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Combat Calculator

Damage output, skill damage & damage mitigation

Damage Output

Character
Auto Attack Bonus
Delivery Type Bonus
Effective DPS
0

= AtkSpd × AvgHit

Auto Attack (normal / crit)
0/0

= Atk × (1+Ele%) × (1+Type%)

Skill Damage
%
0

= Atk × (1+SkillEle%) × (1+Type%) × Mult

Attack Bonus% vs Element Dmg% Efficiency

Damage = BaseAtk × (1 + AtkBonus%) × (1 + ElementDmg%) × (1 + DeliveryType%)

Whichever side has a lower current % is more efficient to stack. Runes give 60% Atk Bonus at max, so prioritize Element/Delivery% early.

Formula details

Attack = BaseAtk × (1 + AtkBonus%)

Auto Hit = Attack × (1 + Element%) × (1 + DeliveryType%)

DPS = AtkSpeed × AutoHit × (1 + CritChance × (CritDmg − 1))

Auto attack only uses its own element (e.g. Sorcerer auto = Fire only).
Skills can use different elements (e.g. Ice Orb uses Cold%).
Delivery type (Melee/Projectile/AoE) is a separate multiplicative layer.

Damage Mitigation

Physical — Armor

Armor provides diminishing physical damage reduction that scales with stage level. Higher incoming damage partially penetrates armor. Capped at 75%.

0%
Reduction
0
Phys Taken
0
50% Threshold
0
Armor for +1%

Reduction = Armor² / (Armor² + (14×Stage+12) × (Armor + 0.4×Dmg))

Armor Diminishing Returns

Reduction curve 50% threshold 75% cap You

Elemental — Resistance

Elemental resistance is linear: 1 point = 1% less damage. Negative resistance increases damage taken. Only capped by "Max Element Resistance" attributes. Does not affect physical damage.

Elemental Damage Taken

0
Fire Taken
0
Cold Taken
0
Lightning Taken
0
Chaos Taken

Taken = Damage × (1 − (ElementRes + AllEleRes) / 100)
Negative resist → damage amplified

Damage Mitigation Order (full pipeline)
  1. Dodge & Elemental Dodge — chance to take 0 damage entirely
  2. Block & Elemental Block — on success, damage is halved
  3. Resistance — reduces elemental damage by resist%. Negative resist amplifies
  4. Armor — diminishing physical reduction, scales with stage level
  5. Damage Reduction — multiplies by (1 − value), separate from armor
  6. Damage Absorption — flat subtraction after all %
  7. Floor — minimum 1 damage per hit

Armor Threshold by Stage

Armor needed for 50% physical reduction at each stage. Beyond this threshold, returns diminish sharply — prioritize other defenses.

Stage50% Armor~75% CapEfficiency