Damage Calculation

Final Damage
Final Damage Stat Icon.png 
This stat has not seen an in-game icon. This icon is chosen for wiki use.
Type
Stat

The Final Damage output of a player depends on various stats and factors. Calculating Final Damage is explained below.

Terminology

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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 Aspect of the End).

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 ReductionDamage Reduction from Defense and/or True Defense.
#Special Damage Reduction — Other forms of Damage Reduction.

Damage Types

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Damage comes in a variety of forms:

Type Description Notes Effective Enchants (Reducing Damage, Directly)
 Melee Damage Damage received from a mob standing within close proximity .
Or Damage dealt by the Player with a Sword.
Decreased by Defense. Protection
 Projectile Damage 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
 Fall Damage Damage received when falling from a great height. Can be decreased with Feather Falling, Feather Talisman, and its upgrades. Feather Falling
 Drowning Damage Damage received when staying underwater for too long. Can be delayed and/or prevented with Respiration and Pressure Resistance.
 Fire Damage Damage received when on fire.
Or damage dealt by 'fire-based' abilities.
Fire Protection
 Lava Damage Damage received when in lava. Fire Protection
 Magic Damage Ability Damage dealt by players or certain types of mobs( e.g. Terracotta, Ghosts). Decreased by Defense.
 Void Damage Damage received when in the void, found beneath all islands.
 Poison Damage Damage dealt by the Poison effect and related damage abilities. Can be reduced by the Vaccine Talisman.
 Wither Damage Damage dealt by the Wither effect and related damage abilities (e.g. Death's Touch). Can be negated with the Obsidian Chestplate.
 Explosion Damage Damage received when in the radius of an explosion.
Or damage dealt by the Player with an explosion-based ability (e.g. Implosion Implosion).
Can be removed with the Creeper Hat’s ability Blast Protection

Damage Indicator

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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  Fire Damage 123,456
Venomous  Poison Damage 123,456
Tarantula Helmet.png Tarantula Armor and Primordial Helmet.png Primordial Armor Octodexterity bonus activates Unarmed critical hit: ✧123,456+
Non-critical hit: 123,456+
Weapon critical hit: ✧123,456+
Ring of Love Ring of Love or its upgrades proc The Damage Indicator will append a pink heart:

Important Notes

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  • 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 Halberd of the Shredded +250% damage against  Undead enemies is a Multiplicative Multiplier of 3.5× damage.
  • Golden Dragon Pet 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 Red Scarf Loving Bonus 5% ability damage increase is a Multiplicative Multiplier of 1.05×.
  • Ender Dragon Pet Ender Dragon Pet Perk End Strike letting the player deal +200% damage against  Ender enemies is an Additive buff of +200 Additive.
  • Hedgehog Pet Hedgehog Pet Perk Spiky Quills letting the player deal +100% damage against  Pests is a Multiplicative Multiplier of .

Sword and Bow Damage

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The following 3 statistics are the primary factors which increase 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.
Landing a critical hit is determined by Crit Chance and miscellaneous other conditions.
It is alway used when when dealing  Melee Damage (Swords) or  Projectile Damage (Bows)


They are used to calculate the following multipliers:

  • Weapon Damage Multiplier=(5+WeaponDamage)

  • Strength Multiplier=(1+Strength100)

  • Crit Damage Multiplier=(1+CritDamage100)

On a critical hit, when no other #Damage Multipliers (e.g. ) exist, Final Damage is equal to the following:
InitialDamagemelee or bow=Weapon Damage Multiplier×Strength Multiplier×Crit Damage Multiplier=(5+WeaponDamage)×(1+Strength100)×(1+CritDamage100)

Ability Damage

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The following 4 values are are the primary factors which increase Final Damage when dealing  Magic Damage using Abilities such as Implosion.

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 Implosion and Wither Impact 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
Every Ability has its own Ability Scaling which cannot be increased.
Example: Implosion Implosion and Wither Impact Wither Impact have an Ability Scaling factor of 0.3.
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:

  • Intelligence Multiplier=(1+Intelligence100×AbilityScaling)

  • Bonus Ability Damage Multiplier=(1+Bonus Ability Damage100)

When no other #Damage Multipliers (e.g. ) exist, Final Damage is equal to the following:
InitialDamageability=BaseAbilityDamage×Intelligence Multiplier×Bonus Ability Damage Multiplier=BaseAbilityDamage×(1+Intelligence100×AbilityScaling)×(1+BonusAbilityDamage100)

Damage Abilities

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Ability Name Item Name Base Ability Damage Ability Scaling Notes
Blast o' Lantern Blast o' Lantern 3000 0.2
Skeleton Hat Skeleton Hat 50 1
Acupuncture Voodoo Doll Voodoo Doll 1500 1
Acupuncture+ Jinxed Voodoo Doll Jinxed Voodoo Doll 2222 1
Bat Swarm Witch Mask Witch Mask 4000 1
Bat Swarm+ Vampire Witch Mask Vampire Witch Mask 3000 0.2
Bingo Blast Bingo Blaster Bingo Blaster 625[Confirm] 1[Confirm]
Burning Souls Pigman Sword Pigman Sword 30000 0.1 Not affected by the Additive Multiplier.[Confirm]
Coin Conversion The Alchemist's Staff The Alchemist's Staff 10000 0.3
Dragon Rage Aspect of the Dragons Aspect of the Dragons 12000 0.1 Not affected by the Additive Multiplier.
Dreadlord Dreadlord Sword Dreadlord Sword 500 0.3
Explode Staff of the Volcano Staff of the Volcano 24000 0.3
Fire Blast Ember Rod Ember Rod 30 1
Fire Veil Fire Veil Wand Fire Veil Wand 15000 0.3
Firestorm Fire Fury Staff Fire Fury Staff 42000 0.3
Giant's Slam Giant's Sword Giant's Sword 100000 0.05
Guided Bat Spirit Sceptre Spirit Sceptre 2000 0.2
Guided Bat+ Spirit Sceptre Spirit Sceptre 2250 0.2
Ice Bolt Frozen Scythe Frozen Scythe 1000 0.3
Ice Bolt+ Glacial Scythe Glacial Scythe 1500 0.3
Ice Bolt++ Glacial Scythe Glacial Scythe 1700 0.3
Ice Spray Ice Spray Wand Ice Spray Wand 17000 0.1
Ice Spray+ Ice Spray Wand Ice Spray Wand 19000 0.1
Ink Bomb Ink Wand Ink Wand 10000 1
Iron Punch Golem Sword Golem Sword 250 1[Confirm]
Leap Leaping Sword Leaping Sword 350 1
Leap+ Silk-Edge Sword Silk-Edge Sword 400 1
Lightning Strike Celeste Wand Celeste Wand 40 1
Starfall Starlight Wand Starlight Wand 50 1[Confirm]
Molten Wave Midas Staff Midas Staff
Midas Staff Midas Staff
43400 0.3 6,000 to 40,000 and up to 43,400 using Gold's Power 200
Rapid-fire Jerry-chine Gun Jerry-chine Gun 500 0.2
Runic Zap Aurora Staff Aurora Staff 10000 0.2
Showtime Bonzo's Staff Bonzo's Staff 1000 0.2
Showtime+ Bonzo's Staff Bonzo's Staff 1100 0.2
Terrain Toss Yeti Sword Yeti Sword 15000 0.3
Terrain Toss+ Yeti Sword Yeti Sword 17000 0.3
Wither Impact
Implosion
Wither Impact Wither Impact 10000 0.3

Ability Damage Calculator

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 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
Loading Calculator...

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
Loading Calculator...

If the calculator fails to load up, please report to an Administrator.

Damage Multipliers

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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.
Multiplicative Multipliers (short: multiplicative)
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
Special-Damage Reduction
Special mechanics such as the BOSS damage cap or Magic-Damage Reduction

Additive Multipliers

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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 (%=1100):

Additive Multiplier=(1+Additive Buffs100)
Additive Example

Scenario:

  1. 100 Additive from Prosecute VI on a full Health target.
  2. 250 Additive from the Golden Dragon Pet Golden Dragon Pet Legendary Treasure perk, at Level 200 with 1,000,000,000 Coins in the bank.
  3. The #Sword and Bow Damage calculation results in InitialDamagemelee=100.

Calculation:
Additive Multiplier=(1+Additive Buffs100)=(1+100+250100)=(1+3.5)=4.5
Applying the Additive Multiplier:
Damagepost-additive=InitialDamagemelee×Additive Multiplier=100×4.5=450

Additive Sources

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Name Description Implementation
Swords
Hollow Wand Hollow Wand Ability Ichor Pool Grant […] +30% Damage […] Stacks up to 3 times. Additive Buff=30×stacks
Bows

Name Description Implementation
Warden Helmet Warden Helmet Ability: Brute Force Halves your Speed but grants +20% base weapon damage for every 25 Speed. Additive Buff=20×Speed25+1
Magma Lord Armor Pieces Damage taken from  Magmatic mobs is reduced […] and damage dealt is increased by 1.3x. Additive Buff=30×Pieces
Thunder Armor Pieces Damage taken from  Magmatic mobs is reduced […] and damage dealt is increased by 1.2x. Additive Buff=20×Pieces[Confirm]
Taurus Helmet Taurus Helmet, Flaming Chestplate Flaming Chestplate and Moogma Leggings Moogma Leggings Damage taken from  Magmatic mobs is reduced […] and damage dealt is increased by 1.1x. Additive Buff=10×Pieces[Confirm]
Tuxedo Full Set Bonus: Dashing Max health set to n. Deal +k% more Damage!

n = { 75, 150, 250 } ; k = { 75, 100, 150 }

Additive Buff=k
Final Destination Armor Full Set Bonus: Vivacious Darkness +100% Damage against Endermen Additive Buff=100

Condition: Endermen including A sprite icon representing Zealot in Hypixel SkyBlock Zealots, A sprite icon representing Zealot Bruiser in Hypixel SkyBlock Zealot Bruisers, A sprite icon representing Voidling Fanatic in Hypixel SkyBlock Voidling Fanatics, and A sprite icon representing Voidling Extremist in Hypixel SkyBlock Voidling Extremists.[Confirm]

Maxor's Armor […] and increases your arrow damage by 5% per piece. Additive Buff=5×Pieces
Terror Armor […] arrow attacks grant 1 stack of Hydra Strike ⁑.

Each Hydra Strike ⁑ stack grants +k% Damage.
k = [ 2, 15 ]

Additive Buff=k×stacks
Crimson Armor (Infernal) […] melee attacks gain 1 stack of ᝐ Dominus.
Each ᝐ Dominus stack grants […] and 10% Damage.
Additive Buff=10×stacks
Condition:  Melee Damage
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.
Swipe Strength = [ 0.5, 3 ]

The initiating Hits Damage and Additive Multiplier are used to calculate the Damage of the swipe:
Damageswipe=DamageHit×Swipe Strength×100Additive MultiplierHit
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. Multiplier={Undead enemies:Additive Buff=100Non-Undead enemies:Multiplicative Multiplier=0.01

Name Description Implementation
Necklaces
Belts
Cloaks
Bracelet
Gloves

Name Description Implementation
Golden Dragon Pet Golden Dragon Pet Legendary Treasure perk Gain +k% damage for every million coins in your bank. (Max 1000·k%)

k = [ 0.12625, 0.25 ] ; 1000·k = [ 126.25, 250 ]

Additive Buff=min(k×coins in bank1000000,1000×k)
Lion Pet Lion Pet King of the Jungle perk Deal +k% damage against mobs that have attacked you.

k = [ 1.5, 150 ]

Additive Buff=k

Condition: Description accurate[Confirm].

Wither Skeleton Pet Wither Skeleton Pet Perk Wither Blood Deal k% more damage against  Wither mobs.
k = [ 1, 100 ]
Additive Buff=k
Kuudra Pet Kuudra Pet Perk Kuudra Specialist Increases all damage to Kuudra and his minions by 20%. Additive Buff=20
Ender Dragon Pet Ender Dragon Pet Perk End Strike Deal +k% more damage to  Ender mobs.
k = [ 2, 200 ]
Additive Buff=k
Pigman Pet Pigman Pet Perk Giant Slayer Deal +k% damage to monsters Level 50+ and +n% damage to monsters Level 100+. Additive Buff=

{Level<50:050Level<100:kLevel100:n

Skeleton Pet Skeleton Pet Perk Bone Arrows Increase arrow damage by k% which is doubled while in dungeons.
k = [ 0.1, 75 ]
Additive Buff=2×k
Tiger Pet Tiger Pet Perk Apex Predator Deal +k% damage against targets with no other mobs within 15 blocks.
k = [ 1, 100 ]
Additive Buff=k
Zombie Pet Zombie Pet Perk Rotten Blade Deal k% more damage to  Undead mobs.
k = [ 26.25, 150 ]
Additive Buff=k
Lion Pet Lion Pet Perk First Pounce First Strike, Triple-Strike and Combo are k% more effective.
k = [ 1, 100 ]
[Confirm]
Megalodon Pet Megalodon Pet Perk Blood Scent Deal up to +k% Damage based on the enemy's missing health.
k = [ 51, 150 ]
Additive Buff=k
T-Rex Pet T-Rex Pet Perk Close Combat Deal k% more damage to enemies within 1.5 blocks.
k = [ 1.5, 150 ]
Additive Buff=k
Giraffe Pet Giraffe Pet Perk Long Neck Increases your melee damage by k% if you are more than 3 blocks away from the target.
k = [ 50.5, 100 ]
Additive Buff=k

Pet Items

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Name Description Implementation

Name Description Implementation
Ring of Love Ring of Love Grants a 1 in X chance to deal +100% damage. Additive Buff=100
Runeblade Talisman Runeblade Talisman, Runeblade Ring Runeblade Ring and Runeblade Artifact Runeblade Artifact. Increases the Damage dealt to  Woodland mobs by k%. Additive Buff=k[Confirm]
Draconic Talisman Draconic Talisman, Draconic Ring Draconic Ring and Draconic Artifact Draconic Artifact. Increases damage dealt to Dragons by k%. Additive Buff=k

Name Description Implementation Applied To
Optical Lens Optical Lens Reforge Precise Deal +10% extra damage when arrows hit the head of a mob. Additive Buff=10 Bows
Kaleidoscopic Mineral Kaleidoscopic Mineral Reforge Headstrong Deal +8% extra damage when arrows hit the head of a mob. Additive Buff=8 Bows

Sword

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Name Description Value(s) Implementation Described Condition Accurate
Sharpness Increases melee damage dealt by k%. 5, 10, 15, 20, 30, 40, 50 Additive Buff=k 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 Additive Buff=k×currentHPenemymaxHPenemy 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 Additive Buff=k×maxHPenemycurrentHPenemymaxHPenemy 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 }
Additive Buff=

{HPenemyHPplayer:min(k×HPenemyHPplayer0.01×HPplayer,n)HPenemy<HPplayer:0[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 }
Additive Buff=min(k×defenemy100,n)[Confirm] [Confirm]
First Strike Increases the melee damage dealt by k% for the first hit on a mob. 25, 50, 75, 100, 125 Additive Buff=k yes
Triple-Strike Increases the melee damage dealt by k% for the first three hits on a mob. 10, 20, 30, 40, 50 Additive Buff=k yes
One For All Removes all other enchants but increases your damage by 500%. Additive Buff=500 yes
Name Description Value(s) Implementation Described Condition Accurate
Power Increases bow damage by k%. 8, 16, 24, 32, 40, 50, 65 Additive Buff=k yes
Snipe Arrows deal +k% damage for every 10 blocks traveled. 1, 2, 3, 4 Additive Buff=Δposition×k10
Δposition is the euclidean distance between the Player position and the Enemy position at the time of arrow impact. [Confirm]
yes

Fishing Rod

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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 Additive Buff=k [Confirm]

Armor

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Name Description Value(s) Implementation Described Condition Accurate
Habanero Tactics Deal +k% damage with Slayer weapons. 20, 25 Additive Buff=k yes

Other

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Name Description Value(s) Implementation Described Condition Accurate
Gravity Increase damage dealt to  Airborne mobs by k%. 5, 10, 15, 20, 30, 40 Additive Buff=k yes
Impaling Increase damage dealt to  Aquatic mobs by k%. 5, 10, 15, 20, 30 Additive Buff=k yes
Bane of Arthropods Increase damage dealt to  Arthropod mobs by k%. 5, 10, 15, 20, 30, 40, 50 Additive Buff=k
yes
Cubism Increase damage dealt to  Cubic mobs by k%. 5, 10, 15, 20, 30, 40 Additive Buff=k
yes
Ender Slayer Increase damage dealt to  Ender mobs by k%. 5, 10, 15, 20, 30, 40, 50 Additive Buff=k
yes
Smoldering Increase damage dealt to  Infernal mobs by k%. 5, 10, 15, 20, 30 Additive Buff=k
yes
Pyroclasm Increase damage dealt to  Magmatic mobs by k%. 10, 20, 30, 40, 60, 80 Additive Buff=k
[Confirm]
Smite Increase damage dealt to  Skeletal,  Undead and  Wither mobs by k%. 5, 10, 15, 20, 30, 40, 50 Additive Buff=k
yes
Woodsplitter Increase damage dealt to  Woodland mobs by k%. 5, 10, 15, 20, 30, 40 Additive Buff=k
[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 }
Additive Buff=k×min(Kills,n) [Confirm]
Swarm Increases your damage by k% for each enemy within 10 blocks. Maximum of 10 enemies. 2, 4, 6, 8, 10 Additive Buff=k×min(Enemies in range,10) [Confirm]

Name Description Implementation
Thorn Shard Thorn Shard Dominance Gain +k% more Damage when at full health. Additive Buff=k
Kada Knight Shard Kada Knight Shard Lifeline When under 20% maximum HP, your Defense and Damage increase by k%. Additive Buff=k[Confirm]
Spike Shard Spike Shard Payback When hit, your next hit deals +k% damage. Additive Buff=k
Soul of the Alpha Shard Soul of the Alpha Shard Combo Deal +k% more Damage per Grandma Wolf Pet combo.
(Max 50 combo)
Additive Buff=k×min(Combo Amount,50)
Skeletor Shard Skeletor Shard Deadeye Increases damage from ranged weapons by +k%. Additive Buff=k
Barbarian Duke X Shard Barbarian Duke X Shard Warrior Increases melee damage by +k%. Additive Buff=k
Power Dragon Shard Power Dragon Shard Elite Grants +k% more Damage against BOSS and Miniboss mobs. Additive Buff=k

Ruler Attributes

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Ruler Attributes give +3 Additive Damage per Attribute level, up to +30 Additive Damage.
Ruler Attributes are buffed by Caiman Shard Caiman Shard Attribute Echo of Ruler and Tiamat Shard 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
Bluebird Shard Bluebird Shard Airborne Ruler Grants +k% more Damage against  Airborne mobs. Additive Buff=k
Sprawl Shard Sprawl Shard Animal Ruler Grants +k% more Damage against  Animal mobs. Additive Buff=k
Duplico Shard Duplico Shard Arcane Ruler Grants +k% more Damage against  Arcane mobs. Additive Buff=k
Flaming Spider Shard Flaming Spider Shard Arthropod Ruler Grants +k% more Damage against  Arthropod mobs. Additive Buff=k
Shrieky Tiki Shard Shrieky Tiki Shard Construct Ruler Grants +k% more Damage against ︎ Construct mobs. Additive Buff=k
Queen Ant Shard Queen Ant Shard Elusive Ruler Grants +k% more Damage against  Elusive mobs. Additive Buff=k
Zealot Bruiser Shard Zealot Bruiser Shard Ender Ruler Grants +k% more Damage against  Ender mobs. Additive Buff=k
Polaris Shard Polaris Shard Frozen Ruler Grants +k% more Damage against  Frozen mobs. Additive Buff=k
Wetwing Shard Wetwing Shard Humanoid Ruler Grants +k% more Damage against  Humanoid mobs. Additive Buff=k
Flare Shard Flare Shard Infernal Ruler Grants +k% more Damage against  Infernal mobs. Additive Buff=k
Stridersurfer Shard Stridersurfer Shard Magmatic Ruler Grants +k% more Damage against  Magmatic mobs. Additive Buff=k
Minos Hunter Shard Minos Hunter Shard Mythological Ruler Grants +k% more Damage against  Mythological mobs. Additive Buff=k
Praying Mantis Shard Praying Mantis Shard Pest Ruler Grants +k% more Damage against  Pest mobs. Additive Buff=k
Chill Shard Chill Shard Skeletal Ruler Grants +k% more Damage against  Skeletal mobs. Additive Buff=k
Driftling Shard Driftling Shard Subterranean Ruler Grants +k% more Damage against  Subterranean mobs. Additive Buff=k
Zombie Soldier Shard Zombie Soldier Shard Undead Ruler Grants +k% more Damage against  Undead mobs. Additive Buff=k
Ent Shard Ent Shard Woodland Ruler Grants +k% more Damage against  Woodland mobs. Additive Buff=k

Name Description Implementation
 Combat Warrior perk Deal k% more damage to mobs.

k = [ 4 , 210 ]

Additive Buff=k
A sprite icon representing Spider Tamer in Hypixel SkyBlock Spider Tamer Spider Essence Shop perk Bane Increases damage dealt to Spiders by k%.
k = { 3, 6, 9, 12, 15 }
Additive Buff=k
Archery Potion Increases bow damage by k%. Additive Buff=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%. Additive Buff=min(hit count×m,k)

Multiplicative Multipliers

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Multiplicative buffs multiply with each-other, resulting in the product () of all Multiplicative buffs multiplying Final Damage:

Multiplicative Multiplier=Multiplicative Buffs
Multiplicative Example

Scenario:

Calculation:
Multiplicative Multiplier=Multiplicative Buffs=1.15×3.5=4.025
Applying the Multiplicative Multiplier:
Damagepost-multiplicative=InitialDamagemelee×Multiplicative Multiplier=100×4.025=402.5

Multiplicative Sources

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Name Description Implementation
Swords
Spider Sword Spider Sword Deal +100% damage to  Arthropod mobs. Multiplicative Multiplier=2
Recluse Fang Recluse Fang Deal +150% damage to  Arthropod mobs. Multiplicative Multiplier=2.5
Tarantula Fang Tarantula Fang Deal +200% damage to  Arthropod mobs. Multiplicative Multiplier=3
Scorpion Foil Scorpion Foil Deal +250% damage to  Arthropod mobs. Multiplicative Multiplier=3.5
Sting Sting Deal +300% damage to  Arthropod mobs. Multiplicative Multiplier=4
End Sword End Sword Deal +100% damage to  Ender mobs. Multiplicative Multiplier=2
Voidwalker Katana Voidwalker Katana Deal +150% damage to Endermen. Multiplicative Multiplier=2.5
Condition: Endermen including A sprite icon representing Zealot in Hypixel SkyBlock Zealots, A sprite icon representing Zealot Bruiser in Hypixel SkyBlock Zealot Bruisers, A sprite icon representing Voidling Fanatic in Hypixel SkyBlock Voidling Fanatics, and A sprite icon representing Voidling Extremist in Hypixel SkyBlock Voidling Extremists.[Confirm]
Voidedge Katana Voidedge Katana Deal +200% damage to Endermen. Multiplicative Multiplier=3
Condition: Endermen including A sprite icon representing Zealot in Hypixel SkyBlock Zealots, A sprite icon representing Zealot Bruiser in Hypixel SkyBlock Zealot Bruisers, A sprite icon representing Voidling Fanatic in Hypixel SkyBlock Voidling Fanatics, and A sprite icon representing Voidling Extremist in Hypixel SkyBlock Voidling Extremists.[Confirm]
Vorpal Katana Vorpal Katana Deal +250% damage to Endermen. Multiplicative Multiplier=3.5
Condition: Endermen including A sprite icon representing Zealot in Hypixel SkyBlock Zealots, A sprite icon representing Zealot Bruiser in Hypixel SkyBlock Zealot Bruisers, A sprite icon representing Voidling Fanatic in Hypixel SkyBlock Voidling Fanatics, and A sprite icon representing Voidling Extremist in Hypixel SkyBlock Voidling Extremists.[Confirm]
Atomsplit Katana Atomsplit Katana Deal +300% damage to Endermen. Multiplicative Multiplier=4
Condition: Endermen including A sprite icon representing Zealot in Hypixel SkyBlock Zealots, A sprite icon representing Zealot Bruiser in Hypixel SkyBlock Zealot Bruisers, A sprite icon representing Voidling Fanatic in Hypixel SkyBlock Voidling Fanatics, and A sprite icon representing Voidling Extremist in Hypixel SkyBlock Voidling Extremists.[Confirm]
Firedust Dagger Firedust Dagger Deal 1.2x damage to  Infernal mobs.
Deal 1.1x damage to  Wither mobs.
Multiplicative MultiplierInfernal=1.25
Multiplicative MultiplierWither=1.1
Kindlebane Dagger Kindlebane Dagger Deal 1.5x damage to  Infernal mobs.
Deal 1.2x damage to  Wither mobs.
Multiplicative MultiplierInfernal=1.5
Multiplicative MultiplierWither=1.2
Pyrochaos Dagger Pyrochaos Dagger Deal 2x damage to  Infernal mobs.
Deal 1.5x damage to  Wither mobs.
Multiplicative MultiplierInfernal=2
Multiplicative MultiplierWither=1.5
Twilight Dagger Twilight Dagger Deal 1.5x damage to  Infernal mobs.
Deal 1.2x damage to  Skeletal mobs.
Multiplicative MultiplierInfernal=1.5
Multiplicative MultiplierSkeletal=1.25
Mawdredge Dagger Mawdredge Dagger Deal 2.5x damage to  Infernal mobs.
Deal 1.5x damage to  Skeletal mobs.
Multiplicative MultiplierInfernal=2.5
Multiplicative MultiplierSkeletal=1.5
Deathripper Dagger Deathripper Dagger Deal 3.5x damage to  Infernal mobs.
Deal 2x damage to  Skeletal mobs.
Multiplicative MultiplierInfernal=3.5
Multiplicative MultiplierSkeletal=2
Undead Sword Undead Sword Deals +100% damage to  Undead mobs. Multiplicative Multiplier=2
Revenant Falchion Revenant Falchion Deals +150% damage to  Undead mobs. Multiplicative Multiplier=2.5
Reaper Falchion Reaper Falchion Deals +200% damage to  Undead mobs. Multiplicative Multiplier=3
Halberd of the Shredded Halberd of the Shredded Deals +250% damage to  Undead mobs. Multiplicative Multiplier=3.5
Shaman Sword Shaman Sword Deal +100% Damage against Wolves. Multiplicative Multiplier=1[2]
Pooch Sword Pooch Sword Deal +200% Damage against Wolves. Multiplicative Multiplier=2[3]
Necron's Blade (Unrefined) Necron's Blade (Unrefined) and its refinements. Deal +50% damage to  Wither mobs. Multiplicative Multiplier=1.5
Sword of Revelations Sword of Revelations Deals 1.5x damage to  Mythological mobs. Multiplicative Multiplier=1.5
Daedalus Blade Daedalus Blade and Daedalus Blade Daedalus Blade Grants +n% Damage […] on  Mythological mobs per Bestiary tier you have accross all of them.

 Mythological Bestiary Tiers: N
+k% Damage

Multiplicative Multiplier=1+k% [Confirm]
Soul Whip Soul Whip Deals 2x damage to Sea Creatures. Multiplicative Multiplier=2
Flaming Flay Flaming Flay Deals 3x damage to Sea Creatures. Multiplicative Multiplier=3
Prismarine Blade Prismarine Blade Deals +200% damage while in water. Multiplicative Multiplier=3
Ice Spray Wand Ice Spray Wand and Ice Spray Wand Ice Spray Wand Ability Ice Spray […] freezes them in place […] Frozen mobs take 10% increased damage! Multiplicative Multiplier=1.1
Spirit Sword Spirit Sword Deals +2% more damage to  Undead mobs per 1% Health the player is missing. Multiplicative Multiplier=1+2×HPmaxHPcurrentHPmax
Hollow Wand Hollow Wand Ability Raging Wind […] within this pool gains[sic] 1.2x Damage […] Multiplicative Multiplier=1.2 [Confirm]
Bows
Wither Bow Wither Bow Deals +100% damage to  Wither mobs. Multiplicative Multiplier=2
Savanna Bow Savanna Bow All damage dealt with this bow is doubled. Multiplicative Multiplier=2
Sulphur Bow Sulphur Bow Consumes 1 Sulphur in your Inventory or your Quiver to deal double the damage per shot. Multiplicative Multiplier=2
Undead Bow Undead Bow, Super Undead Bow Super Undead Bow and Death Bow Death Bow Deals +100% damage to  Undead mobs. Multiplicative Multiplier=2
Spirit Shortbow Spirit Shortbow Deals +2% more damage to  Undead mobs per 1% Health the player is missing. Multiplicative Multiplier=1+2×HPmaxHPcurrentHPmax

Name Description Implementation
Crown of Avarice Crown of Avarice […] and deal +0.015x Damage for each digit of Coins consumed.
Coins consumed: X

X = [ 0, 1,000,000,000 ] → digits( X ) = [ 0, 10 ]

Multiplicative Multiplier=1+0.015×digits(X)
Tarantula Armor Every 4th strike, deal +100% Damage Multiplicative Multiplier=2[Confirm]
Primordial Armor Every 3rd strike, deal +50% Damage Multiplicative Multiplier=1.5[Confirm]
Monster Hunter Armor Secret Full Set Bonus: Monster Hunter: […] and deal +25% Damage when attacking Monsters. Multiplicative Multiplier=1.25
Monster Raider Armor Secret Full Set Bonus: Monster Raider: […] and deal +35% Damage when attacking Monsters. Multiplicative Multiplier=1.35
Reaper Armor Trolling The Reaper: Deal +100% damage to  Undead Mobs but 1% to all other Mobs. Multiplier={Undead enemies:Additive Buff=100Non-Undead enemies:Multiplicative Multiplier=0.01

Name Description Implementation
Necklaces
Belts
Implosion Belt Implosion Belt Consolidated: Increases all explosion damage dealt by 25%. Multiplicative Multiplier=1.25
Cloaks
Dragonfade Cloak Dragonfade Cloak Multiplies damage dealt to Dragons by 1.01x. Multiplicative Multiplier=1.01[Confirm]
Bracelet
Gloves

Name Description Implementation
Hedgehog Pet Hedgehog Pet Spiky Quills: Deal k% more damage to  Pests.
k = [1, 100]
Multiplicative Multiplier=1+k%
Bat Pet Bat Pet Perk Wings of Steel Deals +k% damage to  Spooky enemies during the Spooky Festival.
k = [ 0.5, 50 ]
Multiplicative Multiplier=1+k%
Rock Pet Rock Pet Perk Steady Ground While sitting on your rock, gain +k% damage.
k = [ 0.3, 30 ]
Multiplicative Multiplier=1+k%[Confirm]
Wither Skeleton Pet Wither Skeleton Pet Perk Death's Touch Upon hitting an enemy inflict the wither effect for k% damage over 3 seconds.
k = [ 2, 200 ]
Multiplicative MultiplierDamage-Tick=k%3
Golem Pet Golem Pet Perk Last Stand […] deal 40% more damage. Multiplicative Multiplier=1+k% [Confirm]
Golem Pet Golem Pet Perk Toss Every 5 hits, throw the enemy up into the air and deal 5x damage. Multiplicative MultiplierToss=5 [Confirm]
Magma Cube Pet Magma Cube Pet Perk Salt Blade Deal k% more damage to slimes.
k = [ 0.2, 25 ]
Multiplicative Multiplier=1+k% [Confirm]
Bal Pet Bal Pet Perk Cannibal Increases damage dealt to Bal by k%.
k = [ 1, 100 ]
Multiplicative Multiplier=1+k% [Confirm]

Pet Items

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Name Description Implementation

Name Description Implementation
Tarantula Talisman Tarantula Talisman Every 10th melee hit on the same enemy deals +10% damage. Multiplicative Multiplier=1.1
Tarantula Ring Tarantula Ring Every 10th melee hit on the same enemy deals +15% damage. Multiplicative Multiplier=1.15 [Confirm]
Book of Progression Book of Progression Selected ability Extra Infliction:
When you deal damage, deal +k% the amount.
Multiplicative Multiplier=1+k%

Name Description Implementation Applied To
Red Scarf Red Scarf Reforge Loving Increases ability damage by +5%. Multiplicative Multiplier=1.05
Applied on  Magic Damage (Abilities) and Ferocity.
Chestplates
Dragon Claw Dragon Claw Reforge Fabled Critical hits have a chance to deal up to 15% extra damage. Multiplicative Multiplier=1+0.15×random()
where random()[0,1] 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}

Pmega-crit=
{CritChance<100:0%100CritChance200:CritChance100100CritChance>200:100%

Multiplicative Multipliermega-crit=1+k%
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%}
m = {10%, 20%, 30%, 40%, 50%}

Multiplicative Multipliersecond-arrow=k

This multiplier is discarded when an arrow bounces.[Confirm]
Multiplicative Multiplierfire-damage-taken=m
This means fire damage taken actually decreases. [4]

Thunderlord Every 3 hits on a monster, strike lightning, dealing k% of the hit's damage.
k = [ 8, 16, 24, 32, 40, 50, 60 ]
Multiplicative Multiplier=k100
Condition: Melee Damage
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 ]
Multiplicative Multiplier=k100
Condition: Melee Damage

Name Description Implementation
Twilight Arrow Poison Twilight Arrow Poison Arrows apply a Poison that increases all incoming damage by 10% for 20s. Multiplicative Multiplier=1.1
Archer Dungeon Class k% Arrow Damage Multiplicative Multiplier=k%
Berserk Dungeon Class +k% Melee Damage Multiplicative Multiplier=1+k%
Berserk Dungeon Class Perk Bloodlust Your next hit after killing a mosnter deals k% increased damage. Multiplicative Multiplier=1+k%
Berserk Dungeon Class Ability Ragnarok Grants 100 Attack Speed, 400 Speed, and a 50% damage increase for 15 seconds. Multiplicative Multiplier=1.5[Confirm]

Condition:  Melee Damage[Confirm]

Mage Dungeon Class Ability Mage Staff All your melee weapon attacks become ranged.

Those attacks deal 30%+ of their melee damage […]

Multiplicative MultiplierMage Staff=(30%+0.9×Intelligence1000)

Defense Damage Reduction

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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:
Damage Reduction=Defense100+Defense
Converting damage reduction into a damage taken-multiplier:
multiplierdamage-taken=1Damage Reduction
This results in the following damage taken-multiplier for Defense and True Defense:
multdefdmg taken=100100+Defense
Shorten that to multdef.

[Lv40]Tank Zombie Tank Zombie Defense Example

Scenario:

Calculation:
multdef=100100+Defense=100100+2000=1214.8%
Applying the damage taken-multiplier:
Damagepost-def=InitialDamagemelee×multdef=1000×121=10002147.62

Special Damage Reduction

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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:

Scarf Scarf special damage reduction and magic damage reduction Example

Scenario:

  1. This hypothetical version of Scarf Scarf has a magic resistance of 15% (the real scarf does not!).
    That results in a damage taken-multiplier of:
    multmagicDR=115%=0.85
  2. Scarf Scarf has a damage cap threshold of 6000 .
  3. Scarf Scarf has 0 Defense.
  4. Scarf Scarf and Master Scarf Scarf have a special mechanic:
    Based on the amount of Undead Minions alive, the following damage taken-multiplier is applied:
    multspecial=max((10.24×UndeadsAlive),0)
    3 Undead Minions are alive, giving it the following value:
    multspecial=max(10.24×3,0)=0.28
  5. The damager uses a Book of Progression Book of Progression set to Extra Infliction at SkyBlock Level [370].
    This results in a Multiplicative Multiplier of multExtraInfliction=1.037
  6. The #Ability Damage calculation results in InitialDamageability=7000.

Calculation:
The order of applying these specific multipliers is the following:

  1. Magic Resistance
  2. damage cap
  3. Defense
  4. Special Damage Reduction
  5. Extra Infliction

Applying the multipliers:

  1. Magic Resistance:
    Damagepost-magicDR=multmagicDR×InitialDamageability=0.85×7000=5950
  2. Damage is below the damage cap threshold of 6000 :
    Damagepost-damageCap=Damagepost-magicDR
  3. 0 Defense results in no damage reduction:
    Damagepost-def=Damagepost-damageCap
  4. Special damage reduction:
    Damagepost-special=multspecial×Damagepost-def=0.28×5950=1666
  5. Extra Infliction:
    Damagepost-ExtraInfliction=multExtraInfliction×Damagepost-special=1.037×16661727.64

The unique damage cap damage reduction functionality is very sensitive to the ordering of how damage is calculated:

Apex Dragon Apex Dragon BOSS damage cap and Defense damage reduction Example

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:

  1. The Apex Dragon Apex Dragon has a damage cap threshold of 100k .
  2. The Apex Dragon Apex Dragon has 2500 Defense.
  3. The #Sword and Bow Damage calculation results in InitialDamagebow=600000000.

Calculation:
The damage is above the damage cap threshold:
Damagepost-damageCap=0.1×(InitialDamagebowdamageCap)+damageCap=0.1×(600000000100000)+100000=60090000
Damagepost-def=Damagepost-damageCap×multdef=60090000×100100+25002311153.85
Were the multiplier application order reversed, the result would be:

0.1×(60000000026100000)+1000002397692.31

When damage exceeds the damage cap threshold by a significant amount, the order does not have strong impact:

2397692.312311153.851.037

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 InitialDamagebow=3000000, the impact of calculation order is significant:

(300000026100000)×0.1+100000(3000000100000)×0.1×1266.77

Multiplier interactions

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Many multipliers combine intuitively, for example Additive Multiplier and Multiplicative Multiplier combining:

Example 1: Additive and Multiplicative buffs combining

The scenarios from the #Additive Multipliers Example and #Multiplicative Multipliers Example combine:

  1. Multiplicative Multiplier=4.025
  2. Additive Multiplier=4.5
  3. The #Sword and Bow Damage calculation results in InitialDamagemelee=100.

Calculation:
Damagepost-mults=InitialDamagemelee×Multiplicative Multiplier×Additive Multiplier=100×4.025×4.5=1811.25

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:

Example 2: Barbarian Duke X Barbarian Duke X Flame Domain and BOSS damage cap

The Flame Domain ability of the Barbarian Duke X 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 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.

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 Barbarian Duke X is 1.6% Max Health ( = 1,120,000 Health ).

Scenario:

  1. Prosecute VI and Giant Killer VII are used with Barbarian Duke X Barbarian Duke X on full Health.
    Resulting in Prosecute VI adding +100 additive and Giant Killer VII adding +65 additive.
  2.  Combat LX (60) ability Warrior LX and Golden Dragon Pet 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.
  3. The #Ability Damage calculation results in InitialDamageability=200000 for Implosion Implosion.
  4. The Multiplicative Multiplier has a value of 1.

Calculation:

  1. The Additive Multiplier is updated by the Enchantments, adding +165 additive for a total Additive Multiplier of 2.65.
  2. The Additive Multiplier is updated by Flame Domain, setting it to 0.8.
  3. 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 (1+20+210+250100)=(1+4.4)=5.4.
  4. Applying Additive Multiplier and Multiplicative Multiplier:
    Damagepost-mults=InitialDamageability×Additive Multiplier×Multiplicative Multiplier=200000×5.4×1=1080000
  5. The damage is below the damagecap threshold, so the result is 1,080,000 Final Damage.

Equipping an Implosion Belt Implosion Belt offers 1.25 multiplicative from its ability Consolidated, resulting in the following calculation:

Damagepost-mults=InitialDamageability×Additive Multiplier×Multiplicative Multiplier=200000×5.4×1.25=1350000
The damage is above the damage cap threshold, requiring it to be applied:
Damagepost-damageCap=0.1×(Damagepost-multsdamageCap)+damageCap=0.1×(230000)+1120000=1143000

Adding the Consolidated Ability resulted in 1,143,000 Final Damage - a relative damage increase of 114300010800001.0583 - 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:

  1. An arrow damages the Apex Dragon Apex Dragon. The #Sword and Bow Damage calculation for the arrow results in InitialDamagebow=600000000.
  2. Toxic Arrow Poison Toxic Arrow Poison is used and activates.
    Toxic Arrow Poison Toxic Arrow Poison deals 0.025× damage every second for 4 seconds.
  3. The Apex Dragon Apex Dragon has a Magic Resistance of 75% resulting in taking 0.25× damage from Toxic Arrow Poison Toxic Arrow Poison.
  4. The Apex Dragon Apex Dragon has a damage cap threshold of 100k .
  5. The Apex Dragon Apex Dragon has 2500 Defense.

Calculation:

  1. Toxic Arrow Poison Toxic Arrow Poison damage calculation:
    Damagepoison=InitialDamagebow×0.025=600000000×0.025=15000000
  2. Applying Magic Resistance:
    DamagepostmagicDR=Damagepoison×(175%)=15000000×0.25=3750000
  3. Applying the damage cap:
    DamagepostdamageCap=(DamagepostmagicDR100000)×0.1+100000=(3750000100000)×0.1+100000=465000
  4. Applying Defense:
    Damagepostdef=DamagepostdamageCap×100100+2500=465000×12617884.62

This means Toxic Arrow Poison Toxic Arrow Poison would deal about 17,844.62 every second for 4 seconds.
In total that would be 4×17844.622311153.853.1% 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 Toxic Arrow Poison DoT calculation follows expected logic, some other DoT damagers do not:

Example 4: Fire Aspect and Venomous

Scenario:

  1. A Sword enchanted with Fire Aspect IIand Venomous III is used to damage a Training Dummy 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).
  2. The #Sword and Bow Damage calculation results in InitialDamagemelee=2000.
  3. The only source increasing Additive Multiplier is Warrior LX.
    Additive Multiplier=1+210100=3.1

Calculation:

  1. Calculating the damage with additive applied:
    Damagepostadditive=InitialDamagemelee×Additive Multiplier=2000×3.1=6200
  2. Calculating Fire Aspect II DoT damage:
    DamagefireAspect=Damagepostadditive×0.06=6200×0.06=372
  3. Calculating Venomous III DoT damage:
    Damagevenomous=Damagepostadditive×0.006×stacksvenomous×Additive Multiplier=6200×0.006×41×3.1=115.32×41=4728.12

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:

  1. Calculating the damage with additive applied:
    Damagepostadditive=InitialDamagemelee×Additive Multipliermelee=2000×(1+210+30100)=2000×3.4=6800
  2. Venomous damage is not melee damage so Sharpness is not added:
    Additive Multipliervenomous=(1+210100)=3.1
  3. Calculating Venomous III DoT damage:
    Damagevenomous=Damagepostadditive×0.006×stacksvenomous×Additive Multipliervenomous=6800×0.006×41×3.1=126.48×41=5158.68

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.

This makes not having lower levels of debuff enchantments on Swords importants, as it may decrease damage:

Example 5: DoT snapshotting: Fire Aspect and Venomous

Fire Aspect also follows the rule of updating its duration.
Dealing 100,000 Final Damage with a Giant's Sword Giant's Sword and applying the Fire Aspect III DoT with that hit would set the fire damage to:
100000×0.09=9000
Then swapping to a Fire Aspect II Aspect of the Jerry 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 Giant's Sword will update the value of the DoT to:
150000×0.09=13500

Venomous however functions a little differently:

  1. The damage of every Venomous stack (before applying the second Additive Multiplier) is saved together.
  2. The total saved Venomous damage cannot be increased further once 41 stacks have been saved.
  3. 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:

Based on this scenario, many Venomous damages can result.
In this example, 3 will be calculated:

  1. Full Giant's Sword Giant's Sword Venomous stacking.
  2. Full Aspect of the Jerry Aspect of the Jerry Venomous stacking.
  3. 15 Giant's Sword Giant's Sword Venomous stacks and 26 Aspect of the Jerry Aspect of the Jerry Venomous stacks.

Calculation:

Damagevenomous=Damagepostadditive×0.012×stacksvenomous×Additive Multipliervenomous=100000×0.012×41×5.6=275520
Holding the Smite VI Aspect of the Jerry Aspect of the Jerry after setting the Venomous damage value would increase the second Additive Multiplier to 6.0, resulting in the following damage:
Damagevenomous=100000×0.012×41×6=295200

Damagevenomous=Damagepostadditive×0.002×stacksvenomous×Additive Multipliervenomous=1000×0.002×41×6.0=492
Hitting with the Giant's Sword 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:
Damagevenomous=1000×0.002×41×5.6=459.2

Damagevenomous=(DamageGiant's×0.012×stacksGiant's+DamageAotJ×0.002×stacksAotJ)×Additive Multipliervenomous=(100000×0.012×15+1000×0.002×26)×Additive Multipliervenomous=18052×Additive Multipliervenomous
Resulting in:
Damagevenomous={AotJ held:18052×6.0=108312Giant's held:18052×5.6=101091.2


Example 6: Ferocity Calculation oddities

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Special Mechanics

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Many special mechanics function in unique ways which are documented here:

"Add Damage" type mechanic

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"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:

Damagepostmultipliers=
(Weapon Damage Multiplier×Strength Multiplier×multipliers+multSoulEater×DamageMobSoul)×Crit Damage Multiplier

One Punch I-V Dragon Essence Shop perk After all other damage, add 500-2500 damage to the first strike against Endermen and Endermites. One Punch damage is affected by the Crit Damage Multiplier but not multipliers such as the Additive Multiplier:

Damagepostmultipliers=
(Weapon Damage Multiplier×Strength Multiplier×multipliers+500×levelOnePunch)×Crit Damage Multiplier

End Stone Bow End Stone Bow ability Extreme focus 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]

Damagepostmultipliers=
(Weapon Damage Multiplier×Strength Multiplier×multipliers+DamageExtreme focus)×Crit Damage Multiplier

Magic Resistance

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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:
multmagicDR=1x%
Magic resistance is common on Dungeon Mobs.

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Name Magic Resistance Note
Apex Dragon Apex Dragon 75%
Chaos Guardian 80% [Confirm]
Melee Dungeon Mobs 10% [Confirm]
Ranged Dungeon Mobs 30% [Confirm]
Magic-type Dungeon Mobs (e.g. Withermancer Withermancer) 90% [Confirm]
Necron 99% [Confirm]

Damage Cap

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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:
Damagepost-damageCap=0.1×(Damagepre-damageCapdamageCap)+damageCap

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Name Max Health Damage Cap threshold Note
Barbarian Duke X Barbarian Duke X 70,000,000 Health 1,120,000 Health
Apex Dragon Apex Dragon 1,000,000,000 Health 100,000 Health

Ghost Damage

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This section needs more information. Please help expand it.

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

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This article needs to be reworked as its content is outdated. You can help the wiki by editing this page and reworking it.
This article was last edited by Sammui (contribs|logs|block) on 8:46, August 29 2026 (2 days ago)

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
Loading Calculator...

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)||
Loading Calculator...

If the calculator fails to load up, please report to an Administrator.

Trivia

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See Also

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History

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SkyBlock Prototype
Sep 11, 20190.7.1Changed Sharpness and Snipe from multiplicative multipliers to additive multipliers.
May 31, 20210.11.5Removed adding 20% of Strength to Weapon Damage Multiplier.

References

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  1. Damagecombined=Damageswipe+DamageHit=DamageHit×Swipe Strength×100Additive MultiplierHit+DamageHit=DamageHit×Swipe Strength×100Additive MultiplierHit+DamageHit×Additive MultiplierHitAdditive MultiplierHit=DamageHit×Swipe Strength×100+Additive MultiplierHitAdditive MultiplierHit
  2. As of August 23rd 2026, possible bug.
  3. As of August 23rd 2026, possible bug.
  4. Ultimate Reiterate decreasing fire damage taken due to a missing +1 might be a bug. Not fixed as of August 23rd 2026
  5. https://hypixel.net/threads/skyblock-0-11-3.4058260/ (cf. ► Boss Changes Spoiler)
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