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File > Make a copy and add your own numbers. Don't request to edit.
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How do damage stats/calculations work? For dummies.
Also check the guide by Tide in discord here

Context: There's a stereotype that skysplitter players are not that bright. Examples on the right >>>
Let's educate ourselves so we can beat these stereotypes, and show non-skysplitter players that we at least have average IQ.
Updated Sept 1: Explanation on "attributes" at bottom
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What is the damage calculation formula in words?
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Attack stat
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ร—Damage coefficient
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ร—Damage
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ร—Crit damage
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ร—Global damage
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ร—In-Battle damage
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ร—Final damage
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=Total damage
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In math terms?What does this mean?
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AtkAll types of damage % is multiplicative across brackets. Within each bracket, they are additive.
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ร—DmgCoeff
What does this mean? Within each bracket, you get diminishing returns. The higher the %, the less dmg gains you get.
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ร—(100% base + all damage %)
For example, going from 100% to 200% is a 100% increase. But 200% to 300% is only 50% increase.
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ร—(200% base + all crit damage %)
Therefore, to maximize our damage we should avoid focusing all on 1 bracket, and try to raise all brackets somewhat equally.
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ร—(100% base + all global damage %)
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ร—(100% base + all in-battle damage %)
Why does each bracket have a base% ? If there's no base%, then the whole equation would = 0 if you had no damage modifiers.
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ร—(100% base + all final damage % )
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=Total damage
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Let's dive into each bracket:
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What does this mean?Can you explain more?
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AtkYour modified attack statFrom your in-game stat sheet, your "basic stats" attack stat ร— atk % ร— global atk % x adventurer aptitude (strength stat)
More details in discord
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DmgCoeffEach attack has it's own damage coefficient. For example, basic attacks have a coefficient of 100%. Sword chi is 70%. Ailoren breath is 70%, or 100% when upgraded.How do you find the coefficients? They are "hidden" in-game, I've already told you the ones we care about already. Use discord search bar and find anything else ๐Ÿ™‚

How do damage coefficient gems and stats work? Like Savage Ghost in talent tree? When the coeff is <100%, it is additive to the base coefficient. When the coeff is >100%, it is multiplicative (e.g. 10% rage coeff gem would increase your rage dmg 110%)
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(100% base + all damage %)This bracket is capped at 1000%. That means after 1000% you will no longer gain any extra damage from this bracket. So the maximum you can have is 100% base + 900% from all your dmg % sources.

For skysplitter, we mainly care about dmg %, skill dmg %, physical dmg %, chi dmg %, and basic atk dmg % (if using Ailoren and Leonardo).

We want to raise our skill dmg as high as possible without overcapping sword chi (which is dmg + skill + phys + chi) too much to avoid wasting stats. And adding a bit of normal + boss damage where there is space, since these are under cap. You can use the other sheets to figure out your dmg gains by building different stats.
"all damage %" refers to all types of "dmg %". In game, it will simply say " _ dmg", e.g. "20% boss dmg".
The types of dmg refers to their attribute, and include but are not limited to: dmg (I will call it regular dmg), skill, rage (rage dmg, not rage coeff), boss, physical, chi, basic atk, dagger, light spear, lightning, and so on.
See the bottom of this sheet for more explanation on attributes.

These all fall under the 1000% cap, but what actually goes towards the cap depends on the attack's attribute. If an attack is regular dmg, skill, phys, and chi (which is the case for sword chi and heaven's mark), then 4 attributes will contribute towards the cap. If an attack is only regular dmg and basic atk, then only these 2 attributes will contribute towards cap. Each attack has it's own cap depending on its attributes. Which means some of your attacks could be capped at 1000% while others are not. That's why it's important to understand how this works, so we can optimize our build to maximize damage and minimize wasted stats.

In every bracket, "regular" dmg which is applied on top of every attack. It will always be "regular" dmg + dmg of whatever attributes the attack has, and the total of this goes towards the 1000% cap.
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(200% base + all crit damage %) This bracket is capped at 500%. That means after 500% you will no longer gain any extra damage from this bracket. So the maximum you can have is 200% base + 300% from all your crit dmg % sources.

For skysplitter, our main source is regular crit dmg + skill crit dmg.
"all crit damage %" refers to all types of "crit dmg %". In game, it will simply say " _ crit dmg", e.g. "15% skill crit dmg".
The types of crit dmg include but are not limited to: crit dmg (I will call it regular crit dmg), skill crit, basic attack crit etc.
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(100% base + all global damage %) Global dmg sources have no known cap. Stack as much as you can. For skysplitter, our main source is regular global dmg + global skill dmg."all global damage %" refers to all types of "global dmg %". In game, it will simply say " _ global dmg", e.g. "8% global dmg".
The types of global dmg include but are not limited to: global dmg (I will call it regular global dmg), global skill dmg, global basic attack dmg etc.
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(100% base + all in-battle damage %)In-battle dmg sources have no known cap. Stack as much as you can. For skysplitter, our main source is regular in-battle dmg + in-battle skill dmg + in-battle chi dmg."all in-battle damage %" refers to all types of "in-battle dmg %". In game, it will simply say " _ in-battle dmg", e.g. "10% in-battle dmg".
Example sources of in-battle dmg would be specialization nodes, and abyss skills.
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(100% base + all final damage % ) Final dmg sources have no known cap. Stack as much as you can."all final damage %" refers to all types of "final dmg %". In game, it will simply say " _ final dmg", e.g. "5% final dmg".
Currently we only have 1 type of final dmg, but there is a possibility of different types of final dmg to be added to the game.
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So what do I add in each bracket?
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How we calculate the total dmg % depends on your attack's attribute. See the bottom of this sheet for more explanation on attributes.
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In each bracket, you need to add "regular" dmg % + all the dmg % of the attributes. For example, for the "all global dmg" bracket, you would add global dmg + global skill dmg + other sources of global dmg.
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For skysplitter, we mostly care about skill, physical, chi, and basic atk (only for Ailoren + Leonardo). Attacks can be multi-attribute, and attributes are not mutally exclusive (e.g. a skill can be both skill and physical).
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For example, sword chi is regular dmg + skill dmg + physical dmg + chi dmg + conditional dmg (such as boss dmg when facing boss, dmg to shield when facing shielded enemies etc.).
Basic attack is regular dmg + basic atk dmg.
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How do you know the attributes of your different types of dmg?
1) Learn to use discord search, there's a lot of FAQ/guides and most likely the answer is there already๐Ÿ™‚
2) If you don't want to break the skysplitter sterotype by learning how to use the search bar, check "Dmg breakdown" sheet, it has a pie chart of some basic attributes: skill vs basic atk dmg, physical vs non-physical dmg
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How do I use this information?
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Use the "1000% dmg cap" sheet to figure out how far you are from the 1000% cap. Just know anything above 1000% is useless to you.
So don't ask "is this X dmg % good?" when you are already capped at 1000% dmg. You're contributing to the skysplitter stereotype which goes against our goals here.
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Figure out how far you are from the 500% crit dmg cap. Just know anything above 500% is useless to you.
So you know when to stop asking "should I use bone club brand" when you are already capped at 500% crit dmg.
Here is a breakdown of an easy way to cap your crit dmg (mythic judgement ring gives 2% skill crit dmg for each 1% skill crit rate):













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Generally, increase all your brackets somewhat equally to maximize your dmg. This is because of diminishing returns I mentioned earlier. If you're too lazy to do math, use some of the spreadsheets here to calculate for you.
tldr, if a bracket has low %, it's more valuable to increase that. That's why global, in-battle, final dmg is valuable, since we have less sources of it.

So, stop asking "should I use X dmg % or Y global dmg %". Global is almost always better. Same applies for in-battle and final dmg.
If you ask "is final dmg good" or "is in-battle good", that means you didn't bother to read, or your reading comprehension skills needs improvement. Either way, you're directly contributing to the skysplitter stereotype.
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If you're wondering to yourself, why is my dmg so low? It's probably that your % in one or more of these brackets is too low.
Use some critical thinking skills (hopefully you have those) to figure out which bracket is lacking, and work on raising that number.
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Lastly, if you hopefully learned something, go out and educate other skysplitter players on how dmg works, so we can break the stereotype together ๐Ÿ™‚
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Attributes explained
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Attacks in the game are coded as different attributes. If there is no attribute, it's simply your atk stat ร— dmg increase %. Every attack is affected by dmg increase % regardless of attribute.
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Attributes include (not an exhaustive list): basic attack, combo, counter, skill, physical, chi, dagger and so on. Attributes are not mutually exclusive, meaning an attack can be multiple attributes. E.g. sword chi is chi, skill, and physical.
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Multi-attribute attacks have their stats calculated together towards the 1000% dmg cap. It works similarly for damage reduction (DR), all the attributes' reduction stats are added together and subtracted from the total dmg %.
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For example, combo attack formula = dmg% + basic dmg% + combo dmg%. And it's damage reduction formula = dmg% + basic attack dmg% + combo dmg% - DR% - basic attack DR% - combo DR%
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How do you know what attribute(s) each attack is? By looking at the in-game description, learning a bit of game knowledge (it's not always intuitive), and using the search bar in discord. These questions have been answered before :)
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Attributes we are about and how they are calculated:
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Skilldmg% + skill dmg%
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Rage
dmg% + skill dmg% + rage skill dmg% + [all other attributes] (for Ailoren, add chi dmg on top for the chi coefficient, or basic atk dmg on top for the basic atk coefficient]
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Sword chidmg% + skill dmg% + physical dmg% + chi dmg%
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Physical
dmg% + physical dmg% (almost all physical attacks in the game are also skill, so we also usually add skill dmg% here)
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Daggerdmg% + skill dmg% + physical dmg% + dagger dmg%
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Basic attack (for Ailoren)dmg% + basic attack dmg%
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Artifact
dmg% + skill dmg% + artifact dmg% + [whatever attribute the artifact has] (for example, Heaven's Mark is sword chi)
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Petdmg% + skill dmg% + pet dmg%
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Adventurer
dmg% + skill dmg% + adventurer dmg% + [whatever attribute the adventurer has] (this one gets complicated, each adventurer has multiple attributes. You should search discord to find out)
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Attributes we don't care about, since we don't use them in our build or they are a small % of our total damage:
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Combodmg% + basic attack dmg% + combo dmg%
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Counterdmg% + basic attack dmg% + counter dmg%
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Lightning, and so on...dmg% + skill dmg% + lightning dmg%...
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Community questions
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