Damage Calculator

Enter your final ATK and the hit’s multipliers to estimate damage against an enemy. Uses the official Endfield multiplicative damage formula.

Your hit
Enemy
Average / hit
Non-crit hit
Crit hit
DEF multiplier
RES multiplier

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

  1. Final ATK: your operator's ATK shown in-game (already includes weapon + buffs).
  2. Skill multiplier (%): the % listed on the skill you are testing.
  3. DMG bonus (%): your combined damage-up buffs as one number.
  4. Crit Rate / Crit DMG (%): operators start at 5% / 50%.
  5. 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 DEFDEF multReduction
01.0000%
1000.50050%
1400.41758.3%

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.

FAQ

Should I stack ATK or Crit?
Because the formula is multiplicative, your weakest multiplier group is usually your best upgrade. If your Crit Rate/DMG is low relative to your ATK%, Crit gains more; enter both setups and compare the average per hit.
Why is the average lower than the crit number?
The average weights crit and non-crit hits by your crit rate. With 50% crit rate you crit roughly half your hits, so the average sits between the non-crit and crit values.
Does this tool cover elemental reactions?
This estimates a single hit's damage. Arts Reactions (Solidification, Combustion, etc.) are separate payloads on top — see the Game Mechanics wiki for reaction numbers.

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