BUILD COMPARISON
Compare your builds
Replace the example Attack values in Build A, then change Build B to test an upgrade.
SHARED TARGET
Combat scenario
Non-rear hits are treated as front hits. Proc chances should already account for the target you want to model.
YOUR BUILDS
Build comparison
Enter your current values in Build A. Reset B to A, then change only the stats you want to compare.
DAMAGE FORMULA
The simple version
Final Damage = (Skill Damage − Defense Reduction) × Positional Factor × Damage Boost Factor × Critical Factor × Double Factor
Final Damage = { [ (Equipment Attack × Weapon Damage Factor × Power Shard Factor + Attack Bonus) × Attack Increase Factor + Conditional Attack ] × Skill Multiplier + Skill Fixed Damage − Defense Reduction } × Positional Factor × Damage Boost Factor × Critical Factor × Double Factor
Perfect-Adjusted Equipment Attack starts with the average equipment and weapon roll, adds half of Maximum Attack, then shifts toward the upper roll through Perfect Chance. Closet affects the weapon's own range, but not Maximum Attack. Every named Factor already includes its base ×1.00 multiplier.
Formula & Build A calculation +
Damage formula
[
Front Share × max(0, { [ ( Perfect-Adjusted Equipment Attack × (1 + Weapon Damage Boost) × (1 + Effective Power Shard) + Attack Bonus + Attack Bonus Adjustment ) × (1 + Attack Increase) + PvE Attack + Boss Attack + Species Attack + Front Attack ] × Skill Multiplier + Skill Fixed Damage − max(0, Target Defense − Penetration) ÷ 10 }) × (1 + Front Damage Boost)
+
Rear Share × max(0, { [ ( Perfect-Adjusted Equipment Attack × (1 + Weapon Damage Boost) × (1 + Effective Power Shard) + Attack Bonus + Attack Bonus Adjustment ) × (1 + Attack Increase) + PvE Attack + Boss Attack + Species Attack + Rear Attack ] × Skill Multiplier + Skill Fixed Damage − max(0, Target Defense − Penetration) ÷ 10 }) × (1 + Rear Damage Boost)
]
× [1 + Damage Boost + applicable PvE Damage Boost + Boss Damage Boost + Species Damage Boost]
× [1 + min(Critical Chance, 50%) × (50% + Critical Damage Boost)]
× (1 + Double Chance)
What each value means
- Displayed Sheet Attack
- The Attack number shown in the character stats. Read it once with all equipment equipped and once after removing all equipment. It contains the Attack Increase active in each state, but not Weapon Damage Boost or Power Shard.
- Attack Increase at reading
- For manual builds, the equipped total is Equipment Attack Increase + Might + Destruction. Without equipment, the calculator uses Might + Destruction. Questlog imports use the combined imported Attack Increase.
- Questlog Weapon Range
- Questlog Min and Max Attack already contain Attack Increase. The importer divides both by that multiplier and rounds the normalized values to whole numbers.
- Attack Before Increase
- The equipped Sheet Attack after dividing out Attack Increase. It still contains both Equipment Attack and Attack Bonus.
- Equipment Attack
- The raw average Attack gained from equipment after removing Attack Bonus and the Attack Increase already contained in the displayed Sheet Attack. Weapon Damage Boost and Power Shard are not included.
- Maximum Attack
- Increases only the upper Equipment Attack roll. Half contributes to the normal average and Perfect can use the full upper value. It receives Weapon Damage Boost and Attack Increase, but not Closet Weapon Increase.
- Weapon Damage Boost
- Your Weapon Damage Boost percentage. It applies only to Equipment Attack.
- Effective Power Shard
- The selected 5% or 10% Power Shard plus Power Shard Damage Bonus ÷ 100. The result applies only to Equipment Attack.
- Power Shard Damage Bonus
- An additional Power Shard value measured in points. In this model, 100 points add 1 percentage point and the stat is ignored while Power Shard is off.
- Attack Bonus
- Normal Attack that is separate from Equipment Attack. Manual builds reconstruct it from the no-equipment reading; Questlog imports provide it directly.
- Attack Increase
- The combined percentage applied to Equipment Attack plus Attack Bonus. Manual entry adds Equipment Attack Increase, Might and Destruction automatically.
- 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. Critical Chance is capped at 50%.
- Double
- The average damage effect calculated from Double 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. Its displayed Sheet Attack already contains the Attack Increase active at the time of the reading. Build B keeps that starting measurement until you enter new Sheet Attack values.
- Displayed Sheet Attack contains Attack Increase but does not contain Weapon Damage Boost or Power Shard. Those weapon multipliers are applied later only to Equipment Attack.
- Manual entry asks separately for Equipment Attack Increase, Might and Destruction while equipped. Those three percentages are added automatically.
- With all equipment removed, manual entry asks for Might and Destruction. Their combined multiplier is removed from the no-equipment Sheet Attack to recover raw Attack Bonus.
- Raw Equipment Attack is Equipped Sheet Attack divided by the Attack Increase captured at that reading, minus the recovered raw Attack Bonus.
- Questlog Attack is treated as Equipment Attack excluding the weapon. The normalized average of Questlog Min and Max Attack is added to it.
- Questlog Min and Max Attack are divided by 1 + imported Attack Increase because Questlog already includes that multiplier. Both normalized values are rounded to whole numbers. The imported maximum already contains additional Maximum Attack sources.
- Attack Adjustments are a separate comparison layer for every starting mode. Equipment Attack adjustments receive Weapon Damage Boost and Power Shard. Attack Bonus adjustments are added after those multipliers. Both still receive Attack Increase.
- The Maximum Attack adjustment is added on top of the current build value. Half is added to average Equipment Attack, and the full value widens the Attack range used by Perfect. It receives Weapon Damage Boost and Attack Increase later, but it is not multiplied by Closet Weapon Increase.
- Manual builds use the Weapon Tooltip Minimum and Maximum. Questlog builds use the imported range after removing Attack 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. A value already captured by Build A is not counted twice.
- 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. Power Shard Damage Bonus is modeled at 100 points = +1 percentage point and is ignored at 0% Power Shard.
- Double Chance is treated as an effective PvE proc chance with a 200% hit. Target Double Resistance is not modeled, so importing the displayed character value can overstate real boss damage when the target has resistance.
- Perfect and Double interaction is still community-researched. The calculator uses the established expected-value approximation: Perfect adjusts the equipment roll and Double is applied as a separate average factor.
- For Questlog imports, the imported maximum already combines the weapon maximum and additional Maximum Attack. Questlog does not expose those parts separately, so a later Closet comparison in imported mode is an approximation. Manual entry remains the precise mode for Closet comparisons.
- Multi-Hit, DoTs, blocks, misses, elemental modifiers, Critical Additional Attack, Skill Additional Damage and rotations are not modeled yet.
- Critical Chance is limited to 50%. Values above 50% are capped in the damage calculation, and Critical Chance is removed from the next-upgrade ranking when Build B reaches the cap.
- 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.
Sources & research status
NCSoft has not published one complete damage formula. This model combines Korean and Taiwanese test data with Global-client input checks. Later direct tests take priority where older findings conflict.
Global-client mapping: Attack Increase composition, Sheet Attack behavior and Questlog normalization are compatibility mappings based on the supplied Global-client readings and Questlog exports. They are separated from the Korean formula evidence because regional labels and systems have changed over time.