Battle model

Set the target and battle assumptions correctly

Choose the Boss profile, check DEF and element, then adjust only the assumptions your comparison needs.

Time
9 min
Level
Basic
Interface
Current site
Last reviewed
October 13, 2026

Quick version

Complete the workflow in 7 steps

  1. Choose the Boss profile; new setups start with Union Shooting Range.
  2. Use 180 seconds for the Union Shooting Range reference, or the duration required by your encounter.
  3. Choose Training Target, Solo Raid, or enter manual DEF.
  4. Set target element separately from the DEF preset.
  5. Open Advanced controls and use Target assumptions to verify core rate, range, parts, enemy count, and boss status.
  6. Keep 60 Hz timing and Expected critical handling unless the test requires a deliberate override.
  7. Review Active assumptions before running.
On this page

Before you start

What you need

  • Know which game mode or boss condition the run is intended to represent.
  • Use the same target assumptions for every build in a direct comparison.
  • Treat expected accuracy and core rates as deterministic damage expectations, not sampled miss or core-hit RNG.

01

Set the visible target fields

FieldWhat it controlsDefault or example
Boss profileSelects the encounter's movement and automatic weapon assumptionsUnion Shooting Range for new setups
Battle durationHow long the scenario generates attacks, skills, and Burst chains180 seconds for the Union Shooting Range reference
Training TargetSets Target DEF100 DEF
Solo RaidSets Target DEF30,925 DEF
Target DEFThe defense value subtracted by the damage modelEditable after choosing a preset
Target elementElemental advantage checksIndependent from the DEF preset
NIKKE Lab target controls showing battle duration, DEF preset, Target DEF, Target element, and the Active assumptions summary.
The visible setup owns duration, DEF, and element; the summary helps catch a mismatched assumption before running.

02

Review advanced target assumptions

  1. Expected core hit rate

    Enter a value from 0 to 1. This is a deterministic expected-value fallback, not sampled hit RNG. When a profile can core and the target Has core, precedence is: active mechanic override, profile-forced rate, per-unit manual rate, weapon default, then this target fallback.

  2. Dynamic automatic rates

    Some supported mechanics derive accuracy and core-hit rate during battle. Damage Audit shows the resolved rate for each hit and its confidence label. A manual unit override replaces the corresponding automatic rate.

  3. Has core

    Set No when the target has no hittable core. The expected core rate does not create a core on a target that lacks one.

  4. Range

    Default target in effective range controls the general range assumption. Per-unit manual range overrides in the unit editor can supersede automatic weapon behavior for controlled tests.

  5. Parts and interruption parts

    Enable Attack hits a part before marking the part as an interruption part. These settings affect only profiles that use the corresponding damage categories.

  6. Enemy count and boss status

    Set Enemy count for effects that scale or target multiple enemies. Boss or final target gates mechanics that explicitly check that status.

  7. Shield and fixed-damage object

    Enable these only when the modeled target state requires their dedicated damage behavior.

03

Keep timing and Critical handling intentional

  • Tick rate should remain 60 Hz for verified frame conversion. Other rates produce a run warning.
  • Expected value is the normal comparison mode for Critical handling. Always and Never are controlled what-if settings, not natural crit-fishing outcomes.
  • Automatic gauge is the normal Burst rotation mode. Legacy schedules are retained for scenarios that explicitly require schedule rows.
  • Expected weapon accuracy is modeled deterministically. Miss RNG is not sampled across a run.

Final check

Verification checklist

  • The Boss profile is correct, and Active assumptions shows the intended duration, target, DEF, element, and Burst mode.
  • The target element was checked separately after choosing the DEF preset.
  • Has core agrees with Expected core hit rate.
  • Range, part, interruption-part, shield, enemy-count, and boss status match the scenario.
  • Tick rate remains 60 Hz and Critical handling is intentional.

Troubleshooting

Common mistakes

Damage changes after switching target presets

Likely cause: The preset changed DEF from 100 to 30,925 or vice versa.

Fix: Confirm the selected preset and Target DEF before comparing runs.

Elemental damage looks wrong

Likely cause: The DEF preset was changed, but Target element remained on its previous value.

Fix: Set Target element explicitly; presets do not alter it.

Core damage is missing

Likely cause: The target has no core, the damage profile cannot core, or the resolved profile, unit, weapon, or target rate is zero.

Fix: Check Has core, then review the damage profile and the unit's automatic or manual core assumptions before changing the target fallback.