This describes how damage is determined in Deduction Tactics.
When one token attacks another token in an attempt to deal damage, multiple factors are used to determine damage delt, and all the factors are deterministic. No randomness is used to determine damage. There are four factors, or weaknesses, used to determine damage delt. Each factor is the same for each token with a certain token class. Each weakness has the possibility of doubling damage delt in the best case, or halving damage in the worst case. The base amount of damage is 8, and is multipied by each weakness successivly. So, being resisted with all four weaknesses will result in 1/2 damage although it would be rounded down since damage only deals with intergers, and it is impossible for a unit to resist based on status, and hitting all four weaknesses should result in 128 damage. All units have 256 hit points at the start.
Each token class only has one element designation, the element it attacks with. This is because the unit's elemental weakness is determined by it's attacking element using an elemental pentagon, in a type of Elemental Rock Paper Scissors. An element always is neutral (×1) against itself.
A Light () attacker is ×2 weak to
a Electic () attacker, which is ×2 weak
a Fire () attacker, which is ×2 weak to
a Frost () attacker, which is ×2 weak to
a Sound () attacker, which is ×2 weak to
a Light () attacker.
If the order is reversed, the weakness is ×.5 times. For example, a Electic attacker is ×.5 weak to a Sound attacker.
If an element is skipped over, the weakness is ×1.5 times. For example, a Light attacker is ×1.5 weak to a Fire attacker.
If the order is reversed and an element is skipped over, the weakness is ×.75 times. For example, a Fire attacker is ×.75 weak to a Light attacker.
Each class has a weakness to a weapon that is independent from any other attributes of the token class. Generally, each token class has one ×.5 weakness, one ×.75 weakness, one ×1.5 weakness and one ×2 weakness, although if a unit is more agile more speed or range than average, it may have stronger weaknesses to compensate. Even though all units should still have no weaknesses stronger than ×2, and at least one each of a ×.5 weakness and a ×2 weakness. The token class panel only shows a unit's strongest weakness, so as of yet it is not possible to see a unit's weakness to other weaponkinds though the interface alone.
A weakness to a particular status indicates that a token, in addition to feeling the effects of the status, will recieve double damage when aflicted by that status. The status will not have more of an effect the unit. No token classes resist any statuses. The status does not need to have been delt by the attacker, and the attacker does not need to be able to inflict the status. Any attack damage durring the status's three turn durration will be doubled.
Each token class is weak to being attacked in a certian direction. For the most part, these are determined randomly at compile time, with a few exceptions. One such example is the UmbrellaSwordsman which is always weak from the south. Units can only be weak to cardinal directional attacks. The mulitplier is determined by how close one is to the weak direction. If a unit is weak to the south, an attack from the south deals ×2 damage, an attack from either the east or west deals ×1 damage, an attack from the north deals .5 damage, an attack from the northeast or northwest deals between ×1 and ×.5 damage, and an attack from the southeast or southwest deals between ×2 and ×1 damage. A weakness is indicated by an arrow pointing in that direction on the token class screen: an arrow pointing south indicates that an attacker should stand to the south of the attackee to achieve the Direction weakness.
Status damage, like other status effects, occur at the start of the owning player's turn. Three statuses deal damage. Burn deals 16 damage each turn. Neuro and Snake toxins both deal 8 damage, but have a second effect. The damage ends when the status wears off, after the third turn.