Build a character from its class, level, attributes and real gear, then see how hard it hits another build or any stats you type in. Stats follow your server's class tables, gear comes from the game's item data, and damage follows the server's own damage code.
Pick each item from the game's item list. Base stats and fixed bonuses fill in automatically. Pick the refine level, then tick the extra bonus lines your copy rolled and enter their values.
Anything else that adds stats: gems, set bonuses, mount, title, pet, sutras, buffs. Add one row per bonus.
What this build should show in the game's Detailed Stats window. Use it in the Damage tab by choosing this build as the attacker or defender.
| Stat | Level base | Attributes | Gear | Other | Total |
|---|
| Element | Damage | Resist % | Proficiency % | Penetration % |
|---|
| Damage | Proficiency % | Penetration % |
|---|
| Resist % |
|---|
Untick a hit that doesn't happen in your case, such as a charge variant you're not using. Projectile rows are matched to the skill by name and start unticked when the skill also has a direct hit; set how many projectiles land on the target. The totals above add up the ticked rows.
| Hit | Exo × | Endo × | Flat | Exo | Endo | Element | Normal | Crit | Mitigated |
|---|
How damage is worked out. For Exo and Endo separately: attack² ÷ (attack + defense), times the skill multiplier and the class multiplier, plus the skill's flat damage, minus damage reduction, times power and resist. Elements add damage × min(100 + Proficiency − Resist, 100 + Penetration) %, never below 0. The sum is then multiplied by Critical Damage on a crit, or by Defense Damage on a Mitigated hit.
Chances. Critical = your Critical ÷ (your Critical + target Evasion + target Mitigation). If you don't crit, the target Mitigates with chance 1 − your Evasion ÷ (your Evasion + target Mitigation).
Not included. Misses and dodges, buffs you don't enter as stats, and damage from summoned objects and from projectiles the calculator couldn't match to a skill (those skills are marked). Attack is rolled between min and max on every hit; the averages here account for that.
Each class gets different value from the same attribute. Points from gear count the same as your own points. The best class in each column is highlighted.
Every class gets these attribute points automatically as it levels, before any points you assign yourself.
The level base for each class before attributes, gear and buffs. Critical Damage is 150% and Defense Damage 50% for every class at every level.
How it's combined. The server takes the level row for your class, adds your attributes (free base points + assigned points + gear) and multiplies each by the class's per-point value (creature_prop::Rebuild).
The in-game tooltips are off. The client says Tenacity raises "Armor Points and EXO Power" and Reflex raises "Endo Defense and Endo Power". The server data gives Tenacity Exo and Endo Defense plus a healing value, and Reflex gives Evasion and Mitigation.
Grace. The server has no player data for Grace, so it isn't in these tables.