Attack Power in Sekiro: Shadows Die Twice, refers to how much Vitality damage and "Posture" damage the player deals when attacking with Kusabimaru. This will improve as the player progresses the game, by offering Memories to a Sculptor's Idol. Memories are obtained by defeating Bosses.
Attack Power Information
What Attack Power Does
- Attack Power scales how much Vitality damage and "Posture" damage the player deals with all attacks, parries, arts and Shinobi Tools.
- The user has a hidden "base" of 4 "True" Attack Power instead of the listed 1 Attack Power; each subsequent upgrade increases true attack power by 1.
- True Attack Power is used as a multiplier alongside other sources of damage: thus, doubling true attack power doubles damage output.
- Attack Power breakpoints are ():
- 1: 80 vitality damage (due to hidden base of 4 "True" Attack Power)
- 2-14: increases vitality damage by 20 per point (340 damage at 14 attack power)
- 15-27: increases vitality damage by ~8 per point (443 damage at 27 attack power)
- 28-51: increases vitality damage by ~4 per point (540 damage at 51 attack power)
- 52-99: increases vitality damage by ~0.8 per point (578 damage at 99 attack power)
- Increasing attack power also increases the posture damage you do at a nearly identical rate as vitality damage.
Things That Increase Attack Power
- Defeating certain Bosses, and offering their Memories to a Sculptor's Idol. Memories are also received in NG+.
- Can be exchanged repeatedly for 5 Skill Points after obtaining the Dancing Dragon Mask, allowing the user to invest spare Skill Points into a permanent increase into Attack Power.
- The current attack power limit is set to 98 for the Mask. After that, if the player has no more memories, attack power can no longer be increased by any means (not even with skill points). It is possible to raise it to 99 with a memory if the user saves a memory until 98 Attack Power.
Damage Formula and Multipliers
- The basic damage formula is as follows:
- [Weapon/Tool Base Damage] x [Listed Attack Power +3] x [Candy Damage Buff] x [Divine Confetti] x [Body Part Damage Bonus/Penalty Multiplier]
- Damage is rounded down if the calculation results in a fraction.
- Base Damage
- Basic attacks: 20; thus, at AP 1, the user deals 80 damage per swing, i.e. 20 x (1+3). At AP 2, you can deal 100 damage.
- Running attack: 20
- Charged Thrusts: 30 ( thus, at AP 1, the user deals 120 damage per swing, i.e. 30 x (1+3). 50% more than normal swing)
- Jumping attacks: 5
- Jumping Stomps: 2.5 (not affected by divine confetti)
- Swimming attacks: ???
- Ninja Tools: ???
- Body Parts:
- Striking an armored enemy: ???
- Striking a weak point: ???
- Striking an apparition without Divine Confetti: ???