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Skill calculator

Skill Damage Lab

Compare one flat hit per skill before Defence and critical hits. Results exclude animation timing, motion and hit count; they are not damage per second.

Flat hit = Attack × skill damage multiplier × (1 + Physical damage %) × measured multiplier

Supported example: Withered Knight · Greatsword · Thorn Guide. The result uses a reviewed coefficient and measured class/weapon coverage; it is not final combat damage.

1

Build

One class, one weapon, one compact full-set profile.

0 / 32shared affix points used32 from gear · 0 from Wine

Budget-valid for this simplified profile. Wine can repeat one affix up to 0 times; exact sockets and fixed item rolls are not modeled.

2

Affixes and conditions

Only affixes with a confirmed input for this calculation are shown.

ValorLevel 0 / 7
0
WrathLevel 0 / 7
0
FervidLevel 0 / 7
0
FervorLevel 0 / 7
0
StrifeLevel 0 / 7
0
VitalityLevel 0 / 5
0
3

Skill sequence

Order one or more skills. Repeated casts are allowed.

  1. 1
    Thorn GuideFlat damage supported · Energy cost available

Talents linked to this sequence

0 / 8 selected

No talent changes any value used by the selected sequence.

Result

Flat damage, no animation

Unmitigated, non-critical damage per skill. The multiplier is measured; see “About the multiplier” for its scope.

Use this estimate to compare setups. Actual in-game damage can differ.

Flat damage for the whole sequence696969 across the measured range

Unmitigated, non-critical, one hit per listed skill. The target's Defence and resistances will reduce this.

Relative comparison is not shown until this setup has a supported configured outgoing-affix change.

Attack18018% Physical damage · 0% penetration
Attack × multiplier49.9Before Physical damage % and before the measured multiplier
Energy35100 pool → 65 after sequence
  1. 1

    Thorn Guide

    Mapped damage coefficient · ×0.27712
    Flat hit
    69 (6969)
    Attack × multiplier
    49.9
    Energy
    35

    Flat, animation-free, unmitigated, non-critical. Not the final number on screen.

About the multiplier

A single multiplier sits between the damage multiplier the game files store for a skill and the number the game actually prints. This calculation uses it, and states plainly what it is.

What it is
About 1.176, measured over 19 training-dummy readings taken in a live game client on 2026-08-12, across three classes, four weapons and five different skill damage multipliers. A single value fits every reading at once; the readings place it between 1.17125 and 1.1802, which is the range shown next to each result.
What it is not
It was not read out of the game's code, configuration, curves or effect data — a search of all of those for a value in this range came back empty. It is fitted to observations. Because of that, "the multiplier is 1.176" and "the number the game uses is 1.176 times the stored skill damage multiplier" are the same statement, and no measurement can separate them.
What our own damage tool does with it
The tool this site treats as the authority on damage will not produce an absolute damage number at all. It only compares two setups against each other, and it leaves this multiplier out on purpose: the same unknown applies to both sides of a comparison, so it cancels and the comparison stays exact without it. This calculation keeps the multiplier in so that a single setup has a number to show, which is the trade it makes — the comparison between two of these results and the working shown in a guide are what the number is for, not a statement about absolute damage in game.
Not the community Defence constant
This is not the fixed constant community damage guides put in their Defence step. That one was fitted by a guide to its own readings and does not match the game's real Defence curve. No Defence stage is applied here at all.
Where it is used
Dagger, Dual Blades, Greatsword and Hammer only, on Mercenary, Shadowstrix and Withered Knight — the weapons and classes the readings actually covered. Every other class or weapon shows no flat damage rather than an extrapolation, and the bow and spell damage multipliers in particular changed in a later game update and were never part of the measurement.
What this leaves out

A flat hit is not the number you see in a fight. This calculation deliberately stops before every stage the site cannot verify, instead of guessing them:

  • animation and motion: no light/heavy motion multiplier, no cast time, no hit count, and no damage per second;
  • the target: no Defence, no penetration applied to a target, no Physical or Magic Resistance;
  • critical hits, blocking, and True Damage splits;
  • match-wide and mode-wide damage modifiers, and shared-damage division between targets;
  • the game's final rounding, which can move a printed number by roughly a point.

Energy costs and Attack come from directly stored values and are exact for the selected build. Where a skill has no reviewed damage multiplier, its row says so instead of showing a number.