Damage Calculation

The final damage output of a player depends on various stats and factors. Below is the formula used to calculate the damage output of a given setup.

Important Notes

 * All percent values should be converted to a decimal fraction. For example ,
 * To get all necessary stats, follow these steps:
 * Open your inventory while holding your weapon
 * Open the SkyBlock Menu by clicking on the nether star (still inside the player inventory)
 * Check all necessary stats
 * The Ring of Love bonus is treated as.

Information Needed

 * Weapon Damage
 * Player's
 * When attacking a mob which is in the Bestiary, the bonus from the Bestiary should be added.
 * Player
 * Enchantments . The values for enchantments should be summed. The following enchantments affect damage:
 * Sharpness – 5% or 0.05 per level
 * Smite – 8% or 0.08 per level
 * Bane of Arthropods – 8% or 0.08 per level
 * Giant Killer – 0.1% or 0.001 per level per % difference, up to 5% or 0.05 per level; calculated using this formula:
 * Titan Killer – 2% or 0.02 per level per 100 target, up to 50% or 0.5; calculated using this formula:
 * Ender Slayer – 12% or 0.12 per level
 * Dragon Hunter – 8% or 0.08 per level
 * Execute – 0.2% or 0.002 per level per % of target is missing; calculated using this formula: $$\frac{MaxHP - CurrentHP}{MaxHP} \times 0.002 \times EnchantLevel \times 100%$$
 * Prosecute – 0.1% or 0.001 per level per % of target has, up to 35%; calculated using this formula:
 * Cubism – 10% or 0.1 per level
 * First Strike – 25% or 0.25 per level
 * Triple-Strike – 10% or 0.1 per level
 * Impaling – 12.5% or 0.125 per level
 * Power – 8% or 0.08 per level
 * Snipe – 1% or 0.01 per level per 10 blocks travelled
 * Combat Level
 * Weapon Ability Damage Bonus
 * Armor Set Ability Damage Bonus; if the description says "+ more damage", it is treated as. In other cases, like the Tarantula Armor "double damage", it is considered.

Damage Calculator
Note: All inputs must be non-negative integers under 1,000,000.

Formulas
Initial Damage $$=\left(5 + WeaponDMG\right) \times \left(1 + \frac{Strength}{100}\right)$$

Damage Multiplier $$=1 + \left(CombatLevel \times 0.04\right) + Enchants + WeaponBonus$$

Final Damage $$=\left\lfloor InitialDamage \times DamageMultiplier \times ArmorBonus \times \left(1 + \frac{CritDamage}{100}\right)\right\rfloor$$

Example Calculation
 $$= \left(5 + 110\right) \times \left(1 + \frac{271}{100}\right) = 115 \times 3.71 = $$   $$= \frac{13000 - 1000}{1000} \times 0.1 \times 5 \times 100% = $$ %

Since the cap is at Giant Killer V, we will bring it down to.  $$= 1 + \left(14 \times 0.04\right) + ({\color{red}0.05 \times 5} + {\color{purple}0.25 \times 4} + {\color{cyan}0.25}) + 1.5 = $$   $$= \left\lfloor 426.65 \times 4.56 \times {\color{blue}2} \times \left(1 + 2.15\right)\right\rfloor = $$