Damage Calculation

The final damage output of a player depends on various stats and factors. Below is a formula used to calculate all these to find 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
 * If you have the Ring of Love, its bonus should be treated as.

Information Needed

 * Weapon Damage 11
 * Player
 * Player
 * Enchantments ; the only enchantments that affect damage are:
 * Sharpness – 5% or 0.05 per level (up to level 7)
 * Smite – 8% or 0.08 per level (up to level 7)
 * Bane of Arthropods – 8% or 0.08 per level (up to level 7)
 * Giant Killer – 0.1% or 0.001 per level (up to level 7, where enemy HP is capped at 25% more than the player's HP); calculated using this formula:
 * Ender Slayer – 12% or 0.12 per level (up to level 6)
 * Dragon Hunter – 8% or 0.08 per level (up to level 5)
 * Execute – 0.2% or 0.002 per level (up to level 5); calculated using this formula: $$\frac{MaxHP - CurrentHP}{MaxHP} \times 0.002 \times EnchantLevel \times 100%$$
 * Cubism – 10% or 0.1 per level (up to level 5)
 * First Strike – 25% or 0.25 per level (up to level 4)
 * Impaling – 12.5% or 0.125 per level (up to level 3)
 * 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.

Formulas
Base Damage =

Damage Multiplier =

Final Damage =

Example 1
Stats:
 * 215% &rarr; 2.15
 * 72
 * 1,500
 * Combat Level: 17
 * Weapon:
 * 110 Damage
 * Ability: Deal +150% more damage
 * Enchantments:
 * Sharpness V
 * First Strike IV
 * Giant Killer V
 * Tarantula Armor (ability: deal double damage every 4th strike)
 * Enemy : 13,000

Calculation:
 * Base Damage =
 * Giant Killer Bonus =; since the cap is, we will bring it down to.
 * Damage Multiplier =
 * Final Damage =