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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.

Calculation

Important Notes

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

Information Needed

  • Weapon Damage ()
  • Player's ❁ Strength ()
  • Player ☠ Crit Damage ()
  • Enchantments (). The values for enchantments should be summed.
  • Combat Level ()
  • Weapon Ability Damage Bonus ()
  • Armor Set Ability Damage Bonus; if the description says "+X% more damage", it is treated as . In other cases, like the Tarantula Armor "double damage", it is considered .

Enchantments

The following enchantments affect damage:

Enchantment Explanation
Sharpness Additive Multiplier towards Initial Damage
Smite Additive Multiplier

Works the same way as Sharpness, just for defined Mobs.

Bane of Arthropods
Giant Killer

The DMGperPercentage is the amount of value it increases. The DamageCap is the part where it says "up to X", which indicates the cap.

What's not included in that formula is the part that you get from doing this (EnemyHP - PlayerHP) / PlayerHP), incase you get a value that is 0.1, it wouldn't count it towards the damage increase, it is ment to be per percentage, so 1 or higher, but floored up. (not confirmed)

Titan Killer
Ender Slayer Same principle as Smite.
Dragon Hunter
Execute
Prosecute
Cubism Additive Multiplier

Same principle as Smite.

First Strike
Triple-Strike
Impaling Same principle as Smite.
Power
Snipe
  • Enchantments like Fire Aspect, which contain "deals X% amount of your damage", will deal the X% amount of damage, based on the amount of the ᚏ Final Damage that you dealt.

Damage Calculator

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

 calcpage  = Calculator:Max damage
 template  = Template:Calculator/Max_damage
 form      = maxDmgCalcForm
 calcname  = Damage Calculator
 result    = inner

 param     = dmg|Damage|5|int|0-999999
 param     = str|Strength|0|int|0-999999
 param     = critdmg|Crit Damage|50|int|0-999999
 param     = multi|Multiplier|1|number|0-999999
Loading Calculator...

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This is an advanced damage calculator with more features.

There are custom fields. If one of those fields was empty at the beginning, leave them empty once you do not use them. Hold an item and check the stats in-game. Not all bonus stats get added together on the profile stats in the /sbmenu. There can be invisible stats, like Extra Bonus on Tarantula Helmet. Please note that the calculator will allow enchantment combinations that wouldn't work in-game, e.g. you wouldn't be able to have Execute and Prosecute together. Also note that arrows add additional damage as well.

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

 calcpage  = Calculator:Adv_Damage_Calc
 template  = Template:Calculator/Adv_Damage_Calc
 form      = advDamageCalcForm
 calcname  = Advanced Damage Calculator
 result    = inner

 param     = dmg|Damage|5|number
 param     = strength|Strength|0|number
 param     = critDMG|Crit Damage|50|number
 param     = combatLevel|Combat Level|0|number
 param     = custom_ADD_MULTI|Custom Additive Mul. (%)|0|number
 param     = custom_MUL_MULTI|Custom Multiplicative Mul. (%)|0|number
 param     = NULL_DECORATION|-- Target/Player Stats --|-|fixed
 param     = target_HP|Target HP|1000|number
 param     = target_CurHP|Target Current HP|900|number
 param     = player_HP|Player HP|250|number
 param     = NULL_DECORATION|-- Enchantments --|-|fixed
 param     = ench_Sharpness_level|Sharpness (Level)|[none]|select|[none], I - 5%, II - 10%, III - 15%, IV - 20%, V - 30%, VI - 45%, VII - 65%
 param     = ench_Execute_level|Execute (Level)|[none]|select|[none], I - 0.2%, II - 0.4%, III - 0.6%, IV - 0.8%, V - 1%, VI - 1.25%
 param     = custom_ench_Execute_increase|Custom Execute (increase)||
 param     = ench_Prosecute_level|Prosecute (Level)|[none]|select|[none], I - 0.1%, II - 0.2%, III - 0.3%, IV - 0.4%, V - 0.7%, VI - 1%
 param     = custom_ench_Prosecute_increase|Custom Prosecute (increase)||
 param     = ench_GiantKiller_level|Giant Killer (Level)|[none]|select|[none], I - 0.1% to 5%, II - 0.2% to 10%, III - 0.3% to 15%, IV - 0.4% to 20%, V - 0.6% to 30%, VI - 0.9% to 45%, VII - 1.2% to 65%
 param     = custom_ench_GiantKiller_increase|Custom Giant Killer (increase)||
 param     = custom_ench_GiantKiller_cap|Custom Giant Killer (cap)||
Loading Calculator...

If the calculator fails to load up, please report to a Code Editor.

This text is displayed because a JavaScript Calculator (JC) did not load. This feature is not available on FandomMobile.

Formulae

Initial Damage

Damage Multiplier

Final Damage

Example Data

Player Stats
Player Combat Level 17
Weapon
  • Damage: 110
  • Ability : Deal +150% more damage
  • Sharpness V
  • Giant Killer V
Armor Tarantula Armor
Ability: Deal double damage every 4th strike
Hit Number 4
Enemy HP 2,000

Example Calculation

Initial Damage 426.65
Giant Killer Bonus 0.6

Since the cap is 30% at Giant Killer V, it is brought down to 30%.
Damage Multiplier 3.78
Final Damage 10160

Trivia

  • The damage bonus from the Warden Helmet is part of the Damage Multiplier.
  • The damage bonus from the Legendary Treasure perk of the Golden Dragon pet is part of the Damage Multiplier.
  • The damage bonus from the King of the Jungle perk of the Lion pet is part of the Damage Multiplier.
  • The damage bonus from the full set abilities of tuxedos are part of the Damage Multiplier.
  • The damage bonus from the full set ability of the Final Destination Armor is part of the Damage Multiplier.
  • The damage from the End Stone Bow End Stone Bow, the One Punch Dragon Essence Shop perk and the Soul Eater enchantment is added to the Final Damage after all other calculations, but on critical hits, it is also affected by the ☠ Crit Damage of the player, the same way as the rest of the damage.[1]

See Also

History

SkyBlock Prototype
Sep 11, 20190.7.1Changed Sharpness and Snipe to be additive to the enchantment multiplier rather than multiplicative.
May 31, 20210.11.5Removed having 20% of ❁ Strength as Base Damage.

References

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