💚 Calculating your armors is already an end in itself. It allows you:
to assess the shielding potential of your builds in optimal or actual conditions, without relying on the Beta server or needing the full gear on the live server
to compare several builds
You can predict whether you will manage to keep alive your team of weak Mr. Punchys characters 🐣, how much you will score on the armor e-penis-o-meter with your new SuPaH sTrOnK build 🍆, or you can help a Badgerage to break a damage record 🦡
In short, this calculator gives you numerical data on which you can rely to take insightful decisions on builds, combos, or strats 📈
⚙️ Besides accurate armor calculation with fully customizable characteristics, this tool offers you, among other things, some cool options:
✏️ Possibility to change your characteristics on a spell-by-spell basis thanks to "Occasional in-fight bonus" (to simulate a +X% Armor Given bonus for the next spell only, for instance)
🤍 Results display by default / with accumulated % HPs of your target in armor
The calculator is divided in 4 main areas demarcated by black borders: Caster characs, Target characs, Spells, and Armor
📝 First, next to "Armor cast on :", choose whether you want to calculate the value of armors cast on an ally, or on yourself. Please note that if you are in "Armor on yourself" mode, you are, logically, both the caster of the spells, and your own target ; your % Armor Given will be deactivated (since this charac does not increase armors cast on oneself) ; and the HPs that will be used are those in the "Caster characs" area.
📝 Then, in the cells dotted with blue lines, input the caster characteristics: % Armor Given, % CH and optionnally HPs (if you want to use spells that give armor based on the % HPs of the caster)
📝 In the cells dotted with blue lines, you can input the characs of the target that you want to shield: % Armor Received, and optionally HPs (if you want to use spells that give armor based on the % HPs of the target) and level of the Crumbly state.
If you have input the HPs of your target, the maximum amount of armor that they can have is displayed (it corresponds to 50% of their max HPs)
📝 This area is used to input spell data. Each row corresponds to a distinct spell.
You need to input:
🧱 In the "Base" column, the base value of the non-crit spell (= its value as displayed in the spell card)
⭕ In the "Type" column, the spell type (= on what its value is based: Raw value, % caster's HP, % target's HP)
💥 If the spell cannot crit, add "No" in the "Can crit?" column. By default, if you leave that empty, or if your write "Yes", the spell can crit.
📈 This area is used to display the calculation results.
💥 The "Non-crit" column shows you the armor you would give with non-critical hits, the "Crit" column, with critical hits, and the "Average" column is the average of the 2, weighted by your % CH. For instance, if you have 0% CH, the Average will be identical to the Non-crit column.
🤍 Above the "Armor" area is the "Results display mode" option. This option allows you to additionnally display the % HPs that your target has in accumulated armor, after each successive spell. For this option, the HPs of your target need to be input.
🟩 If you have input the HPs of your target, you may see some cells colored in light green: it means that the sum of accumulated armor from this column that you have given to your target is superior or equal to the max amount of armor that your target can have. In other words, it shows you when you have shielded 50% of your target's HPs.
For armor calculation, the calc uses the caster characs that you have input. However, your characs may often change over the course of the fight: you may get a +15% armor given bonus for the next spell only, for instance.
📝 To simulate these occasional characs changes, right of the "Armor" area is an "Occasional in-fight bonus?" cell. Write "Yes" in the cell next to it dotted with blue lines, and a new area should be displayed, with one (or several) "Option" column, and one (or several) "Value" column.
In the "Option" column, you can choose a bonus (or a penalty) from the drop-down list, among 4 possible characs: % armor given, % armor received, % CH and +% Base (increase in % of the spell base value). Obviously, a positive value corresponds to a bonus, and a negative value, to a penalty.
Then, in the "Value" column, you can choose the value that you want for this bonus (or penalty).
The armor of the spell on the same row will include these characteristics modifications - but only that spell will be affected, the other spells will not be affected.
To sum it up, characs in the "Caster characs" area are applied to all spells, while characs modifications from "Options" will only impact the spell on the same row as the Option that you input.
You can set up to 3 different Options per spell.
⚠️ Please keep in mind that the calc completely relies on the input you type in. It is up to you to input correct values: base spell values can be decimal numbers, your sum of relevant masteries may change from one spell to the next because of in-fight boosts or for other reasons.
If you notice differences (bigger than 3 points due to roundings) between calculated values and in-game values, there are 3 possible reasons:
📈 Check that you have input correct data: characteristics may come from a lot of different sources (base characs, passives, in-fight states, buffs/debuffs, sublimations, etc) and it is important to know and to check the applicability and condition of each characteristic/source.
💥 If the error is on the crit value of a spell, it is likely because the actual spell is a decimal number. The value displayed in game in the spell card is truncated, but if the spell base undergoes modifications (critical multiplier, boosts in % of the spell base value), these modifications happen on the actual, decimal value, and not on the truncated base. At the end of these base calculations, the modified base is rounded down. To conclude, you have to input the actual (decimal) base value of the spell to get the right result.
🧪 There can be, in rare cases, very special exceptions that do not exactly follow the usual, general case calculations rules (special base spell values roundings, irregular independence of the spell regarding some multipliers, incorrect value displayed in game, and occassionally Wakfu spaghetti code, etc)