DIFF_AGI >= 40
 98 if DIFF_AGI >= 30
 96 if DIFF_AGI >= 20
 94 if DIFF_AGI >= 10
 92 if DIFF_AGI >= 0
 88 if DIFF_AGI >= 20
 84 if DIFF_AGI >= 40
 80 if DIFF_AGI >= 60
 76 if DIFF_AGI < 60
FUNCTION2(DIFF_LUK) is:
 13 if DIFF_LUK >= 256
 11 if DIFF_LUK >= 30
 9 if DIFF_LUK >= 20
 7 if DIFF_LUK >= 10
 5 if DIFF_LUK >= 0
 0 if DIFF_LUK >= 30
 5 if DIFF_LUK < 30
In a nutshell, every 10 AGI or LUCK points are worth 2% Accuracy/Evasion on average (i.e. 1 point = 0.2%). But we have some cap on AGI and LUCK impact on Accuracy. Beyond a difference of 30 LUCK points or 60 AGI points between the attacker and defender, you will not be getting better return.
And the base Accuracy when DIFF_LUCK and DIFF_AGI are near 0 is 88 to 97, depending if DIFF_LUCK/AGI >=0.
Base Skill Accuracy
As shown in the Formula, skills have base accuracy. Normal Attack is 1.0 base accuracy (i.e 100%).
NONPHYS SKILLS WITH IRREGULAR ACC (non 0):
Element  Skill  Accuracy 

Light  Amakusa Uprising  1 
Force  Barbed Spear  1.1 
Almighty  Slaughter All  1 
Almighty  Sword of Actuation  1 
Almighty  Third Eye  1 
Ice  Vengeful Frost Fist  1 
Almighty  Blade of the Absolute  1.5 
PHYS SKILLS WITH IRREGULAR ACC (non 1):
Skill  Accuracy 

Beloved Slash  0.9 
Blight  0.9 
Deathbound  0.9 
Dragon Slayer  0.9 
Earthquake  0.9 
Flames of Gomorrah  0.9 
Gigantomachia  0.9 
Gomorrah (J)  0.9 
Gungnir  1.3 
Hades Blast  0.9 
Heat Wave  0.85 
Hell Claw  0.9 
Herculean Strike  0.9 
Herculean Strike L  0.9 
Lunge  0.95 
Madness Nails  0.9 
Megaton Press  0.85 
Mortal Jihad  0.95 
Mow Down  0.9 
Million Stab  0.9 
Myriad Arrows  0.9 
Nihil Claw  0.9 
OniKagura  0.95 
Rampage  0.9 
Tempest Slash  0.9 
Titanomachia  0.85 
Violent Slash  0.95 
Vorpal Blade  0.9 
Chain Effect/Passives:
Skill  Accuracy 

Bloodshed  0.9 
Dragon Blade's chain effect  1.0 
Enemy Annihilation  0.9 
God 1000 Fist Cannon  1.0 
Heavenly Valor  0.85 
Spirit: Cannon (Guts)  0.9 
Terror of London  0.9 
Yaksha Claw  0.9 
Enemy Exclusive Skills (non 1 for phys or non 0 for elemental):
Skill  Accuracy 

Dragon Flare  1 
End Realm  1.5 
Mad Ice Sword  1.1 
Maragidyne (Physical)  1 
Dragon Tooth  0.8 
Megaton Press+  1.1 
Mutilation  1.2 
Basically, Phys skills get 10% accuracy for being AOE or Random Target and 5% for having increased crit rate (15% if both). Unique skills do not necessarily follow this pattern (Ouas is 1 despite high crit, Gungnir is 1.3 etc.)
Verification
Experimental Data
Someone tried to experimentally determine the formula in March 2019 https://gameburio.hatenablog.com/entry/2019/03/01/014016
The formula he got are not very good, but he did publish the experiments: 6 of them
Each experiment is just 1 Brandless Demon using Normal Attack on another Brandless Demon 200 times, then calculating the Hit Rate in %. We can use the results and compare them with our own Formulas.
He does this for 6 different pairs of Demons.
USER AGI  ENEMY AGI  USER LUK  ENEMY LUK  DIFF AGI  DIFF LUK  FUNCTION1  FUNCTION2  EXPERIM(%)  THEORY(%)  

EXP1  153  208  169  188  55  19  80  0  81  80 
EXP2  152  208  132  188  56  56  80  5  71  75 
EXP3  61  208  166  188  147  22  76  0  75  76 
EXP4  94  208  64  188  114  124  76  5  65  71 
EXP5  94  112  64  138  18  74  88  5  80  83 
EXP6  153  112  132  138  41  6  100  0  100  100 
Analysis
Related to the experiments. (Take into account that the Standard Deviation should be about 2% to 3%.) We can see whenever DIFF LUK is very low our prediction is too high by quite a large margin (EXP2, EXP4 and EXP5).
It may only be some statistical error. Either way if you ever do some experiments to test the different hypothesis, please feel free to post them on this wiki, on the subreddit or on the Dx2 Discord.
Game Mechanics  

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