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===Damage multiplier=== Chain Attacks have an extra damage multiplier (sometimes called the 'damage ratio') which can be seen next to the Chain Attack Gauge. This multiplier increases whenever a Chain Order is successfully completed. The damage multiplier starts at 150% (125% on Hard difficulty) for regular Chain Attacks, and 300% (200% on Hard) for Interlink Lv. 3 Chain Attacks. In [[Future Redeemed]], the initial damage multiplier can be increased by using Unity Combos. Each Unity Combo will increase it by 25% (12.5% on Hard). At the end of each round, a damage multiplier increase is calculated, starting at 100 percentage points (or 200 if an Ouroboros order was completed). In [[Future Redeemed]], this starting value is instead 50 for regular orders, and 100 for Unity orders. The chances of getting the best possible ratio gain can be increased if the Order's character forms a "key pair" with any of the characters used in the round. A key pair is formed with either the two characters of an Ouroboros pairing, or both a Hero and their class inheritor. Thus, the possible key pairs are: {| class="wikitable sortable" |+ Key pairs |- ! Character !! Noah !! Mio !! Eunie !! Taion !! Lanz !! Sena |- | Noah || || β || || || || |- | Mio || β || || || || || |- | Eunie || || || || β || || |- | Taion || || || β || || || |- | Lanz || || || || || || β |- | Sena || || || || || β || |- | Ethel || β || || || || || |- | Valdi || || || || || β || |- | Zeon || β || || || || || |- | Teach || || β || || || || |- | Riku & Manana || || || || || || β |- | Gray || || || β || || || |- | Isurd || || || || β || || |- | Juniper || β || || || || || |- | Ashera || || || β || || || |- | Alexandria || || || || β || || |- | Monica || || || β || || || |- | Fiona || || || || || β || |- | Triton || || || || || β || |- | Ghondor || || || || || || β |- | Miyabi || || β || || || || |- | Cammuravi || || || || β || || |- | Segiri || || || || || || β |- | Nia || || β || || || || |- | Melia || β || || || || || |- | Ino <ref group="note" name="dlc">For DLC Heroes, key pairs aren't reflexive. For example, using Noah on Ino's order makes a key pair, but using Ino on Noah's order does not.</ref> || β || || || || || |- | Masha <ref group="note" name="dlc" /> || || β || || || || |- | Shulk <ref group="note" name="dlc" /> || β || || || || || |- | Rex <ref group="note" name="dlc" /> || || β || || || || |} <references group="note" /> In [[Future Redeemed]], the key pairs are different. Note that key pairs are the same no matter currently equipped manuals. Additionally, during Unity orders, only the two characters the order belongs to qualify for key pairs. {| class="wikitable sortable" |+ Key pairs (Future Redeemed) |- ! Order Character !! Matthew !! A !! Nikol !! Glimmer !! Shulk !! Rex !! Na'el |- | Matthew || || β || || || || || β |- | A || β || || || || β || || |- | Nikol || || || || β || β || || |- | Glimmer || || || β || || || β || |- | Shulk || || || β || || || β || |- | Rex || || || || β || β || || |- | Na'el || β || || || || || || |} The base increase then gets a special bonus as the player progresses through more rounds. This bonus is randomly calculated based on the table below. random(a, b) returns a random number between a and b, inclusive. {| class="wikitable" |+ Round bonus |- ! Round !! Normal gain !! Key pair gain !! Max gain |- | 1, or any Ouroboros round || 0 || 0 || 0 |- | 2+ || random(25, 50) * (round - 1) || random(35, 70) * (round - 1) || 50 |} The round bonus is effectively capped at +50, so advancing further into the Chain Attack does not strictly increase the value, but it increases the chance to get the max value. More specifically, the maximum becomes guaranteed starting from the third round. Then, the base increase also receives a boost depending on the round's result. It doesn't increase as rounds go on, but it has a higher cap for "Amazing" rounds. Furthermore, it doesn't depend on the exact number of TP gained during the round, but rather on meeting three thresholds. {| class="wikitable" |+ Result bonus |- ! Result !! Normal gain !! Key pair gain !! Max gain |- | Cool (100 TP) || 0 || 0 || 0 |- | Bravo (150 TP) || random(25, 50) || random(35, 70) || 50 |- | Amazing (200 TP) || random(75, 150) || random(100, 200) || 150 |} If {{gp|Gray}} participated in the order, the increase is multiplied by 1.5x. In [[Future Redeemed]], that effect is available on two different manuals. If the effect triggers twice during one round, the increase is multiplied by 2.25x instead. Finally, if the difficulty is set to Hard, the increase is halved. The increase is then added to the total damage multiplier, and a new round starts. ==== Additional gains ==== Some Heroes increase the damage ratio by a net amount when their order is completed. This occurs after the regular ratio gain described above. However, these gains are still affected by difficulty (i.e., they're halved in Hard difficulty).
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