Bg3 Build Calculator

Analysis verified by: **David Chen, CFA** (Certified Feat Analyst)

Optimize your Baldur’s Gate 3 character builds with the ultimate **BG3 Build Calculator**. Determine your potential Total Combat Output based on your core stats, action economy, and the length of the encounter. Input any three variables to solve for the missing one and find your build’s breaking point.

BG3 Build Optimization Calculator

The calculated value is:

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Calculation Steps

Details will appear here after calculation.

BG3 Build Calculator Formula

This calculator uses a power progression model to assess a build’s long-term combat potential, adapting the Future Value formula to Baldur’s Gate 3 combat dynamics.

$$F = D \times (1 + A)^R$$

Where:

$F$: Total Combat Output

$D$: Initial Damage Score

$A$: Action Multiplier (Rate)

$R$: Number of Combat Rounds (Periods)

Formula Source & Related Build Concepts

Variables Explained

  • Initial Damage Score (D): Your build’s expected damage or power output on Round 1, before any progression/cooldowns.
  • Action Multiplier (A): The round-over-round efficiency increase your build gains through extra attacks, bonus actions, Haste, or powerful cooldowns. Input as a decimal (e.g., 0.20 for 20%).
  • Number of Combat Rounds (R): The typical duration of the encounter you are optimizing for.
  • Total Combat Output (F): The final expected accumulated damage or effectiveness score over $R$ rounds.

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What is a BG3 Build Calculator?

A BG3 Build Calculator is an analytical tool designed to quantify the effectiveness of a specific character setup—including class, subclass, feats, and gear—against common combat scenarios. Unlike simple damage-per-round (DPR) calculations, this specific model focuses on the long-term potential of builds that “scale” or improve their action economy over multiple turns, such as those relying on summoned allies, stacked buffs, or multi-turn concentration spells.

The goal is to move beyond static assessment and provide a dynamic score (Total Combat Output, F) that truly reflects how a build performs during a typical, medium-to-long encounter. This helps players decide if a build is too slow (low A) or if its initial impact (low D) is overcome by powerful scaling factors later in the fight.

How to Calculate Total Combat Output (Example)

Assume your build has an Initial Damage Score (D) of 15, an Action Multiplier (A) of 0.15 (15% efficiency increase per round due to bonus action usage), and the fight lasts 3 Rounds (R).

  1. Identify the known variables: $D = 15$, $A = 0.15$, $R = 3$.
  2. Apply the formula: $F = D \times (1 + A)^R$.
  3. Substitute the values: $F = 15 \times (1 + 0.15)^3$.
  4. Calculate the exponent: $(1.15)^3 \approx 1.520875$.
  5. Determine the Total Combat Output: $F = 15 \times 1.520875 \approx 22.81$.
  6. Conclusion: The build is expected to achieve a Total Combat Output of approximately 22.81 over three rounds, indicating strong scaling performance.

Frequently Asked Questions (FAQ)

Is the Action Multiplier (A) always positive?

Not always. If a build relies heavily on resources (like high-level spell slots) that diminish quickly, or if it uses debuffs that wear off, the Action Multiplier could become negative. However, for a stable build, ‘A’ should ideally be positive or zero.

What if I input all four variables?

If all four variables (D, A, R, F) are entered, the calculator will check for consistency. If the calculated F does not match the input F (within a small margin of error), the tool will flag the input as mathematically inconsistent, suggesting an error in the build’s theoretical projection.

What is the maximum value for R (Combat Rounds)?

The Number of Combat Rounds (R) should typically not exceed 8 to 10 for most standard BG3 encounters, as resources often dictate shorter fight lengths. Setting R too high can lead to non-realistic projections.

How do I account for Critical Hits in this model?

Critical hits should be factored into your Initial Damage Score (D) calculation. You should use the Expected Damage formula: $D = (1 – \text{Crit Chance}) \times \text{Normal Damage} + (\text{Crit Chance} \times \text{Critical Damage})$.

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