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:
 * - Additive Multiplier towards Initial Damage
 * - Additive Multiplier
 * $$\frac{EnemyHP - PlayerHP}{PlayerHP} \times DMGperPercentage$$
 * $$\frac{EnemyDef}{100} \times EnchantMultiplier \times 100\%$$
 * $$\frac{MaxHP - CurrentHP}{MaxHP} \times EnchantMultiplier \times 100\%$$
 * $$\frac{CurrentHP}{MaxHP} \times 0.1 \times EnchantLevel \times 100\%$$
 * - Additive Multiplier
 * 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.
 * 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.
 * 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.
 * 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.

Show/Hide Adv. Damage Calculator 

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

Damage Multiplier $$=1 + CombatLevelBonus + Enchants + WeaponBonus$$

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

Example Calculation
 $$= \left(5 + 110\right) \times \left(1 + \frac{271}{100}\right) = 115 \times 3.71 = $$   $$= \frac{2000 - 1000}{1000} \times 0.6 = $$

Since the cap is at, it is brought down to.  $$= 1 + \left(17 \times 0.04\right) + ({\color{red}0.3} + {\color{cyan}0.3}) + 1.5 = $$   $$= \left\lfloor 426.65 \times 3.78 \times {\color{blue}2} \times \left(1 + 2.15\right)\right\rfloor = $$

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.