BUILD COMPARISON
Compare your builds
Replace the example Attack values in Build A, then change Build B to test an upgrade.
BUILD COMPARISON+0.00%Both builds are equal
Build A · Current100.00
Build B · Alternative100.00
Damage index · Build A = 100
Average damage / skill→ Theoretical model estimate
SHARED TARGET
Combat scenario
Rear 100%Front 0%
Left: all rear hits · Right: all front hits
Non-rear hits are treated as front hits. Proc chances should already account for the target you want to model.
YOUR BUILDS
Build comparison
Replace the example Attack values in Build A. All other stats start at zero. Reset B to A, then change only the stats you want to compare.
StatBuild A CURRENTBuild B ALTERNATIVEΔ
Enter 20 for 20%. Weapon minimum and maximum are required.
Formula & Build A calculation +
Damage formula
Final Damage = { [ (Equipment Attack × (1 + Weapon Damage Boost) × (1 + Power Shard) + Non-Equipment Attack) × (1 + Might + Destruction + Breakthrough) + Conditional Attack ] × Skill Multiplier + Skill Fixed Damage − Defense Reduction } × Position Damage Boost × Combined Damage Boost × Critical × SmiteWhat each value means
- Equipment Attack
- All normal Attack gained from your equipment. Because the weapon has a minimum and maximum value, this Attack can roll within a range; the calculator uses its average and includes Perfect Chance.
- Weapon Damage Boost
- Your Weapon Damage Boost percentage. It applies only to Equipment Attack.
- Power Shard
- Your Power Shard percentage. In this model, it applies only to Equipment Attack.
- Non-Equipment Attack
- Normal Attack that does not come from equipment: Unequipped Sheet Attack plus any Regular Attack change.
- Might, Destruction & Breakthrough
- These percentages are added together and increase Equipment Attack plus Non-Equipment Attack.
- Conditional Attack
- PvE, Boss, Species, Front or Rear Attack that is added only when the selected combat situation matches.
- Skill Multiplier
- The damage coefficient of the skill being calculated.
- Skill Fixed Damage
- A fixed damage value added by the skill after its multiplier.
- Defense Reduction
- Target Defense minus Penetration, divided by 10. The result cannot be lower than zero.
- Position Damage Boost
- The average Front or Rear Damage Boost based on the selected position split.
- Combined Damage Boost
- 1 plus Damage Boost and every applicable PvE, Boss and Species Damage Boost.
- Critical
- The average damage effect calculated from Critical Chance and Critical Damage Boost.
- Smite
- The average damage effect calculated from Smite Chance.
Build A calculation
The boxes below insert the current Build A values into the formula.
Calculation assumptions
- Build A is treated as the current measured setup. Might, Destruction and Breakthrough are assumed to already be included in its equipped Sheet Attack. Build B keeps that same starting measurement until you enter new Sheet Attack values.
- Unequipped Sheet Attack is treated as Non-Equipment Attack. The current simple model assumes no remaining percentage Attack scaling after all equipment is removed.
- Equipment Attack adjustments receive Weapon Damage Boost and Power Shard. Regular Attack adjustments are added to Non-Equipment Attack after those multipliers. Both still receive Might, Destruction and Breakthrough scaling.
- Might, Destruction and Breakthrough Bonus add together. For example, 20% Might plus 30% Destruction produces ×1.50.
- Weapon Tooltip Minimum and Maximum are required. The range is adjusted by Closet Weapon Increase. Perfect does not act as a final multiplier; it moves the average Equipment Attack toward the maximum roll.
- A Build B Closet change applies only to the weapon's average value and range. The value already captured by Build A's Sheet Attack is not counted twice.
- Separate Maximum Attack bonuses are not yet included. They can widen the total Attack range and increase the value of Perfect.
- Conditional front and rear Attack and Damage Boost are calculated separately, then weighted by the position slider.
- Power Shard multiplies Equipment Attack according to the supplied formula. Multi-Hit, DoTs, blocks, misses, elemental modifiers, Critical Additional Attack, Skill Additional Damage and rotations are not modeled yet.
- Target Defense and Penetration default to zero. Sheet rounding can cause small calibration differences. All defaults are examples, not recommended builds or known boss values.
Korean research: Attack pools and additive scaling · Skills, Perfect and procs · Defense and Weapon Damage Boost