Damage Calculator
Enter your final ATK and the hit’s multipliers to estimate damage against an enemy. Uses the official Endfield multiplicative damage formula.
What this calculator does
Enter your operator's final ATK and the multipliers on a hit — skill %, crit, DMG bonus — plus the enemy's DEF and RES, and this tool returns the damage per hit (non-crit, crit, and average). It uses the official Endfield multiplicative damage formula so you can compare builds without a spreadsheet.
When to use it
Use it when you are deciding a build: which weapon or essence set hits harder, whether more Crit or more ATK% is your bigger upgrade, or how much a support's DMG buff is actually worth. Plug two setups in and compare the average per hit.
How to use it — the fields
- Final ATK: your operator's ATK shown in-game (already includes weapon + buffs).
- Skill multiplier (%): the % listed on the skill you are testing.
- DMG bonus (%): your combined damage-up buffs as one number.
- Crit Rate / Crit DMG (%): operators start at 5% / 50%.
- Enemy DEF / RES (%): the target's defense and resistance (negative RES from shred amplifies your damage).
How to read the results
- Average / hit — the number to compare builds with: it already weights crit and non-crit by your crit rate.
- Non-crit hit / Crit hit — the low and high ends of a single swing.
- DEF multiplier / RES multiplier — how much the enemy's defense and resistance cut (or amplify) your damage, shown transparently.
How the damage formula works
Endfield damage is multiplicative — every term multiplies, so mixing different buff types beats stacking one:
Damage = ATK × Skill% × (1 + DMG bonus) × Crit × DEF mult × RES mult
- DEF mult = 100 / (DEF + 100) for DEF ≥ 0. An enemy with 100 DEF takes ×0.5; negative DEF (armor break) amplifies.
- Crit hit = ×(1 + Crit DMG). Average = ×(1 + Crit Rate × Crit DMG). Base is 5% / 50%.
- RES mult = 1 − RES%. Negative resistance (shred) pushes it above 1.
| Enemy DEF | DEF mult | Reduction |
|---|---|---|
| 0 | 1.000 | 0% |
| 100 | 0.500 | 50% |
| 140 | 0.417 | 58.3% |
Worked example: from ATK to damage
Six multiplier groups multiply together: Damage = ATK × Skill% × (1 + DMG bonus%) × Crit multiplier × Defense multiplier × Resistance multiplier. Let us run a verified example:
- ATK = 1000
- Skill% = 200% → ×2.0
- DMG bonus% (total stacked buffs) = 50% → ×1.5
- Enemy DEF = 0 → Defense multiplier = 100/(0+100) = ×1.0
- Enemy RES = 0% → ×1.0
Non-crit hit = 1000 × 2.0 × 1.5 × 1.0 × 1.0 = 3000. On a crit with +100% Crit DMG, multiply again by ×2.0 = 6000.
How does defense eat your damage? If the enemy has DEF = 100, the defense multiplier is 100/(100+100) = 0.5 — you lose half your damage. That is why DEF-shred / Vulnerable matters: pushing DEF negative lifts the multiplier above 1.0 and amplifies your hits (e.g. −25% RES → ×1.25).
Why 'multiply' hits harder than 'add' — and why an S-tier can still feel weak
The six groups above multiply together, they do not add. This completely changes how you raise damage:
- Adding a new group (e.g. going from 0% crit to having crit) multiplies everything else → a huge jump.
- Piling onto one already-high group (stacking only ATK) gives diminishing returns, because the other groups still sit at ×1.0.
The right strategy: raise DIFFERENT groups at once — high ATK + a crit source + a DMG% buff + DEF-shred (Vulnerable) + RES-shred. A team that covers all these groups hits many times harder than one that is great at a single thing.
Why does an S-tier sometimes feel weak? Because you have only filled one group (ATK from a strong unit) while leaving the others empty: no crit source yet, no DMG% buff, no DEF/RES shred on the enemy. A strong unit is just one factor in the product; without the other factors the total stays small. Build a team that covers every group instead of leaning on one individual.
The FULL formula for theorycrafters — every multiplier group
The six groups above are the core frame — enough for 90% of build decisions. Here is the complete chain the game actually computes (every group MULTIPLIES):
ATK × Skill × Multiplier Group × Crit × Amp × Stagger × Finisher × Link × Weaken × Susceptibility × Increased DMG Taken × DMG Reduction × Protection × DEF × RES
- True ATK = ((operator ATK + weapon ATK) × ATK% + flat bonuses) × attribute bonus; attribute bonus = 1 + 0.005 × main attribute + 0.002 × secondary attribute — this is why stacking the right Intellect/Strength raises your hits.
- Base crit: 5% rate, +50% crit DMG.
- Stagger: ×1.3 while the target is staggered.
- Finisher: common enemies ×1.0 · elites ×1.25 · bosses ×1.5–1.75.
- Link: battle skills +30/45/60/75% · ultimates +20/30/40/50% by tier.
- Weaken / DMG Reduction: each effect multiplies as (1−x)(1−y)… · Susceptibility + Increased DMG Taken: add together into one group · Protection: only the strongest effect counts.
- DEF: 100/(DEF+100); negative DEF (deep shred): 2 − 0.99−DEF. Operators start at 0 DEF, enemies at 100.
- Special effects (physical statuses, Arts bursts): carry a hidden level-scaling multiplier + Arts Intensity (each point = +1% effect damage).
The calculator on this page covers the core groups; multiply in the situational ones (stagger, finisher, link…) yourself using this table when comparing real-combat DPS.