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Guide How Damage Is Calculated - Fruma Edition

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  1. euouae

    euouae euouae Item Team

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    How Damage is Calculated - Fruma Edition
    A spiritual successor to the guide thread by motoki1

    Last updated: 3/10/26, (in preparation for the) Fruma Expansion

    whats up gang. I feel like there’s been a lack of good class building resources recently besides build repositories. Many of the older players will remember motoki1’s incredible thread from 2018 which brought a lot of insight to an otherwise opaque process. I’ve noticed there’s no modern counterpart to this thread, which is kind of wild considering many things have changed since then, including the addition of the Ability Tree as well as more fundamental changes to the damage calculation formula.

    This thread is going to be a pretty comprehensive guide to the damage calculation process. It’s by no means required to make builds, but can definitely help a lot and show why some abilities/items are more powerful than others in certain cases.

    Before continuing, it's important to note that this is not a comprehensive building guide! This specifically delves into damage calculation, which is an important part of building, but also isn’t necessarily required for good builds, just useful when optimizing or seeing why some items are better or worse than others. In actuality, builds are a little more complicated, with much of the power lodged into the Ability Tree and where items also have to contribute mana, walkspeed, etc.

    I don't have time to read all of this! If you're just looking for a quick and dirty review of the damage formula, I recommend skipping to and reading Part 2: Damage Calculation. This is where the meat of the guide is! However, if you have the time and want to learn more of the intricacies, I would still recommend giving this whole thing a read.

    IMPORTANT: Although I was on the CT, this guide is not leaking anything internally that was not already publicly available. You can see more in the Resources section.

    ========== Table of Contents ==========
    1. Foundations
      1. Vocabulary
      2. Weapons and Base Damage
      3. Powders and Powder Specials
      4. Skill Points
      5. Ability Tree
      6. Major IDs
      7. Elemental Defenses
    2. Damage Calculation
      1. Overview
      2. Base Damage and Base DPS
      3. Conversions
      4. Elemental Additives
      5. Base Modifiers
      6. Master and Defense Modifiers
      7. Elemental Defenses
    3. Other Damage
      1. Indirect Damage
      2. Environmental Damage
    4. Examples
      1. Case Study: Botched Experiment
      2. Case Study: Fierce Thunder
    5. Conclusion
    6. Resources
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    ========== Part 1: Foundations ==========

    Before I dive into the actual damage formula itself, I think it’s important that we’re all on the same page. This part is going to be the most useful if you are a relatively newer player, although older players may also find these sections useful to get a refresher on game mechanics.

    ========== Vocabulary ==========

    The vast majority of damage in the game is split into two main categories: Main Attack and Spell damage. (Although there are some more categories, they are less important and will be covered in Part 3 of this guide.)

    • Main Attacks are the generic left click attacks (right click if you're Archer) that you probably used to kill your first zombies in the tutorial. The Ability Tree can modify how these Main Attacks work, and in some cases even introduce more complex ways of using your Main Attack, such as Archer's Twain's Arc or Mage's Pyrokinesis.
    • In earlygame, spells are the four three-click combos that spend mana. As you progress through the game, more and more sources of spell damage are added via the Ability Tree, most of which are tied to these original four spells (although they don't necessarily have to be!).
    Main attacks are often colloquially referred to as “melees” in the community. This is done for two reasons; firstly, it's done for brevity, and secondly, it’s an artifact of when the Main Attack used to be called the Melee attack ingame. Note that this does not mean the attacks themselves are “melee” attacks! For example, Archer’s Main Attack (or “melee attack”) is a ranged arrow. For the purposes of this guide, we will use Melee, since it’s easier to say and also the commonly used term in the community.

    Another important piece of vocab used across this guide is additive and multiplicative. In the context of this guide, additive and multiplicative refer to the way boosts interact with each other. Additive boosts will add to each other. i.e. +25% and +40% becomes +65% (1.0 + 0.25 + 0.40 = 1.65). Multiplicative boosts will compound to each other, i.e. +25% and +40% becomes +75% (1.25 * 1.4 = 1.75). As you can see, multiplicative boosts are pretty much always stronger than additive boosts, since they stack with each other.

    In this guide, I will use items as an umbrella term for anything that offers IDs (the boosts you see on the tooltips). These include:

    • Weapons
    • Armors
    • Accessories
    • Tomes (raid rewards after Lv. 54)
    • Consumables
    For the rest of the guide, if I say “item” or “items”, assume that I am referring to all of the above.

    ========== Weapons and Base Damage ==========

    Out of all items, weapons are the most important for the purposes of this guide.

    In this guide, we will focus on five main parts of the weapon: the Attack Speed, the Base Damage, the Base DPS, the Identifications (IDs), and the Powder Slots.

    itemanatomy.png

    Attack Speed dictates the rate at which you can melee. These numbers are:

    • Super Fast: 4.3 hits per second
    • Very Fast: 3.1 hits per second
    • Fast: 2.5 hits per second
    • Normal: 2.05 hits per second
    • Slow: 1.5 hits per second
    • Very Slow: 0.83 hits per second
    • Super Slow: 0.51 hits per second
    For example, Voidstone Lersing has a Very Slow attack speed, meaning it will only be able to use its melee 0.83 times a second.

    These numbers are very important, and will tend to pop up everywhere, including when calculating Main Attack damage, Spell damage, and specific Mana Steal and Life Steal values! If there’s any few numbers you should take away from this thread, it’s these.

    As of the Fruma Expansion, these numbers are now shown on the tooltips, so you won't have to memorize them. Woohoo!

    The specific hits per second for attack speeds above normal have been observed to be slightly lower than the actual theoretical amount. In addition, the attack speeds for Shaman and Archer appear to be slower than the other 3 classes. Lastly, it is nearly impossible to maximize the hits per second for high attack speeds, unless you click with perfect precision (these observations are detailed in section V of this thread). Therefore, when calculating melee damage, be cautious and aware that the practical DPS will likely fall a little short of the theoretical DPS.

    Base Damage indicates the damage of one melee without any damage boosts. For example, in the example, Voidstone Lersing deals 130-200 Neutral Damage, 300-360 Earth Damage, and 300-360 Air Damage on one melee with no other boosts. Note that adding powders can change these numbers, as we’ll cover later.

    Base DPS is effectively the fusion of Base Damage and base Attack Speed. On the weapon, it shows as the “Average DPS” part below the Base Damage. For example, for an unpowdered Voidstone Lensing, this is 685. To calculate Base DPS, simply multiply the Base Damage by the hits per second of the base attack speed. In this case, 130-200 Neutral, 300-360 Earth, 300-360 Air * 0.83 hits/s = 108-166 Neutral, 249-299 Earth, 249-299 Air = 684.75. Important to note is that Base DPS uses the base attack speed, and is not affected by the Attack Speed Bonus ID. Why would we ever need this number? Read on!

    Identifications are the bonuses or downsides on items that can change your damage or your gameplay in different ways.

    Powder Slots allow you to powder the weapon, changing its Base Damage and also granting other effects.

    These two will be covered more in depth in the next two sections, beginning with...

    ========== Identifications ==========
    Identifications are the main meat of most items. They offer different buffs (or nerfs!) to you, from damage buffs, mana buffs, survivability buffs, or buffs to progression (i.e. XP/loot).

    For this guide, we'll be focusing on the following IDs:

    • Skill Point Bonuses
    • Damage IDs
    • Attack Speed Bonus
    • Exploding
    • Thorns/Reflection
    • Poison
    • Critical Damage Bonus (rare)
    Skill Point Bonuses are often the first IDs that appear on an item from top to bottom. These simply offer, well, skill point bonuses.

    These are important to mention because they can often have a large effect on your damage, particularly if the skill point bonuses are in Strength or Dexterity. Keep these IDs in mind whenever we talk about Skill Points in damage calculation, and know that whenever I'm talking about Skill Points, I'm referring to the total of the Skill Points you assign and the Skill Points you gain from items!

    Damage IDs can come in various forms. However, the sheer variety of different damage IDs can initially be pretty confusing. However, think of every damage ID as including the following information:

    • What type of damage does the ID affect? Spell, Melee, or Both?
    • What elements of damage does the ID affect? Neutral, Elemental, Earth, Thunder, Water, Fire, Air, or Everything?
    • What type of damage bonus is the ID? % or Raw?
    All damage IDs can be described with these three qualities. For example, Earth Melee Damage % affects only Earth damage used for melees, and is % damage. Similarly, Elemental Damage Raw affects elemental damage for both spell and melee, and is raw damage.

    We'll dive deeper into the nitty gritty of how these IDs specifically change your damage and how they differ from each other. For now, just know that these three descriptors (spell/melee/both, elements, and %/raw) can define any damage ID.


    Attack Speed Bonus, an ID which really only appears around Level 40, is unique in that it increases or decreases the attack speed of your melee. Big emphasis on the melee part, since Attack Speed Bonus will NOT affect spell damage! This is because Base DPS is calculated based on a weapon's base attack speed. Also note that Attack Speed Bonus cannot make a weapon slower than Super Slow or faster than Super Fast.

    Attack Speed Bonus is a fundamental ID in many lategame and endgame melee builds, the majority of which usually take a base Super Slow weapon and either use items with negative Attack Speed Bonus to stack heavy amounts of melee damage onto it (Heavy Melee) or use items with positive Attack Speed Bonus to bring the weapon to Super Fast attack speed (Tierstack). There is sometimes also the concept of Cancelstack, which is taking a Super Fast item with excess Attack Speed Bonus and exchanging those excess tiers for Raw Main Attack Damage.

    For this guide, just know the distinction between your base attack speed and your actual attack speed, since it can affect your DPS calculations at the end!

    Exploding, Thorns/Reflection, and Poison are all more utility-based damage IDs that I'll talk about near the end of the guide in Part 3: Other Damage. The way these IDs have their damage calculated is a bit weirder than anything else, so I'll be diving into those there. Just know that for the main damage calculation formula, these are not relevant.

    Critical Damage Bonus is a very rare ID, and is only present on items in negative amounts. This, well, changes the damage of your crits. Because of the ID's relative rarity, and because it has a relatively straightforward effect, I'm not going to spend too much time on this one.

    One thing you should takeaway from this ID is that unlike most other IDs, since it directly affects crit damage, it is multiplicative in effect rather than additive, which is why it's a rare ID and pretty much only present in negative amounts.

    There's all of the IDs that you should keep in mind for this guide! With that out of the way, let's talk about the power of powders!

    ========== Powders and Powder Specials ==========
    powderinfo.png
    Powders are important since they can change the base damage of your weapon! Powders can also be applied on armors, where they change the elemental defenses and add a bit of extra health. In general for weapons, powders add some base damage in that element, while also converting some of the neutral Damage on the weapon (if any) to that element. For example, say we apply a Thunder powder and then two Water powders onto a weapon that does both Neutral and Water damage. First, we would convert some of the Neutral damage to Thunder, then add Thunder damage (note that the weapon does not need to have Thunder damage beforehand!) Then, we convert some of the remaining damage to Water, then add Water damage. The order powders of different elements are applied onto a weapon are important, as it determines what elements the neutral damage will convert to.

    You might’ve noticed that powders add the same damage to the base damage regardless of attack speed. In other words, the Base Damage will increase by the same number for a Super Fast, Normal, and Super Slow item. This means that weapons with faster attack speeds will benefit more from powdering. For example, if we apply an Earth Powder III (adds 6-10) onto a Super Fast weapon (4.3 hits per second), it has a base DPS increase of 26-43, while if we apply it onto a Super Slow weapon (0.51 hits per second), it has a base DPS increase of only 3-5.

    The general format we use to describe powdering is by using the first letter of the element paired with the tier of that powder. This way, we can express powdering sequences easily. For example, applying a Water powder, two Thunder powders, and then another Water powder, all of them Tier 7, would be expressed as w7t7t7w7.

    When we have multiple different powders of different elements in a sequence, the powdering process becomes a little more complex. The main concept is that powders are first “condensed” based on element, and then are evaluated in order. Thus, it follows that the most important part of powdering is the order that the first elemental type of each powder is applied, as the effects of each elemental powder will be combined in each step. To illustrate this, a powder order such as e7e7t7w7w7 is equivalent to e7t7w7e7w7, as the first Earth powder comes before the first Thunder powder, which comes before the first Water powder. For example, see the following diagram on how different powders differ for the wand Bonder:

    powdering.png
    When two or more Tier IV+ powders of the same element are added to either, they will give that item a Powder Special. Powder Specials are very useful for damage, and you should absolutely keep them in mind for this guide as we move forward with the main damage calculation formula!

    If there is more than one pair of powders with the same element, then the game chooses the element of the first valid powder added to the weapon (for example, both e7e7t7t7 and e7t7t7e7 yield quake, since the Earth powder appears first in the series, regardless of when the second one appears). The tier of the powder special depends on the tiers of the powders added:

    • Tier I - Two IV powders
    • Tier II - One IV powder, one V powder
    • Tier III - Two V powders (or one IV powder, one VI powder)
    • Tier IV - One V powder, one VI powder (or one IV powder, one VII powder)
    • Tier V - Two VI powders (or one V powder, one VII powder)
    • Tier VI - One VI powder, one VII powder
    • Tier VII - Two VII powders
    Generally, Tier I and Tier VII specials will be the most common, as players will likely either be powdering with only Tier IVs during progression and only Tier VIIs at endgame.

    The effects of weapon powder specials vary depending on the element. As a quick overview, Quake and Chain Lightning are powerful hits that base their damage off of melee damage and can trigger mana/life steal. Curse and Courage reduce the resistance of the enemy and buff the damage of players respectively, while Courage also gives a small damage hit around the player similarly to Quake/Chain Lightning. Wind Prison gives a high damage boost to the next hit dealt to a mob.

    Armor powder specials are different in that they give damage passively. Therefore, there is no “ability” or “control” for armor powder specials, rather they benefit you given a certain metric. Rage depends on health missing, Kill Streak depends on mobs killed, Concentration depends on mana used, Endurance depends on hits taken, and Dodge depends on time being near mobs.

    For main takeaways from this section, remember that powders can increase your base damage and are a must in endgame building, and remember that weapon and armor powder specials can help increase your damage further with active and passive abilities, respectively.

    ========== Skill Points ==========
    skillpoints.png
    Skill Points are a system that allows you to level up specific “skills”, each slightly increasing a player’s stats. There are five skill points: Strength, Dexterity, Intelligence, Defence, and Agility.

    Skill points functionally range from 0 to 150. The maximum number of skill points that can be manually put into a specific skill is 100, although it can be increased past this value with skill point bonuses on items. An overflow in skill point bonuses has no effect (for example, negative skill points have the same effect as 0 in that skill, and skill points past 150 have the same effect as 150 in that skill).

    Two of the skill points are damage-based (Strength, Dexterity), one is mana-based (Intelligence), and two are defense-based (Defense, Agility). On a similar note, two are flat increases to damage/defense (Strength, Defense) while two are chance based (Dexterity, Agility). In addition, all skill points boost the elemental damage of the related element, albeit in slightly different amounts. Unlike the actual effects of the skills themselves, which are multiplicative with other boosts, the elemental damage added is equivalent to the elemental damage ID and is therefore additive with other IDs on items. Specifically, the effects of the skill points are as follows:

    • Strength: Increases damage multiplicatively and increases Earth damage up to 80.8%.
    • Dexterity: Increases chance to deal +100% damage (critical hit) and increases Thunder damage up to 80.8%. The +100% critical hit damage bonus is additive with the damage bonus from Strength. A crit is shown by sparkles around the enemy after an attack.
    • Intelligence: Increases maximum mana and increases Water damage up to 80.8%. Reduces spell costs up to 50%.
    • Defense: Reduces damage taken and increases Fire damage up to 70%.
    • Agility: Increases chance to dodge attacks and increases Air damage up to 76.8%. A dodge reduces an attack’s damage by 90% and is shown with white text around the player.
    The amount added per skill point is not linear. All skill points have diminishing returns, such that points are less effective the more points exist in the skill. For most skill points, each point initially adds approximately 0.9-1% per point, then tapers off to just 0.2-0.3% per point.

    For the purposes of this guide, we will focus primarily on Strength/Dexterity, but we will also account for the elemental damage bonus from the skill points.

    Due to weapons usually having reqs that match up with their damage types, the additive nature of the elemental damage bonus compared to the multiplicative nature of Strength and Dexterity, and the diminishing returns of skill points, the elemental damage bonuses from skill points are often not too important in the long run. Practically, when creating builds, they can pretty safely be ignored.

    ========== Ability Tree ==========

    abilitytree.png abilityexample.png
    The Ability Tree is a skill tree where you can unlock new abilities, upgrades, and general skills that will change gameplay. For this guide, the parts of the Ability Tree that are important to us are the abilities that have conversions (the Total Damage section of some abilities) and damage bonuses. An example of an ability is Phantom Ray, shown below, which offers 30% (25% Neutral, 5% Water) of your DPS per hit, with the spell itself damaging enemies 10 times a second and lasting 1.2s.

    Additionally, after Level 60 when you gain access to raids, you can use Aspects to power up the effects of certain abilities, whether that's direct damage increases, AoE increases, or some other buff.

    The Ability Tree often forms the backbone of a build, and defines its general damage range and mana/survivability requirements. We'll discuss why later, but for now, just be familiar with the layout of abilities.

    ========== Major IDs ==========

    majorexample2.png

    Major IDs are special qualities on items of at least Legendary rarity or above which give special abilities or alter existing abilities. Similarly to abilities, they may change conversions or offer damage boosts. In fact, you can often think of them as "ability nodes on items", because they occupy a similar place with Ability Tree nodes in the damage formula.

    For now, just know that they exist.

    ========== Elemental Defenses ==========

    mobeledef.png

    Many mobs have elemental defenses and weaknesses, which is indicated by the symbols under their nametag in the overworld. For example, in this case the Kanderweed has elemental resistance to Earth and Thunder and elemental weakness to Water and Fire.

    The specifics of how these factor into the damage calc will be discussed later, but for now just know that they exist.





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    ========== Part 2: Damage Calculation ==========

    Overview

    We’ve finally reached the time to show the damage calculation formula! Before we get into it, there are a few things which are important to emphasize:

    • Damage in Wynncraft is calculated per hit. This means that this process occurs for each hit of a multihit, each arrow of an arrow storm, or each hit of a bash.
    • Powder special (i.e. Quake/Chain Lightning/Courage) damage calculation follows the melee damage path.
    • If you want the most accurate damage calculation, keep track of your minimum and maximum damage ranges, as well as specific damages in each element. You can average and aggregate these values at the end.
    The damage calculation process is as follows:
    1. Begin with Base Damage (when calculating melee) or Base DPS (when calculating spell)
    2. Apply Conversions
    3. Add/Subtract Elemental Additives
    4. Apply Base Modifiers (Additive Boosts)
    5. Apply Master and Defense Modifiers (Multiplicative Boosts)
    6. Add/Subtract Elemental Defenses
    If many of these words made no sense, that’s ok! Hopefully we can clear it up in the next few sections.

    Internally, we know that after elemental defenses, damage goes through a final step of Final Modifiers, as described in Zeer’s Damage Bible in the resource section. These are effectively multipliers such as Master or Defense Modifiers that occur after elemental defenses. For our purposes, we can safely ignore them, as they seem to potentially only be used for things like Raid Scaling.

    ========== Step 1: Base Damage and Base DPS ==========
    basedamages.png
    Step 1 involves getting the base number for the rest of our damage calculation. At this step, the melee damage calculation and spell damage calculation differ:
    • Melee damage (and powder special damage) act on per hit base damage. This means that we will not use the Base DPS, and instead just use the Base Damage itself.
    • Spell damage acts on Base DPS. This is to allow weapons of varying attack speed to be on the same playing field in terms of spell damage, otherwise slower attack speed weapons would be far far better for spell than faster attack speed weapons.
    With this in mind, keep in mind this base number (Base Damage for melee, Base DPS for spell) as we go forward!

    ========== Step 2: Conversions ==========
    meleeconversions.png spellconversions.png

    Step 2 involves conversions. These effectively multiply the base number in the previous step to get attacks that do different amounts of damage. Conversions appear in the following places:

    • The Ability Tree and Aspects (most common)
    • Quake, Chain Lightning, and Courage Powder Specials
    • Major IDs
    Notice that oftentimes, conversion is split into Neutral damage and Elemental damages.
    • Neutral conversion in a conversion means to take that percentage of the damage and directly add it to the total damage, regardless of the element.
    • In contrast, elemental conversion in a spell conversion means to take that percentage of the damage, convert it entirely to that element, and then add it to the total damage.
    For example, Assassin’s Spin Attack has a conversion of 120% Neutral, 30% Thunder. This effectively means to take 120% of your base damage, add it to the total damage, and then take another 30% of your base damage, convert it completely to thunder, and then add it to the total damage. All other conversions follow a similar pattern.

    Importantly, conversions are NOT exclusive to spell! Some abilities affect melee conversions, such as the Weapon Proficiency nodes and special melee nodes such as Double/Triple Shots or Pyrokinesis. If an ability affects melee conversions, it will be specified in the description, otherwise it is a spell conversion.

    Melee conversions can also be found in Powder Specials! For example, a T7 Quake has a 480% Earth conversion, a T7 Chain Lightning has 350% Thunder conversion, and a T7 Courage hit has a 200% Fire conversion. Importantly, notice how there is NO neutral conversion for powder special hits! This means that all damage is converted to the respective element before the next steps, which could mess with certain IDs.

    With the base number from Step 1, multiply it by the desired conversion in this step. Additionally, if damage is dealt over multiple hits (such as Arrow Storm or Multihit) or is dealt in intervals of time (such as Totem or Flaming Uppercut), you may want to keep track of the number of instances of damage or the time between hits, which can help calculate full spell damage or DPS later on if you wish.

    Once you’ve multiplied the base number from Step 1 with the conversion, move onto the next step (but don’t forget about your conversion just yet!)

    ========== Step 3: Elemental Additives ==========
    elementaladditives.png
    Step 3 involves Elemental Additives. These are damage values that are added per hit. As time has gone on, the only thing that fits in this category are the raw damage bonuses from elemental masteries, which appear in the third page of the ability tree. Given its position in the damage formula, the raw damage bonus from these nodes are added to the hit but affected by damage boosts further along the road.

    Importantly, the damage is ONLY added if it is present in the base damage! For example, if you are dealing Earth and Water damage, Water Mastery will add its raw damage, but Air Mastery will not. Note that since it’s only elemental additives and that the bonus offered by elemental additives is generally small, this step can often be ignored in practice, but we include it here for completeness.

    Given the damage from Step 2, add any raw damage from the Elemental Mastery nodes. That’s all you need to do for this step!

    ========== Step 4: Base Modifiers ==========
    basemods.png

    Step 4’s base modifiers is basically a fancy name for damage boosts that are additive with each other. The things you'll want to pay attention to with this step are:

    • Damage IDs from items
    • Armor Powder Specials
    • Some Abilities, Aspects, and Major IDs
    • Elemental Damage Bonuses from Skill Points
    • Percent Damage Bonuses from Elemental Masteries
    Since all of these are boosts are base modifiers, they are all additive with each other. For example, if we have +15% Earth Damage on a weapon, +30% Earth Damage on a helmet, +50% Earth Damage from the Rage Armor Powder Special and +20% Earth Damage from Earth Mastery, we will have a total of 15 + 30 + 50 + 20 = 115% Earth Damage.

    Recall from Part 1 of the guide that every Damage ID can be described with the following criteria:

    • What type of damage does the ID affect? Spell, Melee, or Both?
    • What elements of damage does the ID affect? Neutral, Elemental, Earth, Thunder, Water, Fire, Air, or Everything?
    • What type of damage bonus is the ID? % or Raw?
    For our purposes, we will split base modifiers into two buckets: %-based modifiers and raw-based modifiers. The former multiplies the damage from Step 3, while the latter adds damage independent of the damage of previous steps.

    % Damage IDs are pretty simple in that they just multiply with the damage from the previous step. For example, +25% Earth Damage will multiply the Earth damage in the damage by 1.25. If we equip another item that gives +20% Earth Spell Damage, then we multiply the Earth damage in the damage by 1.45 (1 + 0.25 + 0.20) if we are calculating spell damage.


    Raw Damage IDs are independent of the damage from the previous step. An important quality of Raw Damage IDs are that they only apply if that damage type is present! For example, if we have Earth Damage Raw and Water Damage Raw, and our weapon is a water damage weapon, then the Water Damage Raw will be added to the damage, but the Earth Damage Raw will not, UNLESS the conversion in the previous step has some Earth conversion.

    Raw Damages also have to be multiplied by the conversion, which keeps them consistent with existing damage. For example, if we had a 160% total spell conversion in the previous step, and we had another +100 Spell Damage Raw, we would have to multiply the raw damage by that conversion as well, leading to +160 Spell Damage.

    Elemental Damage Raw and generic Damage Raw IDs also add damage proportionally to the existing elements. For example, if our damage from previous steps is 70-70 Neutral damage, 15-15 Earth damage, and 15-15 Fire damage, and we're working with a theoretical 100% Neutral conversion, adding +200 Raw Damage will add +140-140 Neutral Damage, +30-30 Earth Damage, and +30-30 Fire Damage. Similarly, in this case, adding +200 Elemental Raw Damage will add +100-100 Earth Damage and +100-100 Fire Damage, since we are ignoring the neutral.


    A common question for newer builders is whether % or Raw is better to use on a weapon. This is a pretty useful skill for class building, and useful across all levels with all damage IDs! To figure this out, you can use a pretty simple trick.
    • Get the base value of your weapon.
      • If you're talking about melee, begin with the approximate Base Damage of the weapon (you can approximate this value by dividing the Base DPS by the Base Attack Speed attack rate).
      • If you're talking about spell, begin with the Base DPS.
    • You can convert Raw Damage to a % Damage equivalent by dividing the Raw Damage ID by the base value in the previous step.
    • You can also convert % Damage to a Raw Damage equivalent by multiplying the % Damage ID by the base value in the previous step.
    For example, say I'm using a weapon with a Base DPS of 350. I want to maximize my Spell damage, and I'm comparing two helmets: Helmet A gives +35% Spell Damage, while Helmet B gives +10% Spell Damage and +120 Spell Damage.

    Comparing the two helmets, we have:

    • Helmet A: 40% Spell Damage
      • 40% Percent equivalent
      • 0.4 * 350 = 140 Raw equivalent
    • Helmet B: 10% Spell Damage, +150 Spell Damage
      • 10% + (120 / 350) = 44% Percent equivalent
      • (0.1 * 350) + 150 = 185 Raw equivalent
    In this case, Helmet B would be better for our damage.

    If any of the % IDs you're comparing specify an element, you can approximate how much of your Base Damage/Base DPS is composed of that element. For example, if Helmet A above was instead 40% Fire Damage, and your Base DPS is approximately ~70% Fire Damage, you can multiply by 0.7 to get the approximate equivalents (i.e. 40 * 0.7 = 28% Spell Damage Percent equivalent).

    If you wanted to compare Main Attack damage instead, you would begin with Base Damage instead of Base DPS. All other steps remain the same.

    Whether you choose to compare items with percent equivalent or raw equivalent is personal preference.

    To factor in this step, add the % base modifiers you have together, and then multiply it by the damage from Step 3. If you have damage consisting of different elements, be wary of specific elemental damage IDs! It’s often helpful to split up your damage into its constituent elements and apply the base modifiers to each damage type individually. Then, add the raw base modifiers together (multiplied by the conversion in the previous step) and add those to the final damage. After you’ve done all that, you’re ready to move onto the next step.

    If you play Warrior or you're currently running a Paladin tree, you might be familiar with the ability Radiance and/or the Paladin ultimate ability. These abilities are very unique for being the only ones in the game with a special type of buff: ID Effectiveness.

    This buff directly increases the values of most of your positive IDs by a set amount. For example, base Radiance has an ID effectiveness of +15%, meaning most of your existing positive ID values are multiplied by 1.15x. For example, if you have +25% Fire Damage, +120 Spell Damage, and +20/5s Mana Regen, Radiance will multiply all of those values by 1.15, giving you +28% Fire Damage, +138 Spell Damage, and 23/5s Mana Regen.

    The resulting number of ID effectiveness also rounds down. This means that if you have +4 Attack Speed Bonus, base Radiance (+15% ID Effectiveness) will not make that +5, since 4 * 1.15 = 4.6, which rounds down to 4.

    Note that this effect does not affect XP Bonus or Loot Bonus, and also does not affect the crafting exclusive Loot Quality, Gather XP Bonus, and Gather Speed Bonus.


    ========== Step 5: Master and Defense Modifiers ==========
    mastermods.png
    In Step 5, we introduce master and defense modifiers. These are similar to Base Modifiers, with one EXTREMELY important distinction: they are multiplicative with each other. This one difference makes them much more potent, and often incredibly important for the damage of a build. The main sources of master and defense modifiers are as follows:
    • The effects of Strength/Dexterity
    • Powder Specials, specifically Curse/Courage/Wind Prison.
    • The Ability Tree and Aspects
    • Major IDs
    • Critical Damage Bonus ID (very rare)
    Below, I’ve included a table containing all known master and defense modifiers that the player can control. Note that this is partially separated into class because of ability tree differences.

    General
    • Strength: +XX% damage for non-crit, +100% + XX% on crits
    • Critical Damage Bonus ID: -XX% damage on crits
    • Courage: +10%/12.5%/15%/17.5%/20%/22.5%/25% damage
    • Curse: +10%/12.5%/15%/17.5%/20%/22.5%/25% damage on cursed enemies
    • Wind Prison: +100%/125%/150%/175%/200%/225%/250% damage on wind prisoned enemies
    • Punishment Major ID: -10% enemy resistance on reflection damaged enemies
    • Saviour’s Sacrifice Major ID: +15% damage when below 50% health
    • Fission Major ID: 2x damage on explosions
    • Cavalryman Major ID: -30% damage
    Archer
    • Arrow Wall: -40% damage to Guardian Angels
    • Divine Intervention: +20% damage to Guardian Angels on Arrow Bomb cast
    • Wild Light: +0.8% damage to Main Attack per +1% Walk Speed from Frenzy
    • Angelic Ascension: +400% damage to Main Attack
    • Patient Hunter: +20% damage to Basaltic Trap and Twisting Threads per second active, 100% max (aspect dependent)
      • Swift Primer: +10% damage, +100% max
    • Focus: +15% damage per focus, 3 focus max (aspect dependent)
      • More Focus: +2 focus max
      • More Focus II: +2 focus max
    • Initiator: +60% damage to next hit after not damaging for 4s
    • Decimator: +15% damage to Phantom Ray per successful spell hit, max 90%
    • Coursing Restraints: -15% enemy resistance
    • Methodical Major ID: 0.5x damage to Arrow Bomb area
    • Methodical Major ID: 2x damage to Arrow Bomb direct hit
    • Gunk Shot Major ID: -20% damage to Arrow Bomb and Grape Bomb
    • Frenetic Spirit Major ID: -90% damage to Guardian Angels
    • Evershot Major ID: 3x damage to Arrow Hurricane arrow
    • Heartbeat Major ID: 2x damage to Arrow Shield without Arrow Wall
    • Heartbeat Major ID: 3x damage to Arrow Shield with Arrow Wall
    • Regicide's Vantage Major ID: +2% damage per block away from target, +100% max
    Warrior
    • Blood Pact: +15% to +25% damage to Blood Pact spell, dependent on health cost (aspect dependent)
    • Enraged Blow: +1.5% damage per 1% Corrupted, +55% max
      • Overwhelming Rage: +30% max
      • Ecstasy: +25% max
      • Slow Boil Major ID: doubled max
    • Armour Breaker: +30% damage (aspect dependent)
      • Brutal Blow Major ID: +10% damage
    • Bloodlust: +5% damage to Bloodlust per 1% Corrupted
      • Ecstasy: +2% damage
      • Last Resort Major ID: 2x damage scaling
    • Pressure: +10% damage when Generalist applies on War Scream (aspect dependent)
    • Rumble: +4% damage to Bash per 1 Area of Effect
    • Acceleration: +10% damage to Flying Kick per block travelled, +150% max
    • Harmony: +4% damage per 1 Harmony, 5 Harmony max
    • Emboldening Cry: +8% damage
    • Luster Purge: +40% damage to Main Attack
    • Judgement: +20% damage
    • Stagnant Air Major ID: 2x damage to Air Shout
    • Divine Right Major ID: +4% damage to Sacred Surge per 1000 max HP + overhealth
    • Final Gambit Major ID: +20% damage
    Mage
    • Fortitude: +40% damage
    • Frozen Tornado: +1.6% damage to Tornado per 1 Distortion above 25
    • Vacuokinesis: +1% damage to Main Attack per 1 Distortion above 40
    • Meteor Shower: -25% damage to Meteor and Astral Fragmentation
    • Accelerated Strike: +4% damage to Main Attack per 10% Walk Speed from Time Dilation
    • Judrajim: +20% damage to Judrajim every time it deals damage
    • Induced Instability: +100% damage to Meteor and Pyrokinesis per Unstable
    • Meteor Crash Major ID: 2x damage to Burning Sigil
    Assassin
    • Backstab: 2x damage to Backstab when striking an enemy from behind
    • Surprise Strike: +80% damage to next hit after casting Vanish
      • Ambush: +40% damage
      • Manic Edge Major ID: +3% damage per mana lost in Vanish, +80% max
    • Marked: +7% damage per Mark, 4 Marks max (aspect dependent)
      • More Marks: +2 Marks max
      • Marked for Death: +4% damage
    • Satsujin: +200% damage to Backstab
    • Satsujin: +100% damage to Powder Special
    • Shadow Dance: +50% damage to second hit after casting Vanish
    • Toxic Sludge: +20% Earth damage on Contaminated enemies
    • Misdirection: +20% Thunder damage on Confused enemies
    • Soul Siphon: +20% Water damage on Drained enemies
    • Enkindled: +30% Fire damage on Enkindled enemies
    • Choke Bomb: +30% Air damage on Hypoxia enemies
    • Another Self: +3% damage to Damage Spells per Trick detonated over 10 Tricks
    • Noxious Haze: +10% damage per enemy debuff, 5 debuffs max (aspect dependent)
    • Ripple: +12% damage to Ripple per +1 block fallen after 5, +10 blocks max
    • Swan Dive: +10% damage to Swan Dive per Momentum, 10 Momentum max
      • Celerity: +2% damage
    • Aerial Ace: +35% damage
    • Petal Storm: +200% damage to Swan Dive
    Shaman
    • Bullwhip: +20% damage to Summons
    • Double Totem: -40% damage to Totem and Aura
    • Triple Totem: -50% damage to Totem and Aura
    • Crimson Effigy: 0.8x damage to Effigy per Effigy summoned
    • Commander: +5% damage to Main Attack per rallied Puppet
      • Split Second Major ID: becomes +2% damage to Main Attack
    • Friendly Fire: +10% damage to Puppets on Friendly Fire
    • Mystic Masks: +15% damage with Lunatic
      • Meticulous Act: +25% damage
    • Mystic Masks: -10% damage with Heretic
    • Hymn of Hate: -50% damage to Aura from Hymn of Hate
    • Haunting Memory: -15% enemy resistance when Fanatic is attached
    • Tribal Chants: +15% damage with Lunatic Chant
      • Chorus of the Ancients: +15% damage
    • Sacrificial Shrine: +35% damage to Aura when spending 15 Blood Pool
      • Rupture: +15% damage
    • Vengeful Spirit: +20% damage
    • Eldritch Call: -15% enemy resistance on bleeding enemies in range
    • Gruesome Knots Major ID: 2x damage to Bleeding and Twisted Tether
    • Strings of Fate Major ID: 2x damage to Puppets

    Notice how we combined Steps 6 and 7 here. This is because master and defense modifiers, for our purposes, are functionally identical. You can tell between the two since master modifiers affect the damage of you and other players, while defense modifiers reduce the defense of the mob(s) you are attacking. The latter is technically different, but functionally does the same thing: serve as a multiplicative boost to your damage.

    Why are Strength and Dexterity so powerful when used together? On critical hit, the damage of the critical hit with no strength is +100%. However, if Strength is present, this number is +100% added to the strength bonus, up to +180.8% crit damage. Since Dexterity affects the frequency of these hits, this interaction causes lower amounts of both Strength/Dexterity to be more potent than high Strength alone or high Dexterity alone. In other words, having 60 Strength and 60 Dexterity will yield more average damage than 120 in only Strength or 120 in only Dexterity.

    Compare this to Defense and Agility, which function off of a different system. When you dodge something with agility, the resulting hit is NOT affected by Defense. This effectively leads the two into a different situation, where mixed Defense/Agility is not necessarily better (and could even potentially be worse) than high Defense alone or high Agility alone.


    It’s important to note that there are many damage boosters that don’t actually count as master/defense modifiers. For example, Radiance is not a master modifier, and instead has a separate effect discussed in the previous section. The types of abilities to keep in mind that don't explicitly modify the damage calculation but are important to keep in mind are abilities which:

    • Increase the speed of abilities (i.e. Divine Intervention on Arrow Storm, Pressure on Bash)
    • Increase the number of damage instances (i.e. arrows in Arrow Storm, Hounds, Puppets)
    • Increase ID effectiveness (i.e. Radiance)
    In the case of most master multipliers, most boosts that affect other players (i.e. Emboldening Cry, Vengeful Spirit, Fortitude) are NOT multiplicative in parties. Instead, the highest number out of the multipliers available is chosen. For example, if Vengeful Spirit (+20%) and Fortitude (+40%) are both active in a party, the game will prioritize Fortitude, leading to an overall 40% damage boost.

    The same is also true for defense multipliers; if you have more than one ability active that applies a resistance debuff to an enemy (i.e. Coursing Restraints and Eldritch Call), these debuffs do not stack, and only choose the highest amount.

    There are only a few notable exceptions to this rule, which are Assassin's Noxious Gas and Warrior's Emboldening Cry, which are multiplicative with all other master multipliers.

    To factor in master and defense multipliers, take your damage from the last step, and multiply it by each master/defense multiplier you have in order. This gets your damage ready for the last step!

    At this point, you might have noticed that a lot of these steps involve stuff from the Ability Tree! Since spell conversions and master modifiers are so essential to the damage of a build, and both are primarily supplied from the ability tree, it follows that generally, the most important part of a build is the ability tree, with items after. For any veterans or returning players reading this guide, this is, I would say, the single largest difference in damage calculation and class building between pre-Spellbound and now.

    ========== Step 6: Elemental Defenses ==========

    And finally, the last step, elemental defenses. Elemental defenses are applied at (for our purposes) the very end of the damage calculation, and simply add or subtract to your existing damage for an elemental weakness and defense, respectively.

    Remember that damage calculation is per hit. This means that the effects of elemental defenses are more potent for playstyles with many hits as opposed to less hits. For example, Boltslinger and Summoner are more easily walled, but can also more easily exploit elemental weaknesses. In contrast, playstyles such as Heavy Melee effectively do not have to worry about elemental defenses, since the damage added or subtracted is so minimal compared to the damage of the entire hit.

    For general damage calculation, this step is often ignored, since the elemental defenses of the mobs you fight will be variable, and the effect of these elemental defenses is usually small enough to ignore. However, if you do play a class with a very large amount of hits, such as Boltslinger or Summoner, it is worth keeping in mind.

    With the damage from the last step, simply add or remove damage (if known) corresponding to the target’s elemental defenses/weaknesses. With that, you have now finished the damage calculation process!





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    ========== Part 3: Other Damage ==========

    While the last section covered the majority of damage that a player will deal (Spell and Main Attack Damage), there are also some oddball sources of damage that is discussed in this section.

    ========== Indirect Damage ==========

    Some damage values are based directly on other sources of damage, such as Exploding or the Violent Vortex or Nightcloak Knives abilities from the Shadestepper archetype of the Assassin tree. This damage is called indirect damage, which effectively means damage that is based on a different source of damage and therefore is not directly affected by things like master multipliers.

    Indirect damage is calculated very simply. First, you calculate the damage of the source. For example, say we want to calculate the damage of 5 Nightcloak Knives after a boosted Backstab. Say we run the damage formula above, and we get a final boosted Backstab damage of 100,000-150,000 Neutral, 22,000-33,000 Earth, and 5,700-17,000 Thunder.

    If we use the base Nightcloak Knives ability, we see that each knife is 13% of the damage we dealt per knife. Doing the math to get the damage of five knife after a boosted backstab, we get:

    0.13 * 5 = 0.65 (65% damage for 5 knives)
    100,000-150,000 Neutral * 0.65 = 65,000-97,500 Neutral
    22,000-33,000 Earth * 0.65 = 14,300-21,450 Earth
    5,700-17,000 Thunder * 0.65 = 3,705-11,050 Thunder
    The Exploding ID is also worth a mention here, since it's a relatively prominent source of indirect damage. Exploding is the chance for an enemy to explode on melee, dealing AoE damage to mobs around it (but NOT the mob that was hit!) This damage is equivalent to 50% of the melee that procced it.

    For example, if I hit a mob with a 20,000 Neutral and 50,000 Fire Main Attack hit, and exploding procs, our explosion would deal 10,000 Neutral and 25,000 Fire in a radius around the mob we just hit.

    A list of indirect damage sources in the game is below:


    General
    • Exploding: 50% of main attack damage
    Archer
    • N/A
    Warrior
    • N/A
    Mage
    • N/A
    Assassin
    • Violent Vortex: 45% of single hit damage if the damage is over 1.5x of your max health
      • Bladestorm: +55% damage if damage is over 2.5x of your max health
    • Nightcloak Knives: 13% of damage dealt per knife, 5 knives max
    Shaman
    • Hymn of Hate: -50% of Aura damage

    ========== Environmental Damage ==========

    There is some damage that does not come from base attacks or the ability tree. This damage is classified as environmental damage. The main difference between environmental damage and normal damage is that environmental damage is not affected by master modifiers. As you’ve likely noticed by now, the effects of master modifiers are very important for high damage, so this usually leads to environmental damage being worse damage-wise compared to normal damage, and unreliable as a primary damage source. I'm going to run through each of the environmental damage sources briefly below.

    • Thorns/Reflection effectively deals damage to mobs that damage you with melee/spells or ranged attacks, respectively. Specific information on how Thorns/Reflection damage is calculated is not really known. Honestly, this could be a form of indirect damage that acts on the damage the mob deals to you. Either way though, the damage values from Thorns/Reflection is often negligible, and can safely be ignored in most cases.
    • Poison deals flat damage over time to mobs that you hit with normal attacks. When you hit a mob, it begins a timer for 3 seconds, with a damage tick occurring on each second. The damage it shows on the ID is the damage you're getting: for example, +12000/3s Poison deals 4000 damage per poison tick. This number is not affected by anything, so poison damage calculation is pretty simple.





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    ========== Part 4: Examples ==========

    ========== Case Study: Botched Experiment ==========

    For our first example, we look at a Botched Experiment with two T4 Earth powders. As context, assume that we have the following Ability Tree nodes: Wand Proficiency, Earth Mastery, Fire Mastery, and Pyrokinesis (a Mage melee-focused node). Our goal is to calculate the DPS of the weapon, assuming we have Pyrokinesis active and are hitting all of them. We're also going to assume that our skill points are distributed to exactly meet the reqs: 37 Strength, 29 Defense, and 23 Agility.

    We start with the Base Damage, which we can see is 141-147 Earth, 97-113 Fire, and 89-101 Air.

    We then apply conversions. In this case, since we're using Pyrokinesis, we have 150% Neutral conversion. However, the item also has the major ID Perilous Flare: this adds an extra +50% Neutral damage to Pyrokinesis, leaving us with a 200% Neutral conversion. Lastly, we need to remember Wand Proficiency, which adds another +5% Melee Damage on top of this, leading to a final conversion of 205% Neutral. Factoring this in with the Base Damage, we get:

    141-147 Earth * 2.05 = 289.1-301.4 Earth
    97-113 Fire * 2.05 = 198.9-231.7 Fire
    89-101 Air * 2.05 = 182.5-207.1 Air
    Then, since we have Earth and Fire Mastery, we have to account for the elemental additives. This is +2-4 Earth Damage from Earth Mastery and +3-5 Fire Damage from Fire Mastery (the +20% Earth and +15% Fire are ID boosts, so we hold onto them for the next step). Adding the elemental additives, we have:

    289.1-301.4 Earth + 2-4 Earth = 291.1-305.4 Earth
    198.9-231.7 Fire + 3-5 Fire = 201.9-236.7 Fire
    182.5-207.1 Air stays the same
    Notice how the added damage is negligible to the damage we have already! This is in part due to the raw damages from Masteries being weak at higher levels and also because we have very slow Base Damage.

    Now we apply the Base Modifiers! Looking at the IDs on Botched Experiment, we have max +30% Earth Melee Damage and +225 Fire Melee Damage. We also need to remember the +20% Earth Damage and +15% Fire Damage from the masteries in the previous step! Lastly, we need to remember the skill point elemental damage bonuses: in this case, 37 Strength is 31.2% Earth Damage, 29 Defense is 22.0% Fire Damage, and 23 Agility is 19.6% Air Damage. Applying these to the damage from the previous step, we get:

    291.1-305.4 Earth * (1 + 0.30 + 0.20 + 0.312) = 527.5-553.4 Earth
    201.9-236.7 Fire * (1 + 0.15 + 0.220) + (2.05 * 225) = 276.6-324.3+ 461.25 = 737.9-785.6 Fire
    182.5-207.1 Air * (1 + 0.196) = 218.3-247.7 Air

    Note how we deal with the Raw Fire Melee Damage! Since fire damage is present, we add the damage multiplied by the conversion from the previous step (205%) as Fire Damage.

    Lastly, we apply master and defense modifiers. In this case, there's only one, which is the damage bonus from strength. 37 Strength is equal to a +31.2% damage bonus, so we multiply the damage from the previous step by this.

    527.5-553.4 Earth * 1.312 = 692.1-726.1 Earth
    737.9-785.6 Fire * 1.312 = 968.1-1030.7 Fire
    218.3-247.7 Air * 1.312 = 286.4-325.0 Air

    692.1-726.1 Earth + 968.1-1030.7 Fire + 286.4-325.0 Air
    = 2014.2 Avg. Damage per hit
    As an aside, it's important to acknowledge that if a mob has a weakness to Earth, Fire, or Air Damage of 100, then we would add 100 to this number. On the flipside, if a mob has Earth, Fire, or Air Defense of 100, then we would subtract 100 from this number.

    This gives us our damage per hit! Our damage calculation is now finished, but we want to find the DPS, not the damage of one hit. To do this, we multiply this number by the number of hits per second of the attack speed, which is 0.83 hits per second (see the Foundations section).

    2014.2 Avg. Damage * 0.83 = 1672 Avg. DPS

    As another situation, let's say that theoretically, for some random reason, this is our build and we're running without armor, accessories, tomes, ... for some reason. Let's say that we're in a party with a Lightbender, who gives us fortitude. How would our damage increase?

    Let's go back to our damage per hit. If we have fortitude active, this adds another master modifier, which multiplies our damage by 1.40 (since Fortitude is a +40% damage buff). Recalculating for this, we get:

    527.5-553.4 Earth * 1.312 * 1.40 = 968.9-1016.5 Earth
    737.9-785.6 Fire * 1.312 * 1.40 = 1354.8-1442.4 Fire
    218.3-247.7 Air * 1.312 * 1.40 = 400.8-454.8 Air

    968.9-1016.5 Earth + 1354.8-1442.4 Fire + 400.8-454.8 Air
    = 2819.1 Avg. Damage per hit
    2819.1 Avg. Damage * 0.83 = 2339.9 Avg. DPS

    Importantly, note how in the above process, we MULTIPLY the two master modifiers, instead of adding them like we did for base modifiers! It's also worth noting that you could've just multiplied the damage per hit and DPS we got above by 1.50, however this makes it clear that master modifiers compound with each other instead of just adding to each other.

    Now that we have the average DPS, what else can we do? We did powder it with two Earth powders. Why not see what the damage of a quake is? We go through the same process with the same skill points and ability tree, and start with the Base Damage. We then apply conversions, which in this case is 240% Earth.

    141-147 Earth * 2.40 = 338.4-352.8 Earth
    97-113 Fire * 2.40 = 232.8-271.2 Earth (converted to Earth due to conversion)
    89-101 Air * 2.40 = 213.6-242.4 Earth (converted to Earth due to conversion)
    338.4-352.8 Earth + 232.8-271.2 Earth + 213.6-242.4 Earth = 784.8-866.4 Earth
    Then, we account for the elemental additive from Earth Mastery:

    784.8-866.4 Earth + 2-4 Earth = 786.8-870.4 Earth (lol)
    Now we apply the Base Modifiers! We have max +30% Earth Melee Damage, +20% Earth Damage from Earth Mastery, and 31.2% Earth Damage from the Strength.

    786.8-870.4 Earth * (1 + 0.30 + 0.20 + 0.312) = 1425.7-1577.2 Earth
    Lastly, we apply master and defense modifiers, which is in this case, just the +31.2% damage bonus from Strength:

    1425.7-1577.2 Earth * 1.312 = 1870.5-2069.3 Damage = 1970 Avg. Damage

    ========== Case Study: Fierce Thunder ==========
    For this example, we look at an unpowdered Fierce Thunder. As context, assume that we have the following Ability Tree nodes: Water Mastery, Half-Moon Swipe, Whirlwind Strike. Our goal is to calculate the damage of a Whirlwind Strike. We're also going to assume that our skill points are distributed to exactly meet the reqs, which is just 25 Dexterity in this case.

    We start with our base damage, which is 17-38 Neutral Damage and 10-57 Thunder Damage. Since we want to calculate spell damage, we multiply this by the attack speed multiplier, which in this case is 2.5 hits/s. Note that if we were doing this practically, it's faster to just use the Base DPS value given. However, since I want to be pretty precise in these sections and show exactly how damage is calculated, I will calculate our Base DPS values manually.

    17-38 Neutral * 2.5 = 42.5-95.0 Neutral
    10-57 Thunder * 2.5 = 25-142.5 Thunder

    After getting the Base DPS, we move to the next step, which is applying the right conversion. Since we want to find the damage of a Whirlwind Strike, we consider the conversions involved: we start with base Uppercut, which is 260% Neutral, 40% Earth, and 40% Thunder. Half-Moon Swipe changes the conversions with -60% Neutral and +30% Water and Whirlwind Strike changes the conversions again with -30% Neutral Damage, +30% Air Damage. Applying these changes, we get 170% Neutral, 40% Earth, 40% Thunder, 30% Water, and 30% Air. That's a lot of elements and conversions! Multiplying these values by the numbers we have from the previous step, we have:

    42.5-95.0 Neutral * 1.70 (Neutral) = 72.3-161.5 Neutral
    25-142.5 Thunder * 1.70 (Neutral) = 42.5-242.3 Thunder

    42.5-95.0 Neutral * 0.40 (Earth) = 17.0-38.0 Earth
    25-142.5 Thunder * 0.40 (Earth) = 10.0-57.0 Earth

    42.5-95.0 Neutral * 0.40 (Thunder) = 17.0-38.0 Thunder
    25-142.5 Thunder * 0.40 (Thunder) = 10.0-57.0 Thunder

    42.5-95.0 Neutral * 0.30 (Water) = 12.8-28.5 Water
    25-142.5 Thunder * 0.30 (Water) = 7.5-42.8 Water

    42.5-95.0 Neutral * 0.30 (Air) = 12.8-28.5 Air
    25-142.5 Thunder * 0.30 (Air) = 7.5-42.8 Air

    72.3-161.5 Neutral
    17.0-38.0 Earth + 10.0-57.0 Earth = 27.0-95.0 Earth
    42.5-242.3 Thunder + 17.0-38.0 Thunder + 10.0-57.0 Thunder = 69.5-337.3 Thunder
    12.8-28.5 Water + 7.5-42.8 Water = 20.3-71.3 Water
    12.8-28.5 Air + 7.5-42.8 Air = 20.3-71.3 Air

    That's a mouthful. In practice, most spells won't have this many conversions, and you won't be doing this calculation manually (I hope), but this hopefully shows how spell conversions work.

    Next, we have elemental additives! In this case, we only have Water Mastery, so we add 2-4 Water Damage and keep in mind 15% Water Damage for the next step.

    72.3-161.5 Neutral stays the same
    27.0-95.0 Earth stays the same
    69.5-337.3 Thunder stays the same
    20.3-71.3 Water + 2-4 Water = 22.3-75.3 Water
    20.3-71.3 Air stays the same
    An important thing to note here is that Fierce Thunder did not have water damage originally! However, since the conversion led to water damage appearing, the mastery is applying its effects.

    Time for Base Modifiers! On Fierce Thunder, we see that we have max 60 Thunder Damage Raw and 30% Water Damage. We also have +15% Water Damage from Water Mastery, as well as an extra +22.2% Thunder Damage from the 25 Dex we have invested. Applying these boosts to the damages, we get:

    72.3-161.5 Neutral stays the same
    27.0-95.0 Earth stays the same
    69.5-337.3 Thunder * (1 + 0.222) + (3.10 * 60) = 84.9-412.2 + 186 = 270.9-598.2 Thunder
    22.3-75.3 Water * (1 + 0.15 + 0.30) = 32.3-109.2 Water
    20.3-71.3 Air stays the same

    Note how we multiply the Thunder Damage Raw by 3.10 instead of 1.70. 3.10 is the summation of the conversions for Whirlwind Strike (170% + 40% + 40% + 30% + 30% = 310%), and we do not convert the damage of Raw IDs into elements.

    Lastly, we apply master/defense modifiers. However, you'll notice that we technically have none if we're calculating non-crit damage! Therefore, we can get the average damage of a non-crit Whirlwind Strike:

    72.3-161.5 Neutral + 27.0-95.0 Earth + 270.9-598.2 Thunder + 32.3-109.2 Water + 20.3-71.3 Air
    = 729 Avg. Damage (non-crit)
    However, in practice, we want to see how much crits increase our damage. Recall that Dexterity increases crit chance, and crits do +100% damage on crit. We can calculate the damage of a crit by just multiplying by +100%. Internally, each damage range would probably be multiplied by +100% instead, but we can do this shortcut instead since I think we've done enough math already!

    729 Avg. Damage * 2.0
    = 1458 Avg. Damage (crit)

    With these two numbers, and knowing that 25 Dexterity means a 22.2% crit chance, we can calculate our definitive average Whirlwind Strike damage:

    729 (1 - 0.222) + 1458 (0.222)
    = 567.2 + 323.7
    = 891 Avg. Damage
    With these examples, I think we've covered damage calculation pretty in-depth!





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    ========== Conclusion ==========

    Thanks for reading this whole slog! I'm hoping this helps clear up a lot of stuff about modern damage calculation, as well as how it might factor into different types of builds, how it could influence the meta, etc.

    Keep in mind that this is an evolving guide that I intend to update over time. If there's anything that looks wrong with this guide, from a small typo to a big inaccuracy that invalidates a whole section of the guide, please let me know!! You can let me know on Discord (username euouae_) or leave a reply on this thread.

    shoutout to crust crusher. shoutout to melon cutter. have a great day gang

    ========== Resources ==========

    motoki1’s original damage calculation thread: https://forums.wynncraft.com/threads/how-damage-is-calculated.176082/
    The HeyZeer0 damage bible: https://tinyurl.com/4m5tszxp
    WynnBuilder: https://wynnbuilder.github.io/builder/
     
    Last edited: Mar 10, 2026 at 10:34 PM
  2. Mursuto

    Mursuto Well-Known Adventurer VIP

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    Tzelofachad The forums lurker.

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    This is really cool but 2 things
    first please make it Light Mode friendly with the powder abbreviaitons
    second i have no attention span and got bored halfway through please add a subway surfers gif every few pages or i will report you to my uncle satled.

    no but /srs this is AMAZING, im not gonna use it because I think I will just stick to my t6 powdered morph fantasia, but it's very useful for people who want to get into class building!
     
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  4. Alpacaturtleboy

    Alpacaturtleboy Im a guy who is adiccted to wynncraft :)

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    Sugo Buildah Media Builder

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    Very useful thread :)
     
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  6. Beanie Boi

    Beanie Boi Well-Known Adventurer

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    ________________________________
    thank you breastie! :halo emoticon:
     
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    Elytry Making Builds & Needs to Chill

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  8. SmileyAlec

    SmileyAlec Olympic Gaming

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  9. zenythia

    zenythia Ability Designer Ability Designer VIP

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    still dont know whether eledefs are affected by raid mults (though i assume they arent)
    and too lazy to test...
    (this message will inevitably motivate me tho
    ________________________________
    also did anyhting change from 2.0?
     
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  10. euouae

    euouae euouae Item Team

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  11. EDGN

    EDGN Noob

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    Zamn this popped up exactly when I wondered what the general formula was. God tier post, thank you very much for taking your time to make such a high quality post
     
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  12. zenythia

    zenythia Ability Designer Ability Designer VIP

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  13. Beanie Boi

    Beanie Boi Well-Known Adventurer

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  14. euouae

    euouae euouae Item Team

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  15. ____________birb

    ____________birb not borpus Staff Member Discord Moderator QA Item Team

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  16. Beanie Boi

    Beanie Boi Well-Known Adventurer

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  17. PlasmaWarrior

    PlasmaWarrior Killer fish

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  18. ____________birb

    ____________birb not borpus Staff Member Discord Moderator QA Item Team

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  19. PlasmaWarrior

    PlasmaWarrior Killer fish

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  20. Demogarose

    Demogarose Well-Known Adventurer

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    awesome guide. math makes my head hurt but I now know a few key takeaways for increasing my overall DPS

    one small thing:

    Exploding was changed in 2.1.2, I believe it now triggers on-hit rather than on mob death.
     
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