Damage Calculation
The Final Damage output of a player depends on various stats and factors. Calculating Final Damage is explained below.
Terminology
[edit | edit source]Damage and Final Damage are distinct concepts.
Damage refers to the non-displayed player statistic which is mostly given by the held weapon (cf. Damage: +100
).
- Damage is a statistic used to calculate Final Damage.
Final Damage is not a player statistic.
- It is the damage a player applies on enemy Health by damaging it.
- Final Damage is commonly confused with the Damage statistic as it is also called damage.
The statistics and values which are used to calculate Final Damage can be separated into 3 broad categories:
- #Sword and Bow Damage —
Melee Damage (Swords) or
Projectile Damage (Bows) - #Ability Damage —
Magic Damage (#Damage Abilities) - #Damage Multipliers — Miscellaneous buffs or mechanics
- #Additive Multipliers — A common buff category (one example: Sharpness)
- #Multiplicative Multipliers — An uncommon buff category (one example: Extra Infliction)
- #Defense Damage Reduction — Damage Reduction from Defense and/or True Defense.
- #Special Damage Reduction — Other forms of Damage Reduction.
Damage Types
[edit | edit source]Damage comes in a variety of forms:
| Type | Description | Notes | Effective Enchants (Reducing Damage, Directly) |
|---|---|---|---|
| Damage received from a mob standing within close proximity . Or Damage dealt by the Player with a Sword. |
Decreased by Defense. | Protection | |
| Damage received from a mob using a bow or other projectile weapon. Or Damage dealt by the Player with a Bow. |
Decreased by Defense. | Projectile Protection | |
| Damage received when falling from a great height. | Can be decreased with Feather Falling, Feather Talisman, and its upgrades. | Feather Falling | |
| Damage received when staying underwater for too long. | Can be delayed and/or prevented with Respiration and Pressure Resistance. | ||
| Damage received when on fire. Or damage dealt by 'fire-based' abilities. |
Fire Protection | ||
| Damage received when in lava. | Fire Protection | ||
| Ability Damage dealt by players or certain types of mobs( e.g. Terracotta, Ghosts). | Decreased by Defense. | ||
| Damage received when in the void, found beneath all islands. | |||
| Damage dealt by the Poison effect and related damage abilities. | Can be reduced by the Vaccine Talisman. | ||
| Damage dealt by the Wither effect and related damage abilities (e.g. Death's Touch). | Can be negated with the Obsidian Chestplate. | ||
| Damage received when in the radius of an explosion. Or damage dealt by the Player with an explosion-based ability (e.g. |
Can be removed with the Creeper Hat’s ability | Blast Protection |
Damage Indicator
[edit | edit source]The damage indicator is a feature that displays how much damage has been dealt to a mob.
It also displays some information about the damage instance by changing appearance, for example if a hit is a critical hit.
| Condition | Display |
|---|---|
| Non-critical hit | 123 |
| Critical hit | ✧123,456✧ |
| Fire Aspect |
123,456 |
| Venomous |
123,456 |
| Unarmed critical hit: ✧123,456✧+ Non-critical hit: 123,456+ Weapon critical hit: ✧123,456✧+ | |
| The Damage Indicator will append a pink heart: ❤ |
Important Notes
[edit | edit source]- Calculated damage is rounded down to the nearest integer.
- Many values needed for calculations are not displayed to the player, requiring manual tracking of sources.
- In-game descriptions do not follow consistent rules; verification of the actual implementation of mechanics is required to calculate values correctly.
- Refer to the sections #Multiplicative Sources, #Additive Sources and #Special Mechanics documenting the actual implementation of items and mechanics.
- Some examples of this lack of consistency:
Halberd of the Shredded +250% damage against Undead enemies is a Multiplicative Multiplier of 3.5× damage.
Golden Dragon Pet Perk Legendary Treasure (Up to) 250% damage gain is an Additive buff of up to +250 Additive.- Smite enchantment +40% damage dealt increase is an Additive buff of +40 Additive.
- Archer Class 280% Arrow Damage is a Multiplicative Multiplier of 2.8× damage.
- Archery 75% Bow Damage increase is an Additive buff of +75 Additive.
Red Scarf Loving Bonus 5% ability damage increase is a Multiplicative Multiplier of 1.05×.
Ender Dragon Pet Perk End Strike letting the player deal +200% damage against Ender enemies is an Additive buff of +200 Additive.
Hedgehog Pet Perk Spiky Quills letting the player deal +100% damage against Pests is a Multiplicative Multiplier of 2×.
Sword and Bow Damage
[edit | edit source]The following 3 statistics are the primary factors which increase Final Damage when dealing
Melee Damage (Swords) or
Projectile Damage (Bows).
- Damage — the actual Damage statistic used to calculate Final Damage when dealing
Melee Damage (Swords) or
Projectile Damage (Bows).
- Damage is also called Weapon Damage or Base Weapon Damage to reduce confusion with other uses of the word damage.
- Damage is also called Weapon Damage or Base Weapon Damage to reduce confusion with other uses of the word damage.
- Crit Damage — a displayed statistic used to calculate Final Damage. It is only used if a hit successfully crits.
- Landing a critical hit is determined by Crit Chance and miscellaneous other conditions.
- Landing a critical hit is determined by Crit Chance and miscellaneous other conditions.
- Strength — a displayed statistic which is used to calculate Final Damage similarly to Crit Damage.
- It is alway used when when dealing
Melee Damage (Swords) or
Projectile Damage (Bows)
- It is alway used when when dealing
They are used to calculate the following multipliers:
On a critical hit, when no other #Damage Multipliers (e.g. ) exist, Final Damage is equal to the following:
Ability Damage
[edit | edit source]The following 4 values are are the primary factors which increase Final Damage when dealing
Magic Damage using Abilities such as
.
- Base Ability Damage — a non-displayed value which increases Final Damage when dealing
Magic Damage (Abilities).
- Every Ability has its own Base Ability Damage, which can be increased by the player's total Catacombs Stat Bonus while in The Catacombs.
- Example:
Implosion and
Wither Impact have a Base Ability Damage of 10000. - If the player is in the Catacombs with a total Stat Boost of +400%, Base Ability Damage = 10000 × (100% + 400%) = 50000
- Example:
- Every Ability has its own Base Ability Damage, which can be increased by the player's total Catacombs Stat Bonus while in The Catacombs.
- Ability Scaling — a non-displayed value which determines the effectiveness of Intelligence when dealing
Magic Damage (Abilities).
- Every Ability has its own Ability Scaling which cannot be increased.
- Example:
Implosion and
Wither Impact have an Ability Scaling factor of 0.3.
- Example:
- Every Ability has its own Ability Scaling which cannot be increased.
- Intelligence — a displayed statistic used to calculate Final Damage when dealing
Magic Damage (Abilities). - Ability Damage — a displayed statistic used to calculate Final Damage when dealing
Magic Damage (Abilities).
- Ability Damage is also called Bonus Ability Damage to reduce confusion with other uses of the term ability damage.
- Ability Damage is also called Bonus Ability Damage to reduce confusion with other uses of the term ability damage.
They are used to calculate the following multipliers:
When no other #Damage Multipliers (e.g. ) exist, Final Damage is equal to the following:
Damage Abilities
[edit | edit source]| Ability Name | Item Name | Base Ability Damage | Ability Scaling | Notes |
|---|---|---|---|---|
| 3000 | 0.2 | |||
| 50 | 1 | |||
| Acupuncture | 1500 | 1 | ||
| Acupuncture+ | 2222 | 1 | ||
| Bat Swarm | 4000 | 1 | ||
| Bat Swarm+ | 3000 | 0.2 | ||
| Bingo Blast | 625[Confirm] | 1[Confirm] | ||
| Burning Souls | 30000 | 0.1 | Not affected by the Additive Multiplier.[Confirm] | |
| Coin Conversion | 10000 | 0.3 | ||
| Dragon Rage | 12000 | 0.1 | Not affected by the Additive Multiplier. | |
| Dreadlord | 500 | 0.3 | ||
| Explode | 24000 | 0.3 | ||
| Fire Blast | 30 | 1 | ||
| Fire Veil | 15000 | 0.3 | ||
| Firestorm | 42000 | 0.3 | ||
| Giant's Slam | 100000 | 0.05 | ||
| Guided Bat | 2000 | 0.2 | ||
| Guided Bat+ | 2250 | 0.2 | ||
| Ice Bolt | 1000 | 0.3 | ||
| Ice Bolt+ | 1500 | 0.3 | ||
| Ice Bolt++ | 1700 | 0.3 | ||
| Ice Spray | 17000 | 0.1 | ||
| Ice Spray+ | 19000 | 0.1 | ||
| Ink Bomb | 10000 | 1 | ||
| Iron Punch | 250 | 1[Confirm] | ||
| Leap | 350 | 1 | ||
| Leap+ | 400 | 1 | ||
| Lightning Strike | 40 | 1 | ||
| Starfall | 50 | 1[Confirm] | ||
| Molten Wave | 43400 | 0.3 | 6,000 to 40,000 and up to 43,400 using Gold's Power 200 | |
| Rapid-fire | 500 | 0.2 | ||
| Runic Zap | 10000 | 0.2 | ||
| Showtime | 1000 | 0.2 | ||
| Showtime+ | 1100 | 0.2 | ||
| Terrain Toss | 15000 | 0.3 | ||
| Terrain Toss+ | 17000 | 0.3 | ||
| Wither Impact Implosion |
10000 | 0.3 |
Ability Damage Calculator
[edit | edit source]
calcpage = Calculator:Ability damage template = Template:Calculator/Ability_damage form = abilityDmgCalcForm calcname = Ability Damage Calculator result = inner param = base|Base Ability Damage|30000|int|0 param = int|Intelligence|100|int|0 param = scaling|Ability Scaling|0.1|number|0
If the calculator fails to load up, please report to an Administrator.
This is a Advanced Damage Calculator with more features. If one of the Custom fields fields were empty at the beginning, leave them empty once you do not use them.
Regarding the information you require, you need to get the correct Base Ability Damage and Ability Scaling.
You need to get the right amount of Intelligence and Bonus Ability Damage taken from the /sbmenu at the Stat Breakdown viewer. It needs to be accurate.
If you have other multipliers like Loving, use the Custom Multiplicator fields.
Many Enchantments such as Giant Killer can affect ability damage. You can use the Custom Additive Mul. field, to add Enchantments like Cubism etc.
Confer with confer #Additive_Sources and #Multiplicative_Sources to determine Multiplier type.
calcpage = Calculator:Adv_Ability_Damage_Calc template = Template:Calculator/Adv_Ability_Damage_Calc form = advAbilityDamageCalcForm calcname = Advanced Ability Damage Calculator result = inner param = input_baseAbilityDmg|Base Ability Damage|500|number param = input_intelligence|Intelligence|125|number param = input_abilityScaling|Ability Scaling|0.2|number param = input_abilityDmgStat|Bonus Ability Damage Stat|0|number param = combatLevel|Combat Level|0|number param = custom_ADD_MULTI|Custom Additive Mul. (%)|0|number param = custom_MUL_MULTI|Custom Multiplicative Mul. (%)|0|number param = NULL_DECORATION|-- Target/Player Stats --|-|fixed param = target_HP|Target HP|1000|number param = player_HP|Player HP|250|number param = NULL_DECORATION|-- Enchantments --|-|fixed
If the calculator fails to load up, please report to an Administrator.
Damage Multipliers
[edit | edit source]The Damage Multipliers which increase Final Damage fall into 2 main categories
- Additive Multipliers (short: additive)
- A collection of non-displayed statistics and mechanics which increase Final Damage.
- A collection of non-displayed statistics and mechanics which increase Final Damage.
- Multiplicative Multipliers (short: multiplicative)
- A collection of non-displayed statistics and mechanics which increase Final Damage.
- A collection of non-displayed statistics and mechanics which increase Final Damage.
The Damage multipliers which decrease Final Damage
- Defense Damage Reduction
- Damage Reduction from Defense or True Defense
- Damage Reduction from Defense or True Defense
- Special-Damage Reduction
- Special mechanics such as the BOSS damage cap or Magic-Damage Reduction
Additive Multipliers
[edit | edit source]Additive buffs add up to a total number, similarly to displayed statistics ( e.g. Strength ).
The total Additive buff is then used as a multiplier in calculating Final Damage.
The Additive Multiplier is calculated by taking the sum of all Additive sources and dividing them by 100, as they are all provided in percent format
Scenario:
- 100 Additive from Prosecute VI on a full Health target.
- 250 Additive from the
Golden Dragon Pet Legendary Treasure perk, at Level 200 with 1,000,000,000 Coins in the bank. - The #Sword and Bow Damage calculation results in .
Calculation:
Applying the Additive Multiplier:
Additive Sources
[edit | edit source]
| Name | Description | Implementation |
|---|---|---|
| Swords | ||
| Grant […] +30% Damage […] Stacks up to 3 times. | ||
| Bows | ||
| Name | Description | Implementation |
|---|---|---|
| Halves your Speed but grants +20% base weapon damage for every 25 Speed. | ||
| Magma Lord Armor Pieces | Damage taken from Magmatic mobs is reduced […] and damage dealt is increased by 1.3x. | |
| Thunder Armor Pieces | Damage taken from Magmatic mobs is reduced […] and damage dealt is increased by 1.2x. | [Confirm] |
| Damage taken from Magmatic mobs is reduced […] and damage dealt is increased by 1.1x. | [Confirm] | |
| Tuxedo Full Set Bonus: Dashing | Max health set to n. Deal +k% more Damage! n = { 75, 150, 250 } ; k = { 75, 100, 150 } |
|
| Final Destination Armor Full Set Bonus: Vivacious Darkness | +100% Damage against Endermen | Condition: Endermen including |
| Maxor's Armor | […] and increases your arrow damage by 5% per piece. | |
| Terror Armor | […] arrow attacks grant 1 stack of Hydra Strike ⁑.
Each Hydra Strike ⁑ stack grants +k% Damage. |
|
| Crimson Armor (Infernal) | […] melee attacks gain 1 stack of ᝐ Dominus. Each ᝐ Dominus stack grants […] and 10% Damage. |
Condition: |
| Crimson Armor Swipe | At 10 stacks also swipe in a random direction hitting every enemy in the path of the swipe. The first time an enemy is hit by a swipe, it takes double the usual damage. |
The initiating Hits Damage and Additive Multiplier are used to calculate the Damage of the swipe: Due to this, Crimson Swipe can be treated as an increase of the Additive Multiplier, separated into a second hit.[1] |
| Reaper Armor | Trolling The Reaper: Deal +100% damage to Undead Mobs but 1% to all other Mobs. |
| Name | Description | Implementation |
|---|---|---|
| Necklaces | ||
| Belts | ||
| Cloaks | ||
| Bracelet | ||
| Gloves | ||
Pets
[edit | edit source]| Name | Description | Implementation |
|---|---|---|
| Gain +k% damage for every million coins in your bank. (Max 1000·k%) k = [ 0.12625, 0.25 ] ; 1000·k = [ 126.25, 250 ] |
||
| Deal +k% damage against mobs that have attacked you. k = [ 1.5, 150 ] |
Condition: Description accurate[Confirm]. | |
| Deal k% more damage against Wither mobs. k = [ 1, 100 ] |
||
| Increases all damage to Kuudra and his minions by 20%. | ||
| Deal +k% more damage to Ender mobs. k = [ 2, 200 ] |
||
| Deal +k% damage to monsters Level 50+ and +n% damage to monsters Level 100+. |
| |
| Increase arrow damage by k% which is doubled while in dungeons. k = [ 0.1, 75 ] |
||
| Deal +k% damage against targets with no other mobs within 15 blocks. k = [ 1, 100 ] |
||
| Deal k% more damage to Undead mobs. k = [ 26.25, 150 ] |
||
| First Strike, Triple-Strike and Combo are k% more effective. k = [ 1, 100 ] |
[Confirm] | |
| Deal up to +k% Damage based on the enemy's missing health. k = [ 51, 150 ] |
||
| Deal k% more damage to enemies within 1.5 blocks. k = [ 1.5, 150 ] |
||
| Increases your melee damage by k% if you are more than 3 blocks away from the target. k = [ 50.5, 100 ] |
Pet Items
[edit | edit source]| Name | Description | Implementation |
|---|
| Name | Description | Implementation |
|---|---|---|
| Grants a 1 in X chance to deal +100% damage. | ||
| Increases the Damage dealt to Woodland mobs by k%. | [Confirm] | |
| Increases damage dealt to Dragons by k%. |
| Name | Description | Implementation | Applied To |
|---|---|---|---|
| Deal +10% extra damage when arrows hit the head of a mob. | Bows | ||
| Deal +8% extra damage when arrows hit the head of a mob. | Bows |
Sword
[edit | edit source]| Name | Description | Value(s) | Implementation | Described Condition Accurate |
|---|---|---|---|---|
| Sharpness | Increases melee damage dealt by k%. | 5, 10, 15, 20, 30, 40, 50 | yes | |
| Prosecute | Increases damage dealt by k% for every percent of health your target has. | 0.1, 0.2, 0.3, 0.4, 0.7, 1 | yes | |
| Execute | Increases damage dealt by k% for each percent of health missing on your target. | 0.2, 0.4, 0.6, 0.8, 1, 1.25 | yes | |
| Giant Killer | Increases damage dealt by k% for each percentage of health your target has above you, up to n%. | k = { 0.1, 0.2, 0.3, 0.4, 0.6, 0.9, 1.2 } n = { 5, 10, 15, 20, 30, 45, 65 } |
[Confirm] |
yes |
| Titan Killer | Increases damage dealt by k% for every 100 Defense your target has, up to n%. | k = { 2, 4, 6, 8, 12, 16, 20 } n = { 6, 12, 18, 24, 40, 60, 80 } |
[Confirm] | [Confirm] |
| First Strike | Increases the melee damage dealt by k% for the first hit on a mob. | 25, 50, 75, 100, 125 | yes | |
| Triple-Strike | Increases the melee damage dealt by k% for the first three hits on a mob. | 10, 20, 30, 40, 50 | yes | |
| One For All | Removes all other enchants but increases your damage by 500%. | yes |
Bow
[edit | edit source]| Name | Description | Value(s) | Implementation | Described Condition Accurate |
|---|---|---|---|---|
| Power | Increases bow damage by k%. | 8, 16, 24, 32, 40, 50, 65 | yes | |
| Snipe | Arrows deal +k% damage for every 10 blocks traveled. | 1, 2, 3, 4 | is the euclidean distance between the Player position and the Enemy position at the time of arrow impact. [Confirm] |
yes |
Fishing Rod
[edit | edit source]| Name | Description | Value(s) | Implementation | Described Condition Accurate |
|---|---|---|---|---|
| Spiked Hook | Fishing rod deals k% more damage to monsters. | 5, 10, 15, 20, 25, 30, 35 | [Confirm] |
Armor
[edit | edit source]| Name | Description | Value(s) | Implementation | Described Condition Accurate |
|---|---|---|---|---|
| Habanero Tactics | Deal +k% damage with Slayer weapons. | 20, 25 | yes |
Other
[edit | edit source]| Name | Description | Value(s) | Implementation | Described Condition Accurate |
|---|---|---|---|---|
| Gravity | Increase damage dealt to Airborne mobs by k%. | 5, 10, 15, 20, 30, 40 | yes | |
| Impaling | Increase damage dealt to Aquatic mobs by k%. | 5, 10, 15, 20, 30 | yes | |
| Bane of Arthropods | Increase damage dealt to Arthropod mobs by k%. | 5, 10, 15, 20, 30, 40, 50 | yes | |
| Cubism | Increase damage dealt to Cubic mobs by k%. | 5, 10, 15, 20, 30, 40 | yes | |
| Ender Slayer | Increase damage dealt to Ender mobs by k%. | 5, 10, 15, 20, 30, 40, 50 | yes | |
| Smoldering | Increase damage dealt to Infernal mobs by k%. | 5, 10, 15, 20, 30 | yes | |
| Pyroclasm | Increase damage dealt to Magmatic mobs by k%. | 10, 20, 30, 40, 60, 80 | [Confirm] | |
| Smite | Increase damage dealt to Skeletal, Undead and Wither mobs by k%. | 5, 10, 15, 20, 30, 40, 50 | yes | |
| Woodsplitter | Increase damage dealt to Woodland mobs by k%. | 5, 10, 15, 20, 30, 40 | [Confirm] | |
| Combo | Increases your damage by k% per kill up to n kills within m seconds. | k = { 1, 2, 3, 4, 5 } n = { 2, 4, 6, 8, 10 } m = { 2, 4, 6, 8, 10 } |
[Confirm] | |
| Swarm | Increases your damage by k% for each enemy within 10 blocks. Maximum of 10 enemies. | 2, 4, 6, 8, 10 | [Confirm] |
| Name | Description | Implementation |
|---|---|---|
| Gain +k% more Damage when at full health. | ||
| When under 20% maximum HP, your Defense and Damage increase by k%. | [Confirm] | |
| When hit, your next hit deals +k% damage. | ||
| Deal +k% more Damage per Grandma Wolf Pet combo. (Max 50 combo) |
||
| Increases damage from ranged weapons by +k%. | ||
| Increases melee damage by +k%. | ||
| Grants +k% more Damage against BOSS and Miniboss mobs. |
Ruler Attributes
[edit | edit source]Ruler Attributes give +3 Additive Damage per Attribute level, up to +30 Additive Damage.
Ruler Attributes are buffed by
Caiman Shard Attribute Echo of Ruler and
Tiamat Shard Attribute Echo of Echoes.
With both relevant Echo Attributes at MAX Level (10), Ruler Attributes are multiplied by 1.3, resulting in a maximum increase of +39 Additive Damage.
| Name | Description | Implementation |
|---|---|---|
| Grants +k% more Damage against Airborne mobs. | ||
| Grants +k% more Damage against Animal mobs. | ||
| Grants +k% more Damage against Arcane mobs. | ||
| Grants +k% more Damage against Arthropod mobs. | ||
| Grants +k% more Damage against ︎ Construct mobs. | ||
| Grants +k% more Damage against Elusive mobs. | ||
| Grants +k% more Damage against Ender mobs. | ||
| Grants +k% more Damage against Frozen mobs. | ||
| Grants +k% more Damage against Humanoid mobs. | ||
| Grants +k% more Damage against Infernal mobs. | ||
| Grants +k% more Damage against Magmatic mobs. | ||
| Grants +k% more Damage against Mythological mobs. | ||
| Grants +k% more Damage against Pest mobs. | ||
| Grants +k% more Damage against Skeletal mobs. | ||
| Grants +k% more Damage against Subterranean mobs. | ||
| Grants +k% more Damage against Undead mobs. | ||
| Grants +k% more Damage against Woodland mobs. |
| Name | Description | Implementation |
|---|---|---|
| Deal k% more damage to mobs. k = [ 4 , 210 ] |
||
| Increases damage dealt to Spiders by k%. k = { 3, 6, 9, 12, 15 } |
||
| Archery Potion | Increases bow damage by k%. | |
| Berserk Dungeon Class Perk Lust for Blood | Every time you hit an enemy, increases the damage you deal to that enemy by m% up to a maximum of k%. |
Multiplicative Multipliers
[edit | edit source]Multiplicative buffs multiply with each-other, resulting in the product of all Multiplicative buffs multiplying Final Damage:
Scenario:
- 1.15× multiplicative from
Crown of Avarice ability Overindulgence with 1,000,000,000 Coins consumed. - 3.5× multiplicative (against Undead enemies) from
Halberd of the Shredded.
- The enemy is Undead.
- The #Sword and Bow Damage calculation results in .
Calculation:
Applying the Multiplicative Multiplier:
Multiplicative Sources
[edit | edit source]
| Name | Description | Implementation |
|---|---|---|
| Swords | ||
| Deal +100% damage to Arthropod mobs. | ||
| Deal +150% damage to Arthropod mobs. | ||
| Deal +200% damage to Arthropod mobs. | ||
| Deal +250% damage to Arthropod mobs. | ||
| Deal +300% damage to Arthropod mobs. | ||
| Deal +100% damage to Ender mobs. | ||
| Deal +150% damage to Endermen. | Condition: Endermen including | |
| Deal +200% damage to Endermen. | Condition: Endermen including | |
| Deal +250% damage to Endermen. | Condition: Endermen including | |
| Deal +300% damage to Endermen. | Condition: Endermen including | |
| Deal 1.2x damage to Infernal mobs. Deal 1.1x damage to Wither mobs. |
| |
| Deal 1.5x damage to Infernal mobs. Deal 1.2x damage to Wither mobs. |
| |
| Deal 2x damage to Infernal mobs. Deal 1.5x damage to Wither mobs. |
| |
| Deal 1.5x damage to Infernal mobs. Deal 1.2x damage to Skeletal mobs. |
| |
| Deal 2.5x damage to Infernal mobs. Deal 1.5x damage to Skeletal mobs. |
| |
| Deal 3.5x damage to Infernal mobs. Deal 2x damage to Skeletal mobs. |
| |
| Deals +100% damage to Undead mobs. | ||
| Deals +150% damage to Undead mobs. | ||
| Deals +200% damage to Undead mobs. | ||
| Deals +250% damage to Undead mobs. | ||
| Deal +100% Damage against Wolves. | [2] | |
| Deal +200% Damage against Wolves. | [3] | |
| Deal +50% damage to Wither mobs. | ||
| Deals 1.5x damage to Mythological mobs. | ||
| Grants +n% Damage […] on Mythological mobs per Bestiary tier you have accross all of them. Mythological Bestiary Tiers: N |
[Confirm] | |
| Deals 2x damage to Sea Creatures. | ||
| Deals 3x damage to Sea Creatures. | ||
| Deals +200% damage while in water. | ||
| […] freezes them in place […] Frozen mobs take 10% increased damage! | ||
| Deals +2% more damage to Undead mobs per 1% Health the player is missing. | ||
| […] within this pool gains[sic] 1.2x Damage […] | [Confirm] | |
| Bows | ||
| Deals +100% damage to Wither mobs. | ||
| All damage dealt with this bow is doubled. | ||
| Consumes 1 Sulphur in your Inventory or your Quiver to deal double the damage per shot. | ||
| Deals +100% damage to Undead mobs. | ||
| Deals +2% more damage to Undead mobs per 1% Health the player is missing. | ||
| Name | Description | Implementation |
|---|---|---|
| […] and deal +0.015x Damage for each digit of Coins consumed. Coins consumed: X X = [ 0, 1,000,000,000 ] → digits( X ) = [ 0, 10 ] |
||
| Tarantula Armor | Every 4th strike, deal +100% Damage | [Confirm] |
| Primordial Armor | Every 3rd strike, deal +50% Damage | [Confirm] |
| Monster Hunter Armor | Secret Full Set Bonus: Monster Hunter: […] and deal +25% Damage when attacking Monsters. | |
| Monster Raider Armor | Secret Full Set Bonus: Monster Raider: […] and deal +35% Damage when attacking Monsters. | |
| Reaper Armor | Trolling The Reaper: Deal +100% damage to Undead Mobs but 1% to all other Mobs. |
| Name | Description | Implementation |
|---|---|---|
| Necklaces | ||
| Belts | ||
| Consolidated: Increases all explosion damage dealt by 25%. | ||
| Cloaks | ||
| Multiplies damage dealt to Dragons by 1.01x. | [Confirm] | |
| Bracelet | ||
| Gloves | ||
Pets
[edit | edit source]| Name | Description | Implementation |
|---|---|---|
| Spiky Quills: Deal k% more damage to Pests. k = [1, 100] |
||
| Deals +k% damage to Spooky enemies during the Spooky Festival. k = [ 0.5, 50 ] |
||
| While sitting on your rock, gain +k% damage. k = [ 0.3, 30 ] |
[Confirm] | |
| Upon hitting an enemy inflict the wither effect for k% damage over 3 seconds. k = [ 2, 200 ] |
||
| […] deal 40% more damage. | [Confirm] | |
| Every 5 hits, throw the enemy up into the air and deal 5x damage. | [Confirm] | |
| Deal k% more damage to slimes. k = [ 0.2, 25 ] |
[Confirm] | |
| Increases damage dealt to Bal by k%. k = [ 1, 100 ] |
[Confirm] |
Pet Items
[edit | edit source]| Name | Description | Implementation |
|---|
| Name | Description | Implementation |
|---|---|---|
| Every 10th melee hit on the same enemy deals +10% damage. | ||
| Every 10th melee hit on the same enemy deals +15% damage. | [Confirm] | |
| Selected ability Extra Infliction: When you deal damage, deal +k% the amount. |
| Name | Description | Implementation | Applied To |
|---|---|---|---|
| Increases ability damage by +5%. | Applied on |
Chestplates | |
| Critical hits have a chance to deal up to 15% extra damage. | where and every value is equally likely.[Confirm] |
Swords |
| Name | Description | Implementation |
|---|---|---|
| Overload | Having a Crit Chance above 100% grants a chance to perform a Mega Critical Hit dealing k% extra damage. k = {10, 20, 30, 40, 50} |
|
| Duplex | Shoot a second arrow dealing k% of the first arrow's damage. Targets hit take ( 1 + m ) times fire damage for 60s. k = {4%, 8%, 12%, 16%, 20%} |
This multiplier is discarded when an arrow bounces.[Confirm] |
| Thunderlord | Every 3 hits on a monster, strike lightning, dealing k% of the hit's damage. k = [ 8, 16, 24, 32, 40, 50, 60 ] |
Condition: |
| Thunderbolt | Every 3 hits on a monster, strike lightning, dealing k% of the hit's damage to up to 10 monsters within 2 blocks. k = [ 4, 8, 12, 16, 20, 25, 30 ] |
Condition: |
| Name | Description | Implementation |
|---|---|---|
| Arrows apply a Poison that increases all incoming damage by 10% for 20s. | ||
| Archer Dungeon Class | k% Arrow Damage | |
| Berserk Dungeon Class | +k% Melee Damage | |
| Berserk Dungeon Class Perk Bloodlust | Your next hit after killing a mosnter deals k% increased damage. | |
| Berserk Dungeon Class Ability Ragnarok | Grants 100 Attack Speed, 400 Speed, and a 50% damage increase for 15 seconds. | [Confirm] Condition: |
| Mage Dungeon Class Ability Mage Staff | All your melee weapon attacks become ranged. Those attacks deal 30%+ of their melee damage […] |
Defense Damage Reduction
[edit | edit source]Damage Reduction reduces the Final Damage enemies take.
Defense and True Defense both use the same formula to calculate how much damage reduction is granted based on their value:
Converting damage reduction into a damage taken-multiplier:
This results in the following damage taken-multiplier for Defense and True Defense:
Shorten that to .
Scenario:
- The [Lv40]
Tank Zombie has 2000 Defense. - The #Sword and Bow Damage calculation results in .
Calculation:
Applying the damage taken-multiplier:
Special Damage Reduction
[edit | edit source]Damage Reduction reduces the Final Damage enemies take.
Special mechanics can provide damage reduction which applies in the same way as Defense damage reduction.
If multiple sources of damage reduction exist, the damage taken-multipliers of the respective damage reductions all apply in a specific order:
Scenario:
- This hypothetical version of
Scarf has a magic resistance of 15% (the real scarf does not!).
- That results in a damage taken-multiplier of:
Scarf has a damage cap threshold of 6000 .
Scarf has 0 Defense.
Scarf and Master
Scarf have a special mechanic:
- Based on the amount of Undead Minions alive, the following damage taken-multiplier is applied:
- 3 Undead Minions are alive, giving it the following value:
- Based on the amount of Undead Minions alive, the following damage taken-multiplier is applied:
- The damager uses a
Book of Progression set to Extra Infliction at SkyBlock Level [370].
- This results in a Multiplicative Multiplier of
- The #Ability Damage calculation results in .
Calculation:
The order of applying these specific multipliers is the following:
- Magic Resistance
- damage cap
- Defense
- Special Damage Reduction
- Extra Infliction
Applying the multipliers:
- Magic Resistance:
- Damage is below the damage cap threshold of 6000 :
- 0 Defense results in no damage reduction:
- Special damage reduction:
- Extra Infliction:
The unique damage cap damage reduction functionality is very sensitive to the ordering of how damage is calculated:
BOSS damage cap is a damage reduction but it only applies above thresholds[5], meaning the order of damage reduction application matters:
BOSS enemies have a damage cap which reduces the Final Damage they take above a defined damage cap threshold.
If damage exceeds this threshold, the excess is multiplied by 0.1.
Scenario:
- The
Apex Dragon has a damage cap threshold of 100k . - The
Apex Dragon has 2500 Defense. - The #Sword and Bow Damage calculation results in .
Calculation:
The damage is above the damage cap threshold:
Were the multiplier application order reversed, the result would be:
When damage exceeds the damage cap threshold by a significant amount, the order does not have strong impact:
However, when damage does not exceed the threshold significantly, the order of applying Defense can have more significant impact.
When #Sword and Bow Damage calculation results in , the impact of calculation order is significant:
Multiplier interactions
[edit | edit source]Many multipliers combine intuitively, for example Additive Multiplier and Multiplicative Multiplier combining:
The scenarios from the #Additive Multipliers Example and #Multiplicative Multipliers Example combine:
- The #Sword and Bow Damage calculation results in .
Calculation:
Multipliers can also interact in unique ways, resulting in unexpected outcomes - especially due to ordering.
As seen in the Apex Dragon Example, when applying the BOSS damage cap, calculation order is very important:
- The Additive Multiplier applies before the damage cap, but not every Multiplicative Multiplier does:
- As seen in the Scarf Example, Extra Infliction applies after the damage cap.
But special mechanics can lead to unexpected interactions even with the Additive Multiplier:
The Flame Domain ability of the
Barbarian Duke X modifies the Additive Multiplier by setting it to 0.8.
But this does not make every additive buff ineffective because the modifier applies inbetween additive buffs:
- Some additive buffs, especially enchantments like Prosecute and Giant Killer are rendered ineffective, never increasing Final Damage.
- Other additive buffs, such as the
Combat ability Warrior and
Golden Dragon Pet perk Legendary Treasure add to the final Additive Multiplier, being just as effective as before.
- It means they actually have a higher relative impact than in usual circumstances.
- It means they actually have a higher relative impact than in usual circumstances.
BOSS enemies have a damage cap which reduces the damage they take above a defined damage cap threshold.
If damage exceeds this threshold, the excess is multiplied by 0.1.
- The damage cap threshold of
Barbarian Duke X is 1.6% Max Health ( = 1,120,000 Health ).
Scenario:
- Prosecute VI and Giant Killer VII are used with
Barbarian Duke X on full Health.
- Resulting in Prosecute VI adding +100 additive and Giant Killer VII adding +65 additive.
Combat LX (60) ability Warrior LX and
Golden Dragon Pet perk Legendary Treasure with 1,000,000,000 Coins in the bank.
- Warrior LX adds +210 additive and Legendary Treasure adds +250 additive.
- The #Ability Damage calculation results in for
Implosion. - The Multiplicative Multiplier has a value of 1.
Calculation:
- The Additive Multiplier is updated by the Enchantments, adding +165 additive for a total Additive Multiplier of 2.65.
- The Additive Multiplier is updated by Flame Domain, setting it to 0.8.
- The Additive Multiplier is updated by Warrior LX and Legendary Treasure, adding to it +460 additive for a total Additive Multiplier of 5.4.
- The final Additive Multiplier is applied as a multiplicative buff of .
- Applying Additive Multiplier and Multiplicative Multiplier:
- The damage is below the damagecap threshold, so the result is 1,080,000 Final Damage.
Equipping an
Implosion Belt offers 1.25 multiplicative from its ability Consolidated, resulting in the following calculation:
- The damage is above the damage cap threshold, requiring it to be applied:
Adding the Consolidated Ability resulted in 1,143,000 Final Damage - a relative damage increase of - lower than expected from the 1.25 multiplicative due to the damage cap.
Damage over time (DoT) effect calculations are some of the more complicated:
This uses the Apex Dragon Example scenario.
Scenario:
- An arrow damages the
Apex Dragon. The #Sword and Bow Damage calculation for the arrow results in .
Toxic Arrow Poison is used and activates.
Toxic Arrow Poison deals 0.025× damage every second for 4 seconds.
- The
Apex Dragon has a Magic Resistance of 75% resulting in taking 0.25× damage from
Toxic Arrow Poison. - The
Apex Dragon has a damage cap threshold of 100k . - The
Apex Dragon has 2500 Defense.
Calculation:
Toxic Arrow Poison damage calculation:
- Applying Magic Resistance:
- Applying the damage cap:
- Applying Defense:
This means
Toxic Arrow Poison would deal about 17,844.62 every second for 4 seconds.
In total that would be of the arrow damage calculated in the Special Damage Reduction Apex Dragon Example - lower than the expected 10%.
While the case of
Toxic Arrow Poison DoT calculation follows expected logic, some other DoT damagers do not:
Scenario:
- A Sword enchanted with Fire Aspect IIand Venomous III is used to damage a
Training Dummy.
- Fire Aspect II damages for 0.06× damage.
- Venomous III damages for 0.006× damage per stack.
- The amount of stacks is the maximum (41).
- The #Sword and Bow Damage calculation results in .
- The only source increasing Additive Multiplier is Warrior LX.
Calculation:
- Calculating the damage with additive applied:
- Calculating Fire Aspect II DoT damage:
- Calculating Venomous III DoT damage:
So yes, Venomous applies the Additive Multiplier another time, while Fire Aspect does not.
But it actually does not apply the same Additive Multiplier as the original damage - instead it calculates the Additive Multiplier again.
This can be seen when adding Sharpness V.
Sharpness Calculation:
- Calculating the damage with additive applied:
- Venomous damage is not melee damage so Sharpness is not added:
- Calculating Venomous III DoT damage:
DoT/debuff effects have another quirk which is very important when calculating their damage:
- Values such as enchantment level and damage are saved on the applying hit and are saved and used for the duration of the debuff.
- For an enchantment such as Lethality, it means hitting an enemy until max Lethality stacks with Lethality I will reduce the enemy Defense by 4.8%.
- Hitting that enemy with Lethality II or higher will not increase that 4.8% - instead it will simply refresh the debuff duration, keeping the -4.8% in place, even though Lethality VI could debuff enemy Defense by 9% per hit up to -36%.
- Only when the duration expires, a new instance of the debuff (with a different level!) can be applied.
- Hitting that enemy with Lethality II or higher will not increase that 4.8% - instead it will simply refresh the debuff duration, keeping the -4.8% in place, even though Lethality VI could debuff enemy Defense by 9% per hit up to -36%.
This makes not having lower levels of debuff enchantments on Swords importants, as it may decrease damage:
Fire Aspect also follows the rule of updating its duration.
Dealing 100,000 Final Damage with a
Giant's Sword and applying the Fire Aspect III DoT with that hit would set the fire damage to:
Then swapping to a Fire Aspect II
Aspect of the Jerry will refresh the timer of the 9,000 damage DoT, without decreasing it.
Using Ragnarock to increase damage temporarily to 150,000 Final Damage with the
Giant's Sword will update the value of the DoT to:
Venomous however functions a little differently:
- The damage of every Venomous stack (before applying the second Additive Multiplier) is saved together.
- The total saved Venomous damage cannot be increased further once 41 stacks have been saved.
- The second Additive Multiplier is re-calculated on every instance of the DoT damaging.
- This means even fully stacked Venomous damage can change somewhat due to the additive sources used for the second Additive Multiplier changing.
Scenario:
- A
Giant's Sword with Venomous V deals 100,000 Final Damage per hit. - A
Aspect of the Jerry with Venomous I deals 1,000 Final Damage per hit. - The enemy is Undead and the
Aspect of the Jerry is enchanted with Smite VI. - The Additive Multiplier is 5.6 before Sword Enchantments.
Based on this scenario, many Venomous damages can result.
In this example, 3 will be calculated:
- Full
Giant's Sword Venomous stacking. - Full
Aspect of the Jerry Venomous stacking. - 15
Giant's Sword Venomous stacks and 26
Aspect of the Jerry Venomous stacks.
Calculation:
Holding the Smite VI
Aspect of the Jerry after setting the Venomous damage value would increase the second Additive Multiplier to 6.0, resulting in the following damage:
Hitting with the
Giant's Sword after setting the Venomous damage value value would not only fail to increase the DoT damage - but actually decrease the second Additive Multiplier to 5.6, resulting in the following damage:
Resulting in:
Special Mechanics
[edit | edit source]Many special mechanics function in unique ways which are documented here:
"Add Damage" type mechanic
[edit | edit source]"Add-Damage" type mechanics add damage to the Final Damage which is only affected by the Crit Damage Multiplier.
| Name | Description | Implementation |
|---|---|---|
| Soul Eater I–V | Your weapon gains 2-10x the Mob Damage of the latest monster killed and adds it as Strength on your next critical hit. | Soul Eater damage is affected by the Crit Damage Multiplier but not multipliers such as the Additive Multiplier:
|
| After all other damage, add 500-2500 damage to the first strike against Endermen and Endermites. |
| |
| Consumes all your Mana, and your next hit will deal that much more Damage! | Extreme focus damage is affected by the Crit Damage Multiplier but not multipliers such as the Additive Multiplier:[Confirm]
|
Magic Resistance
[edit | edit source]Magic resistance reduces damage taken from
Magic Damage.
If a mob has a magic resistance of x%, that results in a damage taken-multiplier of:
Magic resistance is common on Dungeon Mobs.
| Name | Magic Resistance | Note |
|---|---|---|
| 75% | ||
| Chaos Guardian | 80% | [Confirm] |
| Melee Dungeon Mobs | 10% | [Confirm] |
| Ranged Dungeon Mobs | 30% | [Confirm] |
| Magic-type Dungeon Mobs (e.g. |
90% | [Confirm] |
| Necron | 99% | [Confirm] |
Damage Cap
[edit | edit source]Some enemies ( usually BOSS mobs ) have a damage cap which reduces the damage they take above a defined damage cap threshold.
If damage exceeds this threshold, the excess is multiplied by 0.1:
| Name | Max Health | Damage Cap threshold | Note |
|---|---|---|---|
| 70,000,000 Health | 1,120,000 Health | ||
| 1,000,000,000 Health | 100,000 Health |
Ghost Damage
[edit | edit source]Ghost Damage is a phenomenon of Final Damage not being subtracted from enemy Health, even though the enemy is not immune to a damage type and the damage indicator may even indicate the damage value.
This happens when dealing
Magic Damage to
Ender Dragons and when Ferocity activates on bosses which display a leaderboard upon death.
All Ghost Damage dealt will still count towards the player's leaderboard position.
Sword Damage Calculator
[edit | edit source]Note: All inputs must be non-negative integers under 1,000,000.
calcpage = Calculator:Max damage template = Template:Calculator/Max_damage form = maxDmgCalcForm calcname = Damage Calculator result = inner param = dmg|Damage|5|int|0-999999 param = str|Strength|0|int|0-999999 param = critdmg|Crit Damage|50|int|0-999999 param = multi|Multiplier|1|number|0-999999
If the calculator fails to load up, please report to an Administrator.
This is an advanced damage calculator with more features. There are custom fields. If one of those fields was empty at the beginning, leave them empty once you do not use them. Hold an item and check the stats in-game. Not all bonus stats get added together on the profile stats in the /sbmenu. There can be invisible stats, like Extra Bonus on Tarantula Helmet. Please note that the calculator will allow enchantment combinations that wouldn't work in-game, e.g. you wouldn't be able to have Execute and Prosecute together. Also note that arrows add additional damage as well. Note: All inputs must be non-negative integers under 1,000,000.
calcpage = Calculator:Adv_Damage_Calc template = Template:Calculator/Adv_Damage_Calc form = advDamageCalcForm calcname = Advanced Damage Calculator result = inner param = dmg|Damage|5|number param = strength|Strength|0|number param = critDMG|Crit Damage|50|number param = combatLevel|Combat Level|0|number param = custom_ADD_MULTI|Custom Additive Mul. (%)|0|number param = custom_MUL_MULTI|Custom Multiplicative Mul. (%)|0|number param = NULL_DECORATION|-- Target/Player Stats --|-|fixed param = target_HP|Target HP|1000|number param = target_CurHP|Target Current HP|900|number param = player_HP|Player HP|250|number param = NULL_DECORATION|-- Enchantments --|-|fixed param = ench_Sharpness_level|Sharpness (Level)|[none]|select|[none], I - 5%, II - 10%, III - 15%, IV - 20%, V - 30%, VI - 45%, VII - 65% param = ench_Execute_level|Execute (Level)|[none]|select|[none], I - 0.2%, II - 0.4%, III - 0.6%, IV - 0.8%, V - 1%, VI - 1.25% param = custom_ench_Execute_increase|Custom Execute (increase)|| param = ench_Prosecute_level|Prosecute (Level)|[none]|select|[none], I - 0.1%, II - 0.2%, III - 0.3%, IV - 0.4%, V - 0.7%, VI - 1% param = custom_ench_Prosecute_increase|Custom Prosecute (increase)|| param = ench_GiantKiller_level|Giant Killer (Level)|[none]|select|[none], I - 0.1% to 5%, II - 0.2% to 10%, III - 0.3% to 15%, IV - 0.4% to 20%, V - 0.6% to 30%, VI - 0.9% to 45%, VII - 1.2% to 65% param = custom_ench_GiantKiller_increase|Custom Giant Killer (increase)|| param = custom_ench_GiantKiller_cap|Custom Giant Killer (cap)||
If the calculator fails to load up, please report to an Administrator.
Trivia
[edit | edit source]See Also
[edit | edit source]History
[edit | edit source]| SkyBlock Prototype | ||
|---|---|---|
| Sep 11, 2019 | 0.7.1 | Changed Sharpness and Snipe from multiplicative multipliers to additive multipliers. |
| May 31, 2021 | 0.11.5 | Removed adding 20% of Strength to Weapon Damage Multiplier. |
References
[edit | edit source]Navigation
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["Block Drop Calculation","Effective Health","Damage Calculation","Damage"]
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