How damage is actually calculated in Seven Deadly Sins: Origin — datamined from the game files and validated in combat.
This page is a reconstructed estimate, not an official value. Keep these limits in mind:
This is how Seven Deadly Sins: Origin actually computes damage. Every term was extracted from the game files, then verified in combat: our predictions land within 1% of real hits. To our knowledge, this is the first complete documentation of the formula for this game.
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.
ATK = (Base ATK + Equipment ATK) × (1 + Attack increase). Elemental ATK adds to this total, but only for your character's element.
Your total attack. Elemental attack (e.g. Dark Attack) adds to it, but only for your character's element.
The percentage of attack dealt by the move used (auto-attack, skill, ultimate…).
'Normal attack / skill / ultimate damage increase' applies depending on the type of hit.
K / (K + target Defense). The more defense the target has, the less it takes. K is an attacker-side constant.
A flat reduction of elemental damage, specific to the target. Bosses gain more as the world level rises.
Hitting a weakness raises damage (the green arrow); hitting a resistance lowers it. Signed: +2000 weakness = +20%.
On a critical hit, damage is multiplied by (1 + Critical Damage), minus the target's critical damage resistance.
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.
The element-vs-target interaction has three separate pieces, often confused:
A target's signed weakness/resistance to an element (the up/down arrow). Positive = it takes more damage. This is what elemental bursts modify.
A flat percentage reduction of elemental damage on the target. On bosses it rises with the world level.
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.
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.
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.
Estimated: 4,417. Measured in-game: 4,425 — a 0.2% gap.
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.
The fixed values pulled from the game files, for theorycrafters.
The formula was datamined from the game files, then validated by blind prediction: we predicted the damage of several fights before measuring them in-game. Example below — the same character hitting bosses with different elemental weakness (from +2000 to −2000).
| Elemental weakness | Predicted damage | Actual damage | Gap |
|---|---|---|---|
| +2000 | 4,417 | 4,425 | +0.2% |
| 0 | 3,599 | 3,600 | +0.0% |
| −1000 | 3,249 | 3,250 | +0.0% |
| −2000 | 2,664 | 2,652 | −0.5% |
Average error below 0.5%. The elemental-advantage term is thus confirmed across the full spectrum, advantage and disadvantage alike.
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.
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.
It depends on the target's weakness: a +2000 weakness means +20% damage. Hitting a resistance lowers it by the same logic.
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.
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.