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7DS ORIGIN APPCommunity Database
Mechanics

Damage Formula

How damage is actually calculated in Seven Deadly Sins: Origin — datamined from the game files and validated in combat.

Special thanks to

@Jesurina · @corv3t

The damage formula, measured

Every term below was extracted from the game files, then tested against real combat: eight damage values predicted and sealed before being filmed, all landing within ±0.014%. What this page claims, it proves — and what it hasn't proven yet carries its badge.

±0.014%
8 predictions sealed before measurement — 2026-08-20 campaign
K = 5,128
defense constant measured in-game (DEF plateaus)
0 → 373%
crit law validated across the whole range, ×1.00 floor included
2 heroes
formula transferred as-is (different kits and elements)
MeasuredDataminedUntested— every claim on this page carries its proof level.

The full formula

A hit's damage is the product of several factors: your attack, the skill's coefficient, then a chain of target-side multipliers (defense, resistance, weakness) and the critical hit.

Damage =
Attacker side
Attack (+ Elemental ATK)ATK + elem. ATKSkill coefficient× Coeff.Attack-type bonus× (1 + Bonus)Critical× Crit.
×multiplied by
Target side
Defense mitigation× K / (K + DEF)Elemental resistance× (1 − Resist)Elemental advantage× (1 + Weakness)

ATK = (Base ATK + Equipment ATK) × (1 + Attack increase). Elemental ATK adds to this total, but only for your character's element.

The proof

Predicted before filming

Sealed-prediction campaign (2026-08-20). The strongest test on this page: the eight values below were predicted and committed to git BEFORE the hits were filmed, then read frame by frame from the recording (training dummy: zero defense, no weakness, no resistances). All eight bands landed within ±0.014%.

HitPredicted damageActual damage
Auto 1 — normal5,876.85,877
Auto 1 — critical14,107.414,108
Autos 2-3 — normal3,503.53,504
Autos 2-3 — critical8,410.28,411
Auto 4 — normal11,753.711,754
Auto 4 — critical28,214.728,215
Skill (E) — normal61,782.161,783
Skill (E) — critical148,308.0148,309

Diane, potential 8, stats read by probe. The measured crit multiplier is exactly ×(1 + Crit Damage) on all four pairs — the crit law is validated from 0% to 188% crit damage resistance.

How it was established

The elemental advantage term was confirmed via blind prediction: a single character (Diane Earth) hitting 4 bosses of different weakness at WL4, predictions computed before in-game measurement. The critical term was verified across 8 independent tests from UI 85% to UI 248% — perfectly linear within 0.1pp, formula confirmed.

Elemental weaknessPredicted damageActual damageGap
+20004,4174,425+0.2%
03,5993,600+0.0%
−10003,2493,250+0.0%
−20002,6642,652−0.5%

Average error below 0.5%. The elemental-advantage term is thus confirmed across the full spectrum, advantage and disadvantage alike.

💡 Crit & ATK% beat elemental attack

Elemental attack is additive: it adds a fixed amount to your attack pool, which dilutes as you grow stronger. Critical rate, critical damage and attack% increase are multiplicative: they amplify your whole kit and never dilute. That's why a weapon with a critical-damage substat almost always beats one with elemental attack, even on a character of the matching element. It's not a bug — it's a stat hierarchy.

Each term explained

  1. 1
    Attack (+ Elemental ATK)Measured

    Your total attack. Elemental attack (e.g. Dark Attack) adds to it, but only for your character's element.

  2. 2
    Skill coefficientMeasured

    The percentage of attack dealt by the move used (auto-attack, skill, ultimate…).

  3. 3
    Attack-type bonusDatamined

    'Normal attack / skill / ultimate damage increase' applies depending on the type of hit.

  4. 4
    Defense mitigationMeasured

    K / (K + target's Defense), with K = 5,128 measured in-game (2026-08-20). The more defense the target has, the less damage it takes.

  5. 5
    Elemental resistanceDatamined

    A flat reduction of elemental damage, specific to the target. Bosses gain more as the world level rises.

  6. 6
    Elemental advantageMeasured

    Hitting a weakness raises damage (the green arrow); hitting a resistance lowers it. Signed: +2000 weakness = +20%.

  7. 7
    CriticalMeasured

    On a critical hit, the multiplier is `1 + (UI Crit Damage − target's crit damage resistance)`. The UI value on your character sheet is used directly — no hidden additive above it. Rarity baselines (+15 SR / +25 SSR) are already inside your UI value.

  8. 8
    DistanceUntested

    Damage falls off with distance: 100% within ~500 units, 50% at 500–1000, 10% beyond. It's the only positional modifier — there's no random per-hit roll, damage is deterministic.

Element, burst & stacking

The element-vs-target interaction has three separate pieces, often confused:

Weakness / advantage

A target's signed weakness/resistance to an element (the up/down arrow). Positive = it takes more damage. Multiple sources feed it — the target's innate weakness, your Burst's debuff, and 'elemental damage' bonuses on your gear — all summed into the same total.

Elemental resistance (%)

A flat percentage reduction of elemental damage on the target. On bosses it rises with the world level.

Flat elemental defense

The 'Fire / Wind / Dark Defence' rows on your character sheet (plus 'All-Element Defence'). These reduce the elemental damage YOU take — a defensive stat, not an offensive one.

Bursts & elemental advantage

The elemental-advantage term is a sum: the target's weakness, the debuff your Burst applies, and the 'elemental damage' bonuses on your gear all add up, then the total runs through × (1 + sum / 10000). Activating an elemental Burst applies a big weakness debuff on the target — Dark +25% (15s), every other element +15% (30s). Because everything adds, a Burst (+25%) plus a gear bonus (+2%) gives +27% (×1.27), not the two multiplied.

Stacking & cap

The formula chains all its multipliers. For critical damage, all sources are already summed into the 'Crit Damage' % shown on your character sheet: rarity baseline (+15 SR / +25 SSR), mastery, gear substats, set bonuses, engraving passives, active buffs. The formula uses this UI value directly: `1 + (UI − boss's crit damage resistance)`, no hidden additive. Linearity has been empirically verified from UI 85% up to UI 248% with no observed cap — each additional % translates directly into +1pp on the multiplier.

Empirical observation (8 independent tests): between UI 85.83% and UI 248.68% against the same target (constant crit resistance at 27.8%), the observed multiplier is strictly `1 + (UI − 27.8%)` within 0.1pp. The constant `ga_criticalpowerper_rate_range_max = 20000` (200%) present in DefineTable appears to be obsolete post-1.4 (like `ga_default_criticalpowerper_rate = 12000` before it) — no cap activates within the tested range. Stack freely.

Worked example

Diane (Earth) hits the Red Demon — weak to Earth — at world level 4. Starting from a neutral base hit, we apply the target-side multipliers.

Base hit (on a neutral target)6 906
× Defense mitigation (DEF 3,372)× 0,6274 330
× Elemental resistance (15%)× 0,853 681
× Elemental advantage (Earth weakness +2000)× 1,24 417

Estimated: 4,417. Measured in-game: 4,425 — a 0.2% gap.

Datamined constants

The fixed values pulled from the game files, for theorycrafters.

Apparent crit rate ceilingDatamined
Every mob has 10% baseline Crit Resistance (DB-confirmed — 10% is the BASE stat; difficulty/world-level scaling adds a flat on top: elites and field bosses reach 15% in WL3/WL4, dungeon tiers 15-20%). UI 100% → 90% observed = emergent effect. Bypassable via debuffs (Daisy Electromagnet −20% Crit Resistance).
90%
Constant K (defense mitigation)Measured
Measured 2026-08-20: the Scorpybeast's stacked defense-buff plateaus (junction, sector 10) give a unique solution K = 5,128, cross-validated on four defense states (gaps < 0.1%). The K/(K+DEF) form remains an approximation outside the measured range (DEF 0 → 26,727).
5 128
Elemental advantage scaleMeasured
Per point of weakness
+1% / 100
Minimum damage reductionDatamined
`battle_min_damres_rate = 500` (5%) — floor on incoming damage reduction.
5%
Elemental advantage capDatamined
Total sum (target + burst + gear) caps here → ×6.00 max on the advantage term
+500%
Crit Chance UI capDatamined
`battle_max_critical_rate = 10000` (100 %) — the hero stat panel clamps to 100 % displayed. The underlying stat might exceed it via stack-exploit (see patch 1.5 Clotho+Merlin), but the UI clamps at 100 %.
100%
Critical multiplier floorMeasured
`battle_min_critical_dam_rate = 10000` (100 % = ×1.00). A critical hit can be degraded down to a normal hit, never below it — which is exactly why very high crit-resist bosses (Taranis 222.4 %) break the linear model. No hidden server cap needed to explain it.
× 1.00
Elemental damage floorDatamined
`battle_min_elementdam_rate = 500` (5%). Elemental resistance can never zero a hit: even fully resisted, the element keeps 5% of its contribution. Wired into the calculator.
5%
Additive damage bucket floorDatamined
`battle_min_adddam_rate = 500` (5%). Stacked penalties cannot drive the additive bucket to zero. Wired into the calculator.
5%
Damage reduction capDatamined
`battle_max_damres_rate = 10000` (100%). No target reduces damage beyond 100%. Documented only: the calculator does not model damage reduction as its own factor, and inventing one to host this would be fiction.
100%

FAQ

Q.Is weapon elemental damage bugged?

No. Elemental ATK is a weak additive stat next to multiplicative ones (crit, ATK%). A crit weapon often beats an elemental one, even on the matching element — it's a stat hierarchy, not a bug.

Q.Crit or ATK%?

Both are multiplicative and excellent. Crit (rate × damage) shines most when your rate is high — secure a solid crit rate first, then stack crit damage.

Q.How much is elemental advantage worth?

It depends on the target's weakness: a +2000 weakness means +20% damage. Hitting a resistance lowers it by the same logic.

Q.Why does my damage sometimes change?

Damage is deterministic — the same hit gives the same number. If it changes, it's either distance (damage falls off past ~500 units) or the known bug where a unit's ATK differs between teams until you re-equip its gear. It is not a random roll.

Q.How do I estimate crit on average (DPS)?

Our crit term gives the multiplier of a single critical hit. For average DPS, use the expected value: 1 + Crit Rate × Crit Damage. E.g. 60% crit rate and +140% crit damage → 1 + 0.60 × 1.40 = 1.84.

Q.How do team buffs and debuffs count?

The base formula models a single hit, excluding team synergies. 'Damage taken' effects land in the SAME sum as your own damage % bonuses — measured in game, not inferred. Datamined values: King's Mark of the Forest = +2% per stack, i.e. +20% at 10 stacks; Slader's Deep Wound (Bloody Arc) = +25% for 15s, only if the target is Bleeding; First Strike (weapon passive) = +20% to +50% depending on tier. Some are gated by skill category: Tioreh's raises only Normal Skill damage taken. The counter-intuitive part: these debuffs have diminishing returns against your own bucket. Slader's +25% is worth +25% on a bare sheet, but +12.5% if you already have +100% damage, and +8.3% at +200%. In the calculator, enter them under 'Damage Modifier %' — it is the same term.

Q.Am I overstacking my critical damage?

Short answer: no, as long as you stay above the target's crit resistance. The multiplier is strictly `1 + (Crit Damage − target crit damage resistance)`, measurement-validated from 0% to 188% resistance (exact pairs ×2.4005 / ×1.5465 / ×1.2731, 2026-08-20 campaign). Below the target's resistance the ×1.00 floor applies: a crit equals a normal hit, and every extra point of Crit Damage pays nothing until you climb back above it. Against Taranis (222.4%), your crits are normal hits — full stop.

Q.Why does my crit chance seem capped at 90 %?

Every mob has 10 % baseline Crit Resistance — DB-confirmed (that 10 % is the BASE stat — difficulty and world-level scaling add a flat on top, so elites and field bosses read 15 % in WL3/WL4 and dungeon tiers 15-20 %). At UI 100 % Crit Chance, your effective rate = 100 % − 10 % = 90 % (linear model). The calculator defaults boss Crit Resist to 10 %, and the boss preset adjusts if needed. Server-side caveat: a formal 90 % cap may also exist in the server code. The datamine has `ga_critical_rate_max = 9000` (90 %) AND `battle_max_critical_rate = 10000` (100 % UI display cap). Indistinguishable empirically without Daisy (Electromagnet −20 % Crit Resistance brings a boss to 0 %): if observed crit = 100 % at UI 100 % → no formal cap; still 90 % → server-side cap active.

Q.Why can the calculator diverge from in-game damage?

The formula runs on Netmarble's servers — the client sends the action, the server computes, the client displays. The datamine only ships the inputs. Our model is now calibrated by direct measurement (2026-08-20 video campaign: eight bands predicted within ±0.014% on a neutral target, crit law validated from 0 to 188% resistance, defense constant K measured). Remaining gaps come from content mechanics — some bosses carry invisible spawn buffs (the junction Golem: +80% DEF), each target has its own elemental weaknesses — and per-hero kits (passives, per-skill substats). The old "suspected ~120% server cap" is resolved: it was the ×1.00 floor of the crit multiplier.

Scope & honesty

What this page does not cover yet. The formula is measured — these limits describe its edges, not its reliability:

  • This is an estimate: rounding creates a margin of a few points.
  • Team buffs and synergies are not included in the base formula.
  • The defense constant K is now measured in-game (defense plateaus, 2026-08-20); the K/(K+DEF) form remains an approximation outside the measured range.
  • The damage formula runs on Netmarble's servers — the client datamine only ships input stats. The crit term is measurement-validated from 0% to 188% crit damage resistance (six points): above your Crit Damage, the multiplier sits on its ×1.00 floor and further Crit Damage pays nothing.