Skill Power Modifier Explained in The First Descendant – Additive vs. Multiplicative Damage Math

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Wondering how Skill Power Modifiers work in The First Descendant? In this video, RealAsianRobot—an official content creator for Nexon and The First Descendant—reveals the critical difference between additive and multiplicative calculations for Skill Power Modifiers in the game. Using clear math proofs and in-game examples, he explains why separate module types, like Tech Amplification and Technician, don’t provide a combined multiplier but rather add directly to each other.

You'll see how stacking Skill Power Modifier values impacts your build and why blindly following the in-game symbols can harm your performance. Learn the truth about maximizing damage output, with RealAsianRobot breaking down the actual skill damage calculations that players need to optimize their gameplay.

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Register as a supporter to help his channel grow and stay up-to-date with the latest strategies and tips for The First Descendant. Enjoy a detailed look at one of the game’s most complex mechanics, brought to you by an official creator!

Timestamps:
00:00 - Introduction to the Content
02:10 - The Info window is a bit off
03:35 - How we fill up the Nerdsheet
05:50 - How we know SPM is Additive
07:30 - The Math is PROVEN
10:00 - Modifier Modules DO NOT Multiply
16:25 - What gives the best results?
17:40 - Bonus Full Damage Calculation
20:40 - Thanks for Watching!

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I just filter by group. Strike, Luck, Battle, Attack, then take the highest mods. If you're tight on mod slots, then you choose SP if the skill has a high modifier%(like 1, 000 or higher) or SPM if it has a low modifier%(like under 500). Anything else, just swap a mod in/out in the lab, note the diff., and you should be good to go.

DbDBlackJack
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Also just like weapon DPS, reactors that show + stats don’t always have increased damage outputs

passionsv.
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Ima be looking like a collage professor with a chalk board sitting in my office trying to figure out how to get my hailey to oneshot everything

Arison
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Teacher keeps teaching! Excellent stuff and a massive help!

DJSammy.
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i follow asian robot for math lessons.

somfplease
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Does this mean, you're gonna have to redo your build videos? Great video's Robot 🤖 🤖

iron-gamerstv
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Thank you for all this! I did managed a build of mine and i was able to deal maximum damage...however the numbers are different on the laboratory and different on the field ...but i am guessing that on the laboratory the enemies are normal level or 100 level...?

SolidusMark
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So What is the latest update on the build for mobbing according to the new information? 😅

Alaa--
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were gonna have to go change and update alot of builds arent damnit.

TheReal_birbwizard
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Fire atk or damage to Colossus for the Enduring Legacy substate.

Alaa--
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This is fantastic, gives me some thoughts regarding some changes to be made. I would like to know your thoughts regarding the Module "An Outstanding Investment" which is skill duration coupled with a HP heal.

Vengeance_
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skill power/mod should BE ONE increasing skill power increased modifier too

kaoticyclismik
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that is not what we all mean by "multiplicative"
we are usually talking about TWO or more mods/components/etc being additive or multiplicative with EACHOTHER
you showed "dummy variable" x spm = "dummy final"
so spm mod is multiplicative with mods/etc that increase skill power and boosts
why do we talk about it this way???
because when we are making a build we prioritize multiplicative mods/etc so as to get as many multiplicative *dimensions* in the build as possible
BEFORE we start introducing any mod/etc that is additive with ANY of the other mods into the build

Example: got 4 multiplicative mods/components/etc on my build... and i'm deciding on a 5th, this is why you want the multiplicative mod, not the additive one -->
3x3x3x(3x3)=243
3x3x3x(3+3)=162

as it relates to spm, you'll want 1 spm mod/component/etc if you are modding for damage for an ability (that has a relatively low spm)
and that mod will be multiplicative with the mods/components/etc we use for skill power and the boosts
and we generally don't want a 2nd spm mod because it will be additive with the 1st spm mod...
unless there's nothing more useful for that mod slot

i guess i should give u benefit of the doubt though
that you are trying to talk about that "relatively low spm" part
because an ability with humungous base spm, the spm mods are useless... because they are 'additive' with the base smp stat
which is basically what u show in this video
kinda like lepic's arm-cannon, modding for spm does almost nothing for the bullet damage, because base spm is huge
but the dot burn effect has low base spm so if u mod for spm you'll increase the burn alot more... proportionally

andrewgrow
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Just so you know the maximum ammo for freynas ultimate is actually 94

hollowman
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Amorphous material do a video on it how to get an where to use etc etc

adrianlee
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whats your current mod build after test for

mikeh
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Stupid is one way to describe where the game is at. I'm not sure what Nexon is thinking at this point in time. Jiggle physics apparently will make this game 10x better...🤦‍♂️

FastLaneFPV
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