MULTYPE GUIDE
Buff Stacking & Multipliers
A player-facing reference on how buff effects stack, which categories multiply, and how to read the Multype data tables.
How the renaming is built#
These readable names are not hand-typed from guides. The whole game export was scanned; every modifier structure found in the assets becomes a raw row in the dataset.
A row is a triple: its module context (ModuleExtraType_*), its attribute / sub-table (e.g. FinalDamageExtraUpMult), and the source buff file. That raw triple is the Datamined view.
Then, using the in-game console, each buff is pulled live and its real effect is verified, and a human-readable name is attached. That verified name is the Renamed / Combined view.
Live Multype UI
Reading it properly: different tables = different buffs#
Each table (module × attribute) is its own multiplier bucket. Values inside one table add together; different tables multiply.
The critical point: two tables can show the same display name (“Final Dmg”) and still be different categories, because they live under different modules. In game they multiply even though the label looks identical. The same is true for the elemental tables (Ice / Fire / Volt / Phys attack).
Buff_HammerIce_SR_DamageUp_all10_ice2_OS.jsonThe exact same buff file appears in two different tables simultaneously. Because these tables are separate multiplier buckets, both bonuses apply and multiply:
If searching for every buff across complex categories without developer console access feels too demanding, use the simplified template below — it covers 99% of all build and stacking questions (provided the game developers haven't made an anomaly in the data itself).
Simplified reading#
Almost everything you care about is Final Dmg plus the Elemental Dmg of your element. These split into a few main groups:
Active weapon buffs
Weapon activeBuffs granted actively on a skill press or specific combat action.
Passive weapon buffs
Weapon passiveBuffs granted simply for having the weapon existing in your build.
Matrices
MatrixMatrix set bonuses and effects, scaling independently of weapons.
Traits
TraitsSimulacrum trait enhancements (DPS + support combination), evaluated separately.
Relics
RelicsRelic damage bonuses, partitioned into Final and Elemental categories.
Everything else
Enemy debuffs / Content buffsAll external combat modifiers, target debuffs, and content-specific bonuses.
The groups do not cross
The groups do not cross. To compare matrices you do not need to think about which weapons you run: matrices synergize among themselves by the simple Final Dmg + Elemental Dmg rule and never overlap with weapons. Compare matrices only against matrices and you will be exactly right.
Weapons: Active vs. Passive
Weapons are a bit harder — read the buff text:
- If the buff is granted on a skill press / some action, it is ACTIVE (compare among actives).
- If the buff is granted simply for the weapon existing in your build, it is PASSIVE.
Traits calculation
Traits (the DPS + support combination) are counted separately.
Relics independence
Relics: Final and Elemental are counted separately, and relics do not combine with traits or matrices.
Important exception — the "No cathegory / Normal" table
Those specific relics are not bound by the group rules above. Relics appearing in NoModule::FinalDamageExtraUpMult (such as Couant, Omnium Shield, Quantum Cloak, and Drone) are simply a separate category that multiplies onto everything. (This is the understandable exception.)
How Final & Elemental Dmg multiply across categories
In the end, all resulting combat damage in your build scales as the product of two fundamental multiplier blocks: Final Dmg × Elemental Dmg.
In turn, each of these two blocks is multiplied across its own independent categories: Final Dmg from matrices multiplies by Final Dmg from active weapon buffs, by Final Dmg from passive weapon buffs, traits, and relics. In the exact same way, Elemental Dmg multiplies across matrices, weapon active, weapon passive, traits, and relics.
• Elemental Dmg: Matrix × Weapon Active × Weapon Passive × Traits × Relics
Frost Dmg and Elemental Dmg are one and the same thing (just as with Flame, Volt, and Physical). The game engine does not possess a separate, standalone "generic elemental damage" category that multiplies on top of your specific element.
If one buff says "Frost Dmg +X%" and another says "Elemental Dmg +Y%", they do not create two distinct multiplying element tiers for a frost weapon — they both belong to the exact same elemental damage bucket within that category.
| Readable Name | Category (Main → Sub) | Datamined Key | Mechanics Rule Illustrated |
|---|---|---|---|
Shiro A1 against enemyEnemy Debuff | NoModule → Phys debuff | Buff_DartsPhy_SSR_Level1_BeDamageUp.json | Enemy debuff table: Multiplies onto character-side buffs because it sits in the target vulnerability table. |
Thalassic heartDebuff Table | NoModule → FinalDamageBeExtraUpMult | NoModule::FinalDamageBeExtraUpMult::Buff_FinBeDMGReduce_Artifact_SSR_018 | Debuff table placement: Despite being a relic, its damage taken modifier is classified under the enemy debuff table. |
Ene A6 10%Dual-Table Placement | 1 NoModule → Frost debuff2 NoModule → FinalDamageBeExtraUpMult | NoModule::IceAtkBeExtraUpMult::Buff_HammerIce_SR_DamageUp_all10_ice2_OSNoModule::FinalDamageBeExtraUpMult::Buff_HammerIce_SR_DamageUp_all10_ice2_OS | Dual-table multiplier: The same buff file exists in two distinct tables simultaneously, multiplying together: (1 + 0.10) × (1 + 0.10) = 1.21×. |
Spacetime riftRelic Debuff | NoModule → FinalDamageBeExtraUpMult | GE_ArtifactSSR005_BeAtkUp.json | Target vulnerability debuff: Relic field applies damage vulnerability directly to targets inside the rift. |
Disclaimer: Game Truth vs. Developer Inconsistencies#
The Multype tables 100% accurately reflect the real running game engine and active memory structures. However, in-game skill descriptions and translations do not always reflect the truth. Game developers occasionally introduce human errors, typos, or odd architectural quirks, causing an intuitively assumed category to land in a completely unexpected bucket under the hood.
Example 1: Lan Trait placed inside the Matrix category
Instead of placing Lan's simulacrum trait into character traits, the developers placed it directly into the Matrix module (ModuleExtraType_Suit). As a result, Lan Trait mathematically stacks and synergizes as if it were a matrix set, sharing a bucket with Asurada 4pc and Nemesis 4pc rather than other traits:
Example 2: Arbitrary 'Be' prefix in WeaponPassive (ThunderAtkBeExtraUpMult)
In ModuleExtraType_WeaponPassive, there was already an established sub-table ThunderAtkExtraUpMult (31 files). However, developers arbitrarily added a 'Be' prefix — ThunderAtkBeExtraUpMult (2 files) — and shoved new buffs there without any apparent logical rationale, creating an unintentional separate multiplier:
These are merely the most striking examples of game descriptions diverging from actual engine code. Multype reveals the raw reality of the engine — letting you build around how buffs genuinely calculate in combat rather than how tooltips describe them.