Game Damage Calculator
Build custom game damage formulas with your own stats, conditions, presets and outputs, then save them privately on your device.
The backup file was prepared on your device and remains available for repeat downloads.
Hu Tao template: source notes
This editable example is unofficial and independent. It is not affiliated with, endorsed by, or published by HoYoverse. These source links are checks performed afterward, not a documented trace of how each original value or formula was chosen. Neither the complete formula nor sample build is an official release.
- Character and talent values: The HoYoWiki Hu Tao entry lists a level-10 Charged Attack multiplier of 242.6% and level-90 character Base ATK of 106. The template uses 242.6% and combined Base ATK 714; the latter could equal 106 plus Staff of Homa's listed level-90 Base ATK 608, but no weapon is specified in this sample. Other build inputs are not sourced to a named setup. View Hu Tao character entryView Staff of Homa entry
- General damage formulas: Independent KQM theorycrafting describes ATK assembly, level-based DEF with a +100 offset, the three-region RES curve, Pyro-triggered Vaporize and Melt, the 2.78 × EM / (1400 + EM) reaction term, and expected CRIT damage. This is community research, not a HoYoverse formula publication; the template adapts those stages into an editable single-hit model. Read KQM's damage formula research
- Skill and passive values: A user-authored HoYoLAB talent transcription describes the skill's 400%-of-Base-ATK cap, level-10 HP-to-ATK value of 6.26%, and 33% Pyro bonus at HP ≤ 50%. This is an independent transcription hosted on HoYoLAB, not a first-party publication of the exact damage equation. Verify these inputs in your own in-game talent screen. Read independent talent transcription
- Illustrative inputs and scope: 32,000 HP, 75% CRIT Rate, 220% CRIT DMG, 200 EM, 46.6% other damage bonus, enemy level 90, and 10% Pyro RES are example choices, not a named build or enemy. Skill state and HP ≤ 50% are manual switches; this model does not cover the whole kit, team buffs, Blood Blossom, or every in-game rounding stage. Check values against your current in-game talents and target.
Monster Hunter: World template: source notes
This editable example is unofficial and independent. It is not affiliated with, endorsed by, or published by Capcom. These source links are checks performed afterward, not a documented trace of how each original value or formula was chosen. The official manual explains gameplay, but does not publish the entire numeric damage formula used here.
- Official gameplay context: Capcom's Monster Hunter: World / Iceborne manual is the first-party reference for the game. It is not a citation for the template's 14 attack divisors, motion values, sharpness coefficients, or rounding expression. View Capcom's game manual
- Independent formula and coefficient research: The original MoonBunnie and Deathcream research documents community-researched raw, elemental and fixed channels, weapon attack divisors, affinity and sharpness coefficients. These sheets are not Capcom publications. This template simplifies their ordinary-hit model and adds editable quest, monster, range, and global factors. Its older alternate purple-element value is not verified as a base-World rule; do not treat this as an exact simulator for every hit. Read original damage formula researchReview coefficient tablesReview older independent mapping
- Move examples versus sample assumptions: The independent Kiranico Light Bowgun guide tabulates Normal Ammo 2 at motion value 20. The Long Sword preset instead uses an illustrative motion value 26 and is deliberately called “Example Hit,” not a verified Step Slash. Displayed attack 660/325, 30% affinity, 65% raw hitzone, 20% elemental hitzone, element 300, and other preset settings are invented comparison inputs, not a named weapon or monster. Review independent Light Bowgun values
- Formula boundaries: Raw plus fixed damage is rounded together, while element is rounded separately in this example; expected per-hit damage weights positive, negative, and ordinary affinity outcomes. The optional 1.35× Critical Element input reflects a Long Sword value in the independent research, not a universal value for all 14 classes. The all-hits output multiplies identical hit damage by a count. Shelling, phials, explosions, elemental ammo, status buildup, and unequal multi-hits may require different formulas. Compare a recorded hit in your current game before relying on any result.
How to build a game damage calculator
- Start from a template or create blank: Choose Hu Tao for a conditional character model, Monster Hunter: World for weapon and hit-channel modeling, Generic RPG Damage for the basics, or begin with a clean calculator.
- Add your stats and constants: Define inputs such as Attack, Critical Rate, Damage Multipliers, or Target Defense. Enter percentages exactly as shown in the game, such as 80% or 220%.
- Build small named formulas: Fix any highlighted references and split complex calculations into clear intermediate steps.
- Choose your final outputs: Select the formulas to highlight as Normal Hit, Critical Hit, Expected Hit, DPS, or another result.
- Calculate, inspect, and back up: Adjust values in Calculator mode, inspect the breakdown, and export JSON for safekeeping.
Tips for reliable game calculations
- Respect the game’s rounding order: Apply floor(), round(), or ceil() only at the stages documented by the game.
- Break long expressions into steps: Separate skill damage, defense mitigation, and critical scaling so each value is easier to check.
- Use percentage inputs for rates and multipliers: An 80% critical rate becomes 0.8, while a 220% multiplier becomes 2.2 in formulas.
- Use stable identifiers and descriptive names: Clear symbols make formulas easier to maintain.
- Verify a known baseline: Reproduce one recorded in-game hit before comparing gear or skills.
When should you use a custom damage calculator?
Use it for theorycrafting, equipment and skill comparisons, multi-hit abilities, damage-over-time ticks, rotations, private-server rules, or checking a published formula against known combat values. Accuracy depends on the formulas and values you provide; the calculator does not assume a game’s current mechanics.
Private local processing
Calculations and saved calculators stay on your device and are not uploaded. Performance depends on your device and calculator size. Browser data can be cleared, so export important calculators as JSON backups.