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:
- 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 ❁ Strength ()
- When attacking a mob which is in the Bestiary, the bonus ❁ Strength from the Bestiary should be added.
- 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
If the calculator fails to load up, please report to a Code Editor.
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)||
If the calculator fails to load up, please report to a Code Editor.
Formulae
Initial Damage
Damage Multiplier
Final Damage
Example Data
Player Stats |
|
---|---|
Player Combat Level | 17 |
Weapon |
|
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, 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
- Ability Damage, also for Ability Damage Calculation.
- Combat Mechanics
- Google Spreadsheet for Damage Calculation
History
SkyBlock Prototype | ||
---|---|---|
Sep 11, 2019 | 0.7.1 | Changed Sharpness and Snipe to be additive to the enchantment multiplier rather than multiplicative. |
May 31, 2021 | 0.11.5 | Removed having 20% of ❁ Strength as Base Damage. |