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.  $$= 1 + \left(14 \times 0.04\right) + ({\color{red}0.05 \times 5} + {\color{purple}0.25 \times 4} + {\color{cyan}0.25}) + 1.5 = $$   $$= \left\lfloor 426.65 \times 4.56 \times {\color{blue}2} \times \left(1 + 2.15\right)\right\rfloor = $$

Trivia

 * The damage bonus from the Warden Helmet is part of the .
 * The damage bonus from the perk of the Golden Dragon pet is part of the .
 * The damage bonus from the perk of the Lion pet is part of the .
 * The damage bonus from the full set abilities of tuxedos are part of the .
 * The damage bonus from the full set ability of the Final Destination Armor is part of the .
 * The damage from the enchantment is added to the  after all other calculations, but on critical hits, it is also affected by the  of the player, the same way as the rest of the damage.