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ESPR

Stat & Damage Calc

Compute a character's combat stats from your account setup, then estimate their skill damage, damage-over-time, healing, and barriers.

Character

Select a character to see their stats.

What the calculator models

The stat math reproduces in-game sheets exactly for any input the game itself allows; the damage model follows the game's own formulas for the channels below and is verified against the game. It is not a complete battle simulation — the current approximations are listed here, and dated model changes are recorded in the changelog below.

Modeled channels

  • Stat sheets: the full stat formula — level scaling, percentage and flat sources, mode factors, rounding — reproduces in-game sheets exactly.
  • Crit caps: battle math caps CRIT Rate at 100% and CRIT DMG at 300%.
  • Target crit resistance: CRIT RES lowers the attacker's crit chance before the roll; CRIT DMG RES reduces a crit's bonus damage after the attacker's 300% cap, never below a non-crit hit.
  • DEF Penetration against the target's damage reduction.
  • Broken state: −15 percentage points in the capped damage-reduction bucket while the target's Toughness is emptied — up to +0.15 on the damage modifier (skill hits and damage over time; chain damage unaffected).
  • Rotation Ban (Gauntlet modes): −10% per stack to the banned unit's ATK/HP/DEF/SPD in the same additive bucket as combat buffs, and a flat −10 percentage points per stack to Effect Hit and Effect RES in the debuff-landing model.
  • The Evade view: the reduced-damage floor, no crit, and suppression of the skill's rider damage over time.
  • Debuff-landing odds (optional): Effect Hit minus Effect RES with the ±30% element step and the Absolute RES cap.
  • Chain damage: separate no-crit rows with their own fire-time snapshot and ±5% band.
  • Damage over time: an expected value weighting each application by its chance, with same-type instances stacking separately.
  • Minimum damage: every hit that connects deals at least 1 — a final clamp applied after everything else.

Current approximations

  • A target-side stat that resists penetration is not modeled; against the rare target that carries it, effective penetration is overstated.
  • For the rare skills whose damage scales with SPD, the SPD term is folded in additively; in game it applies as a multiplier.
  • A chain hit that scales on the target's stat is computed with the attacker's stat instead — the affected rows say so in their own breakdown.
  • The Evade view suppresses all of a skill's rider damage over time; in game a small minority of those effects would still land on an evading target.
  • A stat that reduces only non-crit damage taken is not modeled.
  • A few effects carry special landing rules — guaranteed-landing or disadvantage-only evade adjustments — that sit outside the debuff-landing model.

Changelog

Updated 2026-08-26

Dated changes to this calculator's model and the game data it runs on.

  • 2026-08-26DamageSkill bonuses that apply only while an effect is NOT on the unit now say so. A few skills grant a bonus while their own buff has worn off, or while the unit carries no debuff at all; the calculator showed these as an unlabelled “Condition” switch, with nothing to say which effect the switch depended on — or that the effect had to be absent rather than active. Each switch now names the effect and states that it must be absent, and a bonus that simply asks for any buff on the unit is labelled that way too. Relabelling them changed how they are saved, so these switches start off — re-check them on the Damage tab.
  • 2026-08-23DamageDebuffs that raise the damage a unit takes are now applied in the right direction. Selecting an effect whose description says damage taken increases previously lowered the Damage tab’s result instead of raising it; effects that reduce damage taken keep their direction.
  • 2026-08-23DamageEffects that grant several bonuses at once now count all of them. Previously only an effect’s first bonus reached the result — one raising both CRIT Rate and CRIT DMG raised only CRIT Rate — and a few effects that pair a skill-specific bonus with a general one were missing from the selection lists entirely. Each bonus now uses its own value from the game data: a bonus tied to one skill type counts only while a matching skill is selected, and one that requires the target to be Broken counts only while the Broken toggle is on.
  • 2026-08-23Game dataWhen a game update changes the calculator’s data, the page now detects the newer data version and refreshes what it had already loaded, so a character’s stats, skills and effect values quickly settle on the same version. Previously each resource was cached on its own clock, and one page could keep mixing pre-update and post-update numbers for an hour or more.
  • 2026-08-23DamageHealingBarrierSaved buffs and debuffs no longer keep outdated strengths: when a balance update changes an effect’s percentage, the Damage, Healing and Barrier tabs now calculate with the game’s current value instead of the number stored when the effect was selected. Effects with an editable percentage keep the value you entered.
  • 2026-08-23StatsDamageHealingBarrierSaved calculator inputs now stay in sync when the same Savior is open in more than one browser tab: a change made in one tab — stars, mode, Favor, target settings, selected effects — also updates the other tabs. Previously each tab kept its own copy from the moment it loaded until it was reloaded, so two tabs could quietly show different numbers for the same saved build.
  • 2026-08-22DamageHealingBarrierSwitching Stellar Blooming no longer mixes the two forms for a moment: the Damage, Healing and Barrier tabs now wait for the selected form’s skills to load instead of briefly evaluating the previous form’s skill percentages against the new form’s stats.
  • 2026-08-22DamageDamage buffs tied to one skill type now count only while that skill is selected: a saved Special-only buff no longer keeps raising Basic or Ultimate damage invisibly, and it re-applies when you pick that skill again.
  • 2026-08-22BarrierBarrier results no longer depend on how fast the page data loads: a saved caster stat buff could be evaluated before the effect list arrived, leaving the unbuffed shield value on screen until reload — the buff is now included as soon as the effect list loads.
  • 2026-08-22DamageHealingBarrierSkill levels are now shared across the Damage, Healing and Barrier tabs: changing a level in one tab updates the others immediately. Previously each tab kept its own copy until the page was reloaded, so a skill that both deals damage and heals could be evaluated at two different levels at once.
  • 2026-08-22StatsDamageFavor, Resonance and the selected mode now stay where you put them. Until today they were the only inputs on the page that did not save: every reload silently snapped Favor back to 60, Resonance back to maximum and the mode back to PvE, while your stars, sigils, level, Tactical Analysis and both stat grids all persisted. So a Savior you had not maxed was shown with a maxed Savior’s sheet — and if you set the real values, they vanished on your next visit. They are now saved per Savior like the rest of the build, so an un-maxed unit reads correctly and a PvP board stays selected.
  • 2026-08-21StatsDamageGame dataThe game’s August 21 hotfix changed Star Link milestones twice over. Every bonus is bigger — the first went from 60 ATK / 330 HP / 30 DEF to 80 / 440 / 40, the last from 200 / 1,100 / 100 to 360 / 1,980 / 180 — and they are now paid at the END of each twenty-level block instead of on entering it. The first bonus lands at Star Link 220 rather than 201, and the last at 500. So mid-block you now hold one fewer bonus than you used to, while a Savior at 500 holds all fifteen: 3,300 ATK / 18,150 HP / 1,650 DEF, up from 1,950 / 10,725 / 975. Verified in game: the new sizes against a full character sheet, and the payout timing against live leaderboard units standing exactly on a milestone level.
  • 2026-08-20StatsDamageStar Link milestone bonuses are now verified against the game, and they land one block earlier than we first modelled. Star Link runs from 201 to 500 in fifteen blocks of twenty, and the bonus is paid when you ENTER a block — at 201, 221, 241 and so on — not when you finish it. A Savior at Star Link 331 has therefore collected seven bonuses, not six, and the calc was short by 380 ATK / 2,019 HP / 167 DEF at that level. The two details we shipped as unconfirmed are settled at the same time: the bonus ADDS to that level’s ordinary growth rather than replacing it, and your percent bonuses multiply it the way they multiply the rest of your level growth. A full character sheet now reproduces to the exact point.
  • 2026-08-20DamageCristelle’s Chain DMG is now counted in full. Two fixes. Nightmare Unleashed deals 40% of ATK as Chain DMG for each debuff on the target, up to 5 — the calc was reading the whole ladder as a single instance, so it showed 40% where the skill reaches 200%. It is now a 0–5 selector for the number of debuffs on the target, and the chain row is labelled ×N. Separately, a Chain DMG that a PASSIVE adds to another skill now appears on that skill: Festering Resentment’s 40% of ATK fires from Vengeance and Retribution against a debuffed enemy, and that condition was missing from the Basic entirely. Conditions contributed by the passive are badged so they are not mistaken for the skill’s own. Only Cristelle is affected — no other Savior has these effects.
  • 2026-08-20StatsDamageStar Link milestone bonuses are now counted. Since the August 20 update, every 20th Star Link level from 220 to 500 grants a flat bonus on top of ordinary level growth — +60 ATK / +330 HP / +30 DEF at 220, rising each milestone to +200 / +1,100 / +100 at 500, so a Savior past all fifteen carries +1,950 ATK / +10,725 HP / +975 DEF. Total Stats, damage results and leaderboard build sheets include them for any Savior above Star Link 220. Ranked, Cosmo Gate and Flash Point evaluate at level 200, so nothing changes there; Strategy keeps the bonus at the same 5% Star Link scale as the rest of that growth. Two details are not confirmed against the game yet: whether the milestone bonus adds to that level’s own growth or replaces it (at most about +150 ATK at the cap), and whether your percent bonuses multiply it the way they multiply level growth — for now the calc does both, and we will re-check against in-game sheets.
  • 2026-08-02DamageThe Gauntlet Rotation Ban is now modeled, verified against the game. In Ranked and Strategy mode the Damage tab gains a Rotation Ban section: set ban stacks (up to 4) for your unit and/or the target. Each stack cuts the banned unit’s ATK, HP, DEF and SPD by 10% — pooled additively with combat buffs, so a banned unit under +30% ATK Up fights at ×1.20, not ×1.30 × 0.90 — and lowers Effect Hit and Effect RES by a flat 10 percentage points, which feeds the debuff-landing odds. The penalty never appears on stat sheets, so sheet totals are unchanged; with both selectors at 0 (the default) every existing result is identical.
  • 2026-08-01DamageThe target’s crit counter-stats are now modeled, verified against the game. Two new inputs in the Damage tab’s target section: CRIT RES lowers the attacker’s crit chance before the roll (at or above the attacker’s crit rate, crits can’t happen), and CRIT DMG RES reduces a critical hit’s bonus damage after the attacker’s 300% CRIT DMG cap — a fully resisted crit deals the same as a non-crit hit, never less. In the current game these come from a few kit effects, boss passives, and a potential. Both default to empty, so existing results are unchanged.
  • 2026-08-01StatsDamagePermanent passive CRIT bonuses now count. Passive skills that permanently raise CRIT Rate or CRIT DMG were previously left out of the stat sheet — only the ATK/HP/DEF percent passives counted. Affected: Trish and Muriel (up to +25% CRIT DMG at 3 stars), Scarlet (Sun Ranger), Marcille, and Clarissa (up to +15% CRIT Rate). These now add to the Total Stats CRIT values at the selected star level, the game’s 100%/300% caps still apply on top (verified against the game), and damage results for those characters rise accordingly. Leaderboard build sheets include them too. One passive stat stays unlisted by design: Hilde’s chance to step in front of a hit aimed at an ally is a battle trigger, not a stat-sheet value.
  • 2026-08-01StatsDamageMinimum damage and input cleanup. Any hit that lands now deals at least 1 damage, matching the game (verified against the game) — against a heavily armored target the calculator no longer shows 0. DEF debuffs that would push the target’s DEF below 0 now floor it at 0, as the game never lets a stat go negative. Inputs were also tightened to the precision the game itself uses: flat stats and target DEF are whole numbers, percent inputs carry up to 4 decimal places, and extreme or malformed saved/imported values are cleaned up on load instead of producing skewed or broken results. A few edge-case results may shift by ±1; typical builds are unchanged.
  • 2026-07-31StatsDamageWhole-number results are now computed exactly, and the stat sheet applies the game’s crit caps. Every rounded-down number — the ATK/HP/DEF/SPD totals and all damage results — is now worked out in exact arithmetic at whole-number boundaries: a result that lands precisely on a whole number can no longer come out 1 low, and one sitting a hair below a whole number can no longer be rounded up to it. A few boundary results may shift by ±1 from before. The stat totals also now apply the caps the game itself uses (verified against the game): CRIT Rate tops out at 100% and CRIT DMG at 300%, so an over-capped build shows the values that actually apply in battle.
  • 2026-07-31DamageDebuff-landing fixes. Target Effect RES now accepts decimals and values above 100% — the input was previously capped at 100% and rounded to whole numbers, even though tough story bosses carry far more (verified against the game: the resist check has no cap). Against 100% Effect Hit with a +30% element advantage, 130% Effect RES now correctly shows a 0% land chance instead of 30%. Also fixed: a change that moved only Effect Hit (for example an equipment edit) did not refresh the Damage tab until another stat changed — it now updates immediately.
  • 2026-07-31DamageThree combat states are newly modeled, each verified against the game. Broken: a new target toggle applies the +15% damage a target takes while its Toughness is emptied — on skill hits and damage over time (chain damage is unaffected), and an evaded hit on a Broken target now shows the correct −35% instead of −50%. Evaded view: the debuffs tied to an evaded hit don’t land, so the damage-over-time section is now suppressed there; chain damage still fires. Debuff landing: optional target Effect RES and Absolute RES inputs weight expected damage over time by the real land chance — Effect Hit minus Effect RES with a ±30% element step, capped at 80% by Absolute RES (every Savior carries 20%). All three default to off, so existing results are unchanged.
  • 2026-07-31StatsDamageStat totals and damage now follow one rounding rule. Each ATK/HP/DEF/SPD total is rounded down to the whole number the sheet displays — matching the game — and the Damage tab computes from exactly those displayed values. Previously the damage math carried hidden fractions (a sheet showing 100 ATK could compute as 100.6), and a result landing exactly on a whole number could come out 1 too low. Results may move by ±1 from before; boundary cases are now exact.
  • 2026-07-30StatsFrom Galaxy Season 10, Cosmo Gate evaluates every Savior at Level 200 with maximum Resonance (verified against the new season’s battle data). The Cosmo Gate mode now applies this normalization, so character level and Resonance inputs no longer change its totals — matching the numbers you see in battle.
  • 2026-07-28StatsRemoved the Flash Point option from the mode selector, added earlier today. Since that mode evaluates every unit at level 200 with maximum Resonance, it showed nothing you cannot get by selecting PvE with level 200 and max Resonance — the same numbers, one selector slot cheaper.
  • 2026-07-28StatsDamageAdded two mode options: Cosmo Gate and Flash Point. In Cosmo Gate your stats apply in full except level growth beyond 200, which the mode does not count. Flash Point evaluates every unit at level 200 with maximum Resonance, exactly as the mode itself does — so the level and Resonance selectors have no effect there. Ranked and Strategy are unchanged. The Damage tab treats both new modes as PvE content when picking the target DEF default and the DEF curve. Verified against the game’s per-mode stat rules.
  • 2026-07-25StatsCorrected the Savior track's Tactical Analysis stats, which were reading about 39% high on ATK. A maxed level-200 Savior track gives 2390 ATK / 14340 HP / 1195 DEF, not the 3348 / 16740 / 1395 quoted here on 2026-07-23 — the track gains 10 ATK / 60 HP / 5 DEF per level and 30 / 180 / 15 at every 10th level. Verified against the in-game screen at levels 96 and 97 (1130 / 6780 / 565 and 1140 / 6840 / 570). Arcana and the element/class tracks are unchanged. If you use the Savior track, your unit totals will drop slightly and are now correct.
  • 2026-07-24StatsGame dataFixed the stat totals for Summer Luna and Ceres, which were reading low by their favor bonus. Every unit gains the same flat ATK/HP/DEF from favor (up to 400 ATK / 2400 HP / 244 DEF at max), but these two recently-added units shipped without that table, so their sheets and leaderboard builds under-counted (e.g. a favor-48 Summer Luna showed 8148 ATK / 66283 HP / 4021 DEF instead of the in-game 8488 / 68323 / 4229). All other units were already correct.
  • 2026-07-23StatsGame dataTactical Analysis was rebalanced in the 2026-07-22 patch, so its stat totals are now much higher: at level 200 a maxed Savior track gives 3348 ATK / 16740 HP / 1395 DEF (was 970 / 5820 / 485), Arcana 3700 / 22200 / 1850, and each element/class track 2388 / 11940 / 995. The Savior track also gained a spike at every 10th level. The calc derives all Tactical Analysis stats from your levels, so this flows straight through to every unit's totals; the account-wide facility multiplier is unchanged.
  • 2026-07-16StatsDamageHealingBarrierPercent stats now display up to 2 decimal places across the calc and the leaderboard build view, matching the in-game precision. Previously some surfaces rounded to 1 decimal (e.g. 112.85% Effect Hit showed as 112.9%); computed results are unchanged.
  • 2026-07-16DamageThe Evaded view now reduces lifesteal to match: verified against the game that lifesteal heals off the damage actually dealt — an evaded hit heals off its reduced number (and can't crit, so a single figure is shown). Previously the full non-crit/crit lifesteal was displayed even with Evaded on.
  • 2026-07-16DamageSkill-level "+X% DMG" bonuses now apply as flat damage% (additive with other DMG% buffs) instead of being folded into the skill factor — verified against the game: each level ships a hidden self-buff at skill start. High-factor skills gain (a 200% special at +15% was ~6.5% low), low-factor ones come down (a 65% basic at +20% was ~9% high), and the bonus now also reaches HP/DEF-scaling skills and chain-hit snapshots.
  • 2026-07-16DamageChain Damage rows now show a ±5% variance range like the main tiles. Confirmed that the game's built-in ±5% damage variance is active in live service — every shown range is a real spread, and each chain hit rolls independently. Flat true-damage hits are exempt and show no range.
  • 2026-07-15Game dataDamageGame balance patch (2026-07-15) applied: Double Tap rebalanced from 20% to 75% ATK; Catalyst rebalanced (17.5% → 30% ATK) and now procs on any critical hit, not just the Basic skill.
  • 2026-07-15Game dataDamageAdded Path of Destiny (Luna): stack-scaled chain damage — one 32%-ATK hit per 'Now's My Chance!' stack (up to 5), with a stack selector.
  • 2026-07-15DamageAdded the "Evaded" view: an evaded hit is reduced damage (reduction pinned to its 50% cap, DMG% buffs still apply), not zero. Also verified all DMG% sources sum additively in one bracket.
  • 2026-07-15DamageModel fixes verified against the game: chain hits now use the DMG% snapshot taken when they fire (core DMG% + boost) with a penetration-free DEF reduction — the target's damage-taken buffs and attacker DEF-pen never touch a chain — and DoT ticks no longer receive skill-context ("X skill DMG%") buffs. The skill-level "+X% DMG" bonus was also folded into the skill factor here (superseded on 2026-07-16, see above).
  • 2026-07-15DamageChain / flat additional damage moved out of the damage tiles into its own "Chain Damage" section — those hits never crit, can land on a different enemy, and take their own modifiers. Lifesteal now counts the main skill hits only (chain hits excluded, matching the game).
  • 2026-07-08Game dataDamageAdded Sound Judgment as a selectable potential; synced status-effect data to the 2026-07-08 game patch. Fixed skills dropping their cumulative "+X% DMG" at levels that only change a status or cooldown — the bonus now carries forward (affected e.g. Ceres' Special/Ultimate at L4/6/8).
  • 2026-07-07DamageDoT rework: same-type DoTs now stack as independent instances (matching the game), with "expected" (chance-weighted) and "if all land" totals; fixed passive-applied DoTs being over-counted.
  • 2026-07-07DamageLifesteal is now shown per target instead of summed across an AoE's hits; potentials with no obtainable source are hidden from the pickers.
  • 2026-07-07Game dataDamageHealingAdded the chain-damage potentials Double Tap and Catalyst (crit-only) plus Crimson Oath (Token); Starlight Grace now appears on the Healing tab.
  • 2026-07-06Game dataDamageCombat potentials became a multi-select, with five more role-gated potentials added.
  • 2026-07-05DamagePer-stack passives (e.g. Carnelia's +2% ATK per Agitation stack) now scale with the stack count you set — previously any stack count applied the maximum value.
  • 2026-07-04Game dataDamageAdded Starlight Trajectory GX (Bleed) and XX2 (lifesteal) options; lifesteal healing is now displayed under the damage estimate, with Nova Burst effects using the game's own values.
  • 2026-07-04HealingBarrierAdded the Healing and Barrier tabs — verified formulas: heals take no crit, variance, or DEF; barriers snapshot stat × rate.
  • 2026-07-04StatsTactical Analysis (Central Tactics) stats are now derived from your levels instead of entered manually.
  • 2026-07-02DamageStatsAdded DoT damage rows (Burn/Bleed/Freeze/Poison per applying skill). Corrections verified against the game: in-battle stat% buffs pool additively into one bucket (two +30%/+20% ATK buffs = ×1.50, not ×1.56), DEF penetration scales the reduction fraction (not the DEF stat), and element-resource boosts sum into the DMG% bracket.
  • 2026-07-02StatsDamageGreater buff variants now replace their base variant instead of stacking; a character's own skill-type DMG buffs are offered in the buff picker.
  • 2026-06-29Game dataDamageStatsStarlight Trajectory selectors expanded (AX/CX/FX, one option per series) with stack inputs; corrected to add only the per-stack dynamic effect — the permanent base stats belong in your Stellar Archive inputs. Stellar Sigil inputs are now gated by Stellar Bloom state.
  • 2026-06-28StatsDamagePvP mode: provisional stat reductions replaced with the game's exact scaling (Ranked/Strategy), wired into damage with the PvP DEF constant (300 vs 3000).
  • 2026-06-28DamageAdded conditional skill effects, character-relevant buff/debuff selectors with captured magnitudes, DEF penetration, and the game's stat caps (crit rate 100%, crit DMG 300%).
  • 2026-06-28DamageDamage tab launched: the full damage engine (raw → DEF → modifiers → variance band), with per-character star and sigil persistence.
  • 2026-06-26StatsStat & Damage Calc launched with the Stats tab.