⚔️ Calculating your damage is already an end in itself. It allows you:
to assess the damage 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 determine the best spell combos
to compare several builds
You can predict whether you will manage to OS the Prismatic Wyrmling under its armor in Nogord 🐲, calculate how much you will score on the damage e-penis-o-meter with your new SuPaH sTrOnK build 🍆, or whether you can T1 Fica's Cra in a PvP tournament (it's easy dw) 😂
In short, this calculator gives you numerical data on which you can rely to take insightful decisions on builds, combos or strats 📈
⚙️ Besides accurate damage 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% Damage Inflicted bonus for the next spell only, for instance)
🐲 Pre-filling of your target's characteristics with a lvl 186+ mob characs if you choose so
🛡️ Possibility to calculate unblocked damage / blocked damage / average damage weighted by the % block of your target
🤍 Results display by default / with remaining % HPs of your target / with missing % HPs of your target
⚖️ Finally, this tool also shows you your Effective Masteries.
The calculator is divided in 4 main areas demarcated by black borders: Caster characs, Target characs, Spells, and Damage
📝 In the cells dotted with blue lines, input the caster characteristics: elemental masteries, critical mastery, sum of secondary masteries (crit mastery excluded), % CH and % Damage Inflicted.
Next to "Target characs :", you can choose between 2 modes:
⚙️ Customizable
📝 The "Customizable" target characs mode allows you to customize the characteristics of your target. In the cells dotted with blue lines, input the flat elemental resistances of your target: the conversion to % resistance is automatic and is displayed on the left. Please note that if you choose to also apply a res modification with the cell next to "Removal/buff res", the % resistance displayed on the left will already include this resistance modifcation.
Optionally, you can input the % block of your target, as well as their HPs, and their % Damage Received if it is different from 100%.
🐲 Based on a 186+ mob
📝 The "Based on a 186+ mob" target characs mode allows you to choose a lvl 186+ mob as target and to pre-fill their defensive characteristics (res, block, HPs).
🐲 First, click on the cell dotted with blue lines next to "Family", then click on the arrow to display the drop-down list of the lvl 186+ mobs families, and choose a family.
Then click on the cell dotted with blue lines next to "Mob", and click on the arrow to display the drop-down list of the mobs of the chosen family, and choose a mob.
🟣 Set up a Stasis level in the cell dotted with blue lines next to "Stasis" if you want, so that the HPs displayed will include the bonus from Stasis Characteristics.
📈 The characteristics of the max possible level mob are displayed below.
🛡️ You can still modify the resistances of the mob thanks to the cell dotted with blue lines next to "Removal/buff res". The res (flat and %) displayed will already include this resistance modification. In addition, you can change the % Damage Received of the mob.
📝 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 "Element" column, the element of the spell damage (Fire, Water, Earth, Air, Light, Stasis)
💥 If the spell cannot crit, add "No" in the "Can crit?" column. By default, if you leave that empty, or if you write "Yes", the spell can crit.
🔄 Finally, input the orientation of your target in the "Orientation" column if your spell can benefit from orientation bonus (Face, Side, Back). If you leave that empty, the calculations will use the default orientation which is set above the Spells area. You can change this default orientation
📈 This area is used to display the calculation results.
💥 The "Non-crit" column shows you the damage you would deal 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 "Damage" area is the "Damage calculation" option. By default, your damage is calculated as if they were never blocked (option "Unblocked hits"). You can choose to calculate your damage as if they were always blocked (option "Blocked hits"). Finally, you can calculate the average of the 2, weighted by the % block of your target (option "Average weighted by % block"). For that last option, the % block of your target needs to be input.
🤍 Also above the "Damage" area is the "Results display mode" option. This option allows you to additionnally display the % of remaining / missing HPs of your target, after each successive spell. For those 2 options, 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 red: it means that the sum of accumulated damage that you have dealt in this column is superior or equal to the HPs of your target. In other words, it shows you when you would have killed your target.
For damage 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% damage inflicted bonus for the next spell only, for instance.
📝 To simulate these occasional characs changes, right of the "Damage" 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 10 possible characs: % DI, Mastery, Crit Mastery, % CH, +% Base (increase in % of the spell base value), Res, % Block, Barrier, Fixed damage, and % Damage Received. 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 damage 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 4 different Options per spell.
For more details on Effective Masteries, check the appropriate section on the 🪄 Formulas page.
⚠️ 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 because almost every indirect spell does not take rear mastery for instance, etc.
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)