Type in the numbers from your character and skill panels; the panel on the right shows single-hit damage, every multiplier, and how much one more point of each stat is worth. Formulas follow HS Helper's Season 8 formulas.
Base damage
Attack damage multiplier
Crit and Deadly Blow
Armor Break
Skill multiplier and range
Extra damage to ailing enemies
Tick the ailments the enemy actually has and enter the extra damage % for each; unticked lines are ignored. “Afflicted with ailments” counts once if any ailment is present (S8).
Formula and multipliers
Base damage
Weapon base × (1 + Enhanced Damage %) + Flat Physical Damage. Enhanced damage scales the weapon's white number; flat physical is added afterwards, so it skips enhanced damage but gets every later multiplier.
Attack damage multiplier
1 + (Strength + Attack Damage %). Strength gives 1% per point and shares the multiplier with attack damage % from gear and skills.
Deadly Blow multiplier
A normal hit is ×1, a deadly blow is ×(1 + 35% × (1 + Deadly Blow effect %)), weighted by chance. Season 8 lowered the base effect from 50% to 35% and added a few items with “increased effectiveness of Deadly Blow”. Chance diminishes above 50%, cap 100%.
Armor Break multiplier
1 + Crushing Blow stacks × 10% × (1 + effectiveness %) + other Armor Break %, capped at +100%. Crushing Blow (max 5 stacks) is the usual source.
Critical Strike multiplier
×1 without a crit, ×(1 + Critical Strike Damage %) with one, weighted by chance; chance caps at 95%. “Critical hit” treats the chance as 100%.
Extra damage multiplier
1 + Σ extra damage to ◯ enemies %. Only ailments the enemy really has count; since Season 8 “afflicted with ailments” counts once for any ailment.
Skill Attack Damage
The “Attack: NNNN%” on the skill tooltip, the final skill multiplier on total damage.
Season 9 random range
From Season 9 every hit rolls between the weapon type's floor (50–80%) and 100%. The calculator shows the top end; enter a floor to see the range.
Base damage
Synergies
Skill damage %
Resistance
Extra damage to ailing enemies
Tick the ailments the enemy actually has and enter the extra damage % for each; unticked lines are ignored. “Afflicted with ailments” counts once if any ailment is present (S8).
Formula and multipliers
Base damage
Skill level × base damage per level + flat elemental skill damage. Level includes +N skills from gear.
Synergies
1 + Σ (synergy skill points × % per point) + Intelligence × % per point. Each synergy listed on the tooltip is one term; the attribute synergy adds into the same multiplier.
Magic Skill Damage / elemental skill damage
1 + Magic Skill Damage % + this element's skill damage %. They are summed before multiplying, so they are worth the same.
Resistance multiplier
1 − enemy resistance × (1 − ignore resistance). With 100% ignore resistance it does nothing.
Extra damage multiplier
Same as physical: 1 + Σ extra damage to ◯ enemies %, counting only ailments the enemy has.
Not included
Elemental breaks (◯ break and Elemental Break are separate, stacking multipliers), hits per cast, cast rate / skill haste, augment damage %. For hybrid skills compute both halves and add.
Where to read each number
| Field | Source |
|---|---|
| Weapon base / Enhanced Damage | Weapon tooltip: white [N] and “+X% Enhanced Damage”; other gear's enhanced damage on their affixes |
| Flat Physical Damage | Gems (diamonds), gear affixes “+N Flat Physical Damage” |
| Strength / Intelligence | Character panel, attributes |
| Attack Damage % / crit / Deadly Blow / Crushing Blow | Character panel, offense |
| Skill Attack Damage %, skill level, synergies | Skill panel (hover the skill) |
| Magic / elemental skill damage % | Gear affixes, incarnation tree |
| Ignore resistance | Relics, “Ignore All Resistance / Ignore ◯ Resistance” affixes |
Notes
- Caster skills ignore attack damage, Strength and crit; physical skills ignore Magic Skill Damage. Check whether the skill panel shows an “Attack %” or a flat number first.
- Not matching your panel is normal: the panel shows only base × attack damage; the other multipliers apply in combat.
- Use “value of one more point” to compare gear: the smallest multiplier gives the biggest gain per point.
- Tick ailments as they really occur: against enemies that never bleed, “extra damage to Bleeding” is worth 0.
Formulas from HS Helper (community tool maintained by Tsaeko, Season 8 formulas; originally compiled in a community Google Sheet); damage-type identification follows Bilibili creator 3dg111's breakdown video. Community-tested, not official; patches may change it. HS Helper · Damage · bilibili · BV1w9Ti6tEkr