Damage Calculator

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RPG Damage Calculator

Calculate your average damage per hit, critical strike damage, and effective damage after mitigation.

Non-Crit Hit: 0
Critical Hit Damage: 0
Average Damage (incl. Crits): 0
Final Damage After Mitigation: 0

How Damage Calculation Works

In most role-playing games (RPGs) and combat simulators, damage isn't just a single number. It is the result of several layers of mathematics designed to balance power and progression. Understanding these layers helps you optimize your character's build.

1. The Base Damage

This is the starting point of your attack, usually derived from your weapon's stats or a skill's base power. If your sword says "10-20 damage," the average base is 15.

2. Attribute and Stat Bonuses

Most games apply a percentage increase based on your primary stats (like Strength, Agility, or Intelligence). A 50% bonus on a 100-damage weapon brings your total to 150. Flat bonuses are usually added after percentage increases to prevent exponential scaling issues.

3. The Critical Hit System

Critical hits introduce variance and excitement. There are two components:

  • Crit Rate: The percentage chance that an attack will "Crit."
  • Crit Multiplier: How much harder the hit strikes. A 2.0x multiplier means double damage.

4. Damage Mitigation (Armor)

The final step is the target's defense. Mitigation is often calculated as a percentage reduction. If an enemy has 25% armor, you will only deal 75% of your calculated damage. This calculator uses a straightforward percentage-based reduction model found in many modern ARPGs.

Realistic Example:

You have a sword with 200 Base Damage. Your Strength gives a 20% Bonus. You have a 10% Crit Rate with a 2.0x Multiplier. You strike an enemy with 10% Armor.

  • Non-Crit: 200 * 1.2 = 240
  • Crit Hit: 240 * 2.0 = 480
  • Average: (240 * 0.9) + (480 * 0.1) = 264
  • Final vs Armor: 264 * 0.9 = 237.6 Damage

Optimization Tips

To maximize your output, balance your Crit Rate and Crit Multiplier. High Crit Damage is useless if you never land a critical hit. Similarly, if your base damage is low, even the highest multipliers won't produce massive numbers. This concept is often referred to as "Effective DPS."

function calculateDamage() { var baseDmg = parseFloat(document.getElementById('baseDamage').value); var statBonus = parseFloat(document.getElementById('statBonus').value); var critRate = parseFloat(document.getElementById('critRate').value); var critMult = parseFloat(document.getElementById('critMult').value); var mitigation = parseFloat(document.getElementById('enemyMitigation').value); var flatBonus = parseFloat(document.getElementById('flatBonus').value); // Validation if (isNaN(baseDmg)) baseDmg = 0; if (isNaN(statBonus)) statBonus = 0; if (isNaN(critRate)) critRate = 0; if (isNaN(critMult)) critMult = 1; if (isNaN(mitigation)) mitigation = 0; if (isNaN(flatBonus)) flatBonus = 0; // Logic // 1. Calculate Modified Base (Base * (1 + Bonus%)) + Flat var modifiedBase = (baseDmg * (1 + (statBonus / 100))) + flatBonus; // 2. Calculate Crit Hit Damage var critHitDmg = modifiedBase * critMult; // 3. Calculate Average Damage (considering crit probability) // Avg = (Base * Chance of Non-Crit) + (Crit * Chance of Crit) var chanceCrit = critRate / 100; if (chanceCrit > 1) chanceCrit = 1; if (chanceCrit < 0) chanceCrit = 0; var avgDamage = (modifiedBase * (1 – chanceCrit)) + (critHitDmg * chanceCrit); // 4. Apply Mitigation var finalMitigated = avgDamage * (1 – (mitigation / 100)); // Display Results document.getElementById('resNormal').innerText = modifiedBase.toFixed(2); document.getElementById('resCrit').innerText = critHitDmg.toFixed(2); document.getElementById('resAverage').innerText = avgDamage.toFixed(2); document.getElementById('resMitigated').innerText = finalMitigated.toFixed(2); document.getElementById('damageResult').style.display = 'block'; }

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