Stat & Damage Calc
Compute a character's combat stats and Combat Power 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.
- Effective HP: the inverse of the DEF damage reduction — HP × (1 + DEF ÷ the DEF constant), with attacker DEF Penetration, DEF buffs and debuffs, and the Rotation Ban. Damage reduction, Evade and crit resistance are deliberately outside the headline number, since what they are worth depends on the attacker. So are Guard and Oath of Devotion: the guardian takes a fixed share of each covered hit before DEF, whoever is attacking, but only some hits are covered and that share moves to the guardian rather than being removed.
- Combat Power: the game’s own formula over your PvE stats, skill levels, Limit Break and the potentials that count, checked against the game’s number.
- 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.
- SPD-scaling skills: the skill's speed coefficient multiplies the whole attack — about +1% damage per 10 SPD. Harley's You Wanna Go? and Chicken Race! are the only skills that carry one.
Current approximations
- A target-side stat that resists penetration is not modeled; against the rare target that carries it, effective penetration is overstated.
- 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 2026-10-01
Dated changes to this calculator's model and the game data it runs on.
- 2026-10-01HealingDamageFixed a few Healing and Lifesteal amounts that read 1 HP low. Tiny rounding errors in the calculator could push a result that lands exactly on a whole number down by 1. Recovery and Healing Received are now added together exactly, then the total is applied. For example, a 20% heal from 60,000 HP with +15% Recovery now shows 13,800 (was 13,799), and 70% Lifesteal on 650 damage now heals 455 (was 454). Most amounts are unchanged.
- 2026-10-01DamageThe new Striker potential Battle Fervor can now be modelled under Combat Potentials: +10% DMG Increase per stack, up to 2. The Striker gains a stack each time it attacks, in time for that attack’s damage, and loses them all at the end of its own turn. So a normal attack on its turn has 1 stack (+10%), and 2 (+20%) only if it also attacked outside its turn, such as with a counterattack, since its last turn ended. After an attack on its own turn, the stacks are gone before the target’s turn, so the calculator doesn’t add them to Damage over Time ticks. (A Damage over Time effect applied outside its turn, such as by a counterattack, could tick while stacks remain; the calculator doesn’t model that.) The leaderboard’s “Potential effects” estimate counts it at 1 stack.
- 2026-09-27DamageDamage over Time now counts each separate application of the same debuff. When a skill applies Burn or Bleed twice at different chances, the calculator merged the two into one at the higher chance, and from the skill level that raises one of them it dropped the other. Scarlet’s Ultimate lost its guaranteed 2-turn Burn from skill level 4, and after Stellar Blooming it showed one Burn instead of two at every skill level. Yoo Mina’s Special showed one guaranteed Bleed at skill levels 1–3 and one 85% Bleed at 4–7. It now shows the Bleed it always applies (75%, 85% from level 4, 100% from level 8), and its extra Bleed, which needs Leap at max stacks, is a condition switch in the Damage tab. Muriel’s Ultimate Burn, which needs Ignition at max stacks, now uses the same kind of switch instead of always being counted.
- 2026-09-27DamageDamage over Time ticks no longer take bonuses that end with the skill. A tick lands on the target’s turn, after the skill that applied it has finished, so a bonus that lasts only for that skill boosts its hit but not the Burn, Bleed, Freeze or Poison ticks that follow. This covers the Sound Judgment, Crimson Oath and Distilled Fragrance potentials, and the conditional DMG, ATK and DEF Penetration bonuses that skills and passives grant on use. Each of these made every tick read high by its full amount (Sound Judgment alone: up to 15%). Bonuses that outlast the skill still apply to the ticks: stacking potentials and passives, conditional buffs that last a turn or more, and every combat buff you pick. Two Starlight Trajectories are also corrected. AX’s stacks are reset by an Ultimate, so they no longer reach that Ultimate’s ticks. FX’s +25% is used up by the attack it boosts, so it no longer reaches the ticks after that attack.
- 2026-09-27DamageA conditional DMG bonus in a skill’s level 1 effects is no longer counted as an always-on skill-level bonus. Luna (White Pearl Trap)’s Special deals +100% damage only while her Ignition is at max stacks, but at skill level 1 the Damage tab applied that +100% with the condition off, added it a second time with the condition switched on (+200%), then fell to +2% at skill level 2. It now applies once, through its condition switch, at every skill level. The same fix covers the other Specials and Ultimates whose level 1 effects include a conditional DMG bonus; skill levels 2 and up read as before, and the leaderboard’s Substat damage is corrected the same way.
- 2026-09-24Combat PowerNew Combat Power tab: the same Combat Power the game shows for a Savior, computed from your build or from the stats you type in, and checked against the game’s own number on 10 Saviors. It shows what the number is made of, which inputs are still at their defaults, the cheapest ways to raise it (with the materials each skill level costs), how a gear change moves it against your pinned baseline, and how your party compares with a stage’s recommended Combat Power. It always uses your full PvE stats.
- 2026-09-23StatsLimit Break is now saved with the rest of a Savior’s build the first time the calculator opens it. Before, a Savior whose Limit Break you had never set here followed the passive level chosen on the character page, so changing it there could quietly change this calculator’s stats.
- 2026-09-23StatsThe Stars selector is now called Limit Break, the game’s own name for it. Nothing about the numbers changed.
- 2026-09-23DamageLugh’s Way of the Exorcist now applies one Freeze per attack. Since the September 23 update the passive’s Freeze comes in two versions — the usual one, and one that ignores Effect RES when Lugh attacks at maximum Chill stacks — and an attack applies only one of them. The Damage tab counted both, so the passive’s Freeze damage read double at every star. The Freeze it applies is treated as the usual one: ignoring Effect RES at maximum Chill is not modelled yet.
- 2026-09-21StatsDamageHealingBarrierEffective HPCompare two builds. Pin as baseline saves the current build's Equipment Stats, Stellar Archive Stats, Sigils, Favor and Resonance; keep editing as usual — type in another gear set or import one from a screenshot — and every number on every tab shows its change from the baseline: the stat sheet, skill damage with chain hits, damage over time and lifesteal, heals, barriers and Effective HP. The mode, Stellar Blooming form, Stars, skill levels, account Level and Tactical Analysis, and every buff and target setting are shared by both builds, so the difference you see comes from the build alone. Swap trades the two builds so the baseline can be edited, Re-pin makes the current build the new baseline, and Unpin removes it. The baseline is saved per Savior.
- 2026-09-21Effective HPNew Effective HP tab, on every Savior: the raw damage it takes to empty the unit's HP bar — HP × (1 + DEF ÷ the mode's DEF constant, 3,000 in PvE and 300 in the Gauntlet modes) — with the share of incoming damage its DEF removes. Set the attacker's DEF Penetration to see how much of that DEF still counts, add DEF buffs and debuffs on the unit, and in Ranked and Strategy the Rotation Ban applies as on the other tabs. A table shows how much Effective HP one maximum HP, HP%, DEF or DEF% substat roll would add on your build, so the HP-or-DEF question gets an answer for that unit rather than a rule of thumb. Damage reduction, Guard, Evade and crit resistance are left out of the number on purpose: what they are worth depends on the attacker.
- 2026-09-17StatsTactical Analysis now has the Savior group the September 17 update added: three tracks — ATK, HP and DEF — leveled with Savior Points, together adding up to +3,700 ATK, +22,200 HP and +1,850 DEF to every Savior. The track the calculator used to call Savior is the one the game now calls Common, and your saved levels stay on it. Set all and Max leave the new group as it is, since no account holds the Savior Points to max it — enter its levels from the game.
- 2026-09-14DamageHealingGame dataAn alternate version of a Savior can now use her character's exclusive potential. An exclusive potential belongs to the character rather than to one version of her, so Luna (White Pearl Trap) equips Path of Destiny exactly as Luna (Voyager Savior Party) does — the calculator offered it to the original version only. Combat buffs that come from a character's exclusive potential are now offered to her alternate versions too.
- 2026-09-12DamageCounter skills no longer pick up bonuses that apply only to Single Target attacks. In game a Counter skill's target is neither Single Target nor All Enemies, so a status whose damage increase is limited to Single Target attacks does not count on one — the unconditional part of the same status still does.
- 2026-09-12DamageHarley’s You Wanna Go? and Chicken Race! now scale with her SPD the way the game does. Both skills carry a Speed coefficient the skill text doesn’t show, and the calculator was adding it as a small flat amount; in the game it multiplies the whole attack — about +1% damage per 10 SPD — so both skills now read roughly 10–14% higher at typical Speed. No other skill in the game has one. Separately, the top of every damage range is a hair lower: the game’s random roll stops just short of +5%.
- 2026-09-10DamageTwo corrections to the Damage tab. Chain Damage now rounds the way the game does — the hit is fixed to a whole number when it is queued, then rounded down again when it lands — so a chain against a target with DEF can read 1 lower than before. And a skill that transforms is now judged by its new form: Lyn’s Ultimate, which turns into a single-target hit, no longer takes bonuses that only apply to attacks on every enemy, such as Bind.
- 2026-09-10DamageThe Damage tab can now show what a guarded target takes. Pick Guard (an ally takes 30% of every hit in the target’s place — Haydee grants it to herself) or Oath of Devotion (Carmen takes 40%, but only of single-target attacks on her Oath ally). Guard also shares Chain Damage and damage-over-time ticks; Oath of Devotion covers the attack itself only. The shared part isn’t lost — it lands on the guardian, whose own damage the calculator doesn’t show.
- 2026-09-10DamageRoberta’s Disaster Response Protocol (from Responsibility Atop a Pile of Paperwork) can now be selected in the Damage tab. It restores 20% of damage dealt as HP, but only on a Critical Hit with a Special or Ultimate skill, so its lifesteal appears on the crit result alone and not at all on a Basic.
- 2026-09-10DamageRoberta’s Veteran’s Instinct now offers both halves of its damage bonus: +8% at 50% HP or above, or +16% below 50%. Only the +8% was selectable before, and it read as an unlabelled “Condition”. Rosaria’s ATK Up at 40% HP or below is now labelled with its HP condition too.
- 2026-09-05DamageA named buff coming from two places now counts once. Turning on ATK Up while a passive, condition or nova burst already grants it — Amora at five Insight, Lyn’s Phantom Blade Dance, Epindel’s Bouquet Toss, Rosaria below 40% HP, Fei’s nova on her damage-over-time ticks — applied +30% twice; it now applies once, as in game, and Greater ATK Up replaces the ordinary one across both. Stacking effects are also held to their real stack count: Awakened Memory accepted any percentage and now snaps to 1–3 stacks at +50% each.
- 2026-09-05DamageCombat Buffs and Debuffs now offer the states a fight can actually produce. Six options no savior, potential or Break Skill can grant are gone: DMG Dealt Increase, DMG Taken Reduction, Supreme CRIT Rate Down and the Basic/Special/Ultimate Skill DMG Increase trio. Effects another savior grants now appear on the side that can receive them — Holy Blessing, Waterproof Sunscreen and Rule of Monastir on the target, Entangled Dream on the attacker — and Omega Protocol (+15% ATK to the whole team from an equipped Break Skill) can be selected by everyone. Bind (+20% damage taken from area attacks) appears when an area skill is selected.
- 2026-09-05DamageDamage that scales with a count of effects now has its own stepper in the Damage tab: Muriel’s Holy Bombardment (+3% per debuff on the target — no cap in the game, up to 10 here), Claire’s Bunny Jackpot (+10% per buff on the target, up to 5), Epindel’s Bride’s Entrance (+15% per enemy with Barrier, up to 3), bloomed Naru’s Career Ambitions (+1/2/3% per debuff on the target on Eyes on Me!, up to 5, by star), bloomed Claire’s Menacing Blue Thorn (+3% per buff on yourself, up to 5) and bloomed Scarlet’s Let’s Heat Things Up! (+15% per Burn on the target, up to 3). Set how many there are; none of the six appeared in the calculator before.
- 2026-09-05DamagePassives that build a hidden per-stack bonus now have a stack control in the Damage tab, scaled by the passive’s star: Bell’s Approaching Rest (+6/8/10% ATK per ally or enemy defeated, up to 3), Asherah’s Stranis Style Breathing (CRIT DMG, up to 5), Fei’s Path of the Celestial Art (ATK on evade, up to 5), Lydia’s Seeker of the Void (ATK, up to 5), Claire’s Conviction Toward Victory (CRIT Rate, up to 3), Charlotte’s Unshaken Grand Master (Basic Skill DMG, up to 3) Yoo Mina’s Experienced Rookie (ATK, up to 5) and Harley’s You Bullying My Boys? (SPD, up to 5 — her Special and Ultimate scale on SPD). Charlotte’s applies to her Basic skill only, as in the game. The game keeps these buffs off the status list, so until today none of the seven appeared in the calculator at all. Set the stacks you expect to have; the permanent stat halves of these passives were already in the Stats tab.
- 2026-09-04DamageHealingTwo display fixes. A chain hit’s headline is now the same finalized number its range shows — a 1.665 hit read “2” above a 1–1 range — and a chain that fires once per stack is finalized per hit and then summed, as the game does, instead of as one combined hit. And an effect heal now names its own recipient: Annah’s ultimate heals herself and Serpang’s special heals an ally, where both used to say “Single Target” after the attack they ride on.
- 2026-09-04StatsTwo Stats-tab controls now match the mode they sit in. In Ranked and Cosmo Gate the Level field shows the fixed 200 those modes use and is locked — it used to stay editable, and an edit there changed nothing in that mode while silently rewriting your shared account level for every other mode. And Tactical Analysis opens in per-stat mode whenever your saved ATK/HP/DEF levels differ, so a reload, a JSON import or another tab can no longer show one level while two others still count — nudging that one level used to overwrite all three.
- 2026-09-04HealingBarrierHealing and Barrier now take the same star and Rotation Ban inputs as Damage. A passive’s heal or barrier follows the Stats tab’s star setting — it read a separately stored level (3 stars by default), so a 0-star sheet could still show a barrier that unlocks at 1 star. In the PvP modes your Rotation Ban stacks (set under Damage) now cut the caster stats behind a heal or barrier by 10% per stack, pooled with stat buffs the way Damage does. And a Barrier no longer stacks ATK Up with Greater ATK Up: as in the game and on the Damage tab, Greater replaces the base.
- 2026-09-04DamageGame dataNova Burst now follows the game’s timing. The universal +15% and a burst’s own +20% DMG or CRIT Rate bonus boost the hit that fires them and end with the skill, so they no longer inflate the Burn, Bleed or Freeze ticks that follow — those read your live stats each turn. (A Burn under Nova Burst read up to 15% high.) A burst effect that lasts a turn — the ATK Up on Fei’s basic and on the Moon Assassin Claire’s special — is applied to those later ticks, never to the hit that fires it; it is the same buff as the ATK Up combat buff, so do not also turn that on. Two more things now show with Nova Burst on: a CRIT Rate burst (Dana, Asherah, Rosaria) raises the crit chance, and a Burn the burst itself applies (Cristelle) appears under the damage estimate with its duration, marked as landing regardless of Effect RES.
- 2026-09-03DamageGame dataTwo additions for Amora’s kit, and for every Assassin. The new potential Distilled Fragrance can now be modelled: a two-step control under Combat Potentials gives +10% DMG Increase on a Single Target attack and +25% when self also has no debuff — it adds nothing to an All Enemies skill. And Master of Stranis’s Insight payoff has its own switch under Conditional Effects: “Self: Insight ×5 → +30% ATK”. It is the same buff as the ATK Up combat buff, so do not turn both on. Two smaller changes apply to every savior: a switch whose condition needs several stacks now says so (“×5”), and a conditional ATK or CRIT DMG bonus now names its stat instead of reading as “Damage”.
- 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.
