Damage Formula
How damage is actually calculated in Seven Deadly Sins: Origin — datamined from the game files and validated in combat.
Limitations
This page is a reconstructed estimate, not an official value. Keep these limits in mind:
- ◆This is an estimate: rounding creates a margin of a few points.
- ◆Team buffs and synergies are not included in the base formula.
- ◆The constant K varies slightly with the attacker's defense penetration.
- ◆The damage formula runs on Netmarble's server — the client datamine only ships the input stats, not the formula. Our model is empirically validated up to ~116 % boss Crit Damage Resist (Corrupted Ancient Dragon). Beyond that (Abyss-tier raids), a server-side cap or normalization may make the predictions diverge.
The first documented formula
This is how Seven Deadly Sins: Origin actually computes damage. Every term was extracted from the game files and verified in combat. The elemental advantage term (see Validation below) was confirmed via blind prediction within <0.5% of measured. The critical term has been empirically verified across 8 independent tests from UI 85% up to UI 248%, confirming `1 + (UI − boss's crit damage resistance)` linearly with no observed cap.
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.
ATK = (Base ATK + Equipment ATK) × (1 + Attack increase). Elemental ATK adds to this total, but only for your character's element.
Each term explained
- 1Attack (+ Elemental ATK)
Your total attack. Elemental attack (e.g. Dark Attack) adds to it, but only for your character's element.
- 2Skill coefficient
The percentage of attack dealt by the move used (auto-attack, skill, ultimate…).
- 3Attack-type bonus
'Normal attack / skill / ultimate damage increase' applies depending on the type of hit.
- 4Defense mitigation
K / (K + target Defense). The more defense the target has, the less it takes. K is an attacker-side constant.
- 5Elemental resistance
A flat reduction of elemental damage, specific to the target. Bosses gain more as the world level rises.
- 6Elemental advantage
Hitting a weakness raises damage (the green arrow); hitting a resistance lowers it. Signed: +2000 weakness = +20%.
- 7Critical
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.
- 8DistanceDatamined · pending
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.
Three elemental stats — don't mix them up
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. 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.
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.
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.
Estimated: 4,417. Measured in-game: 4,425 — a 0.2% gap.
💡 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.
Datamined constants
The fixed values pulled from the game files, for theorycrafters.
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 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.
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. Many buffs/debuffs are fully independent × (1 + X%) multipliers that stack on top of everything. Two datamined 'damage taken' debuff examples: King's Mark of the Forest = +2% per stack up to ×1.20 at 10 stacks; Slader's Deep Wound (Bloody Arc) = +25% damage taken (×1.25) for 15s. Each multiplies the base hit, on top of crit/weakness/etc.
Q.Am I overstacking my critical damage?
Short answer: no, **within the tested range**. Across 8 tests from UI 85 % to UI 248 % on Storm Bird WL4 (resist 27.8 %), the multiplier is strictly `1 + (UI − boss crit resist)`. No cap observed on that range. But the validation stops at 27.8 % boss resist. On bosses with high Crit Damage Resistance (Corrupted Ancient Dragon 116.1 %, Taranis 222.4 % raw datamine), community observations suggest a cap or normalization that our linear model doesn't capture — most likely computed server-side at Netmarble, invisible to client datamining. Stack freely, but treat the calculator's output as an approximation on those tiers.
Q.Why does my crit chance seem capped at 90 %?
Every mob has 10 % baseline Crit Resistance — DB-confirmed (field bosses 10 %, some elites 15 %). 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 damage formula runs on Netmarble's server — client sends the action, server computes, client displays. The datamine only gives us the **inputs** (boss stats, skill nominal multipliers), not the formula. Our model reverse-engineers the behavior from Halfmind's 8 blind-prediction tests (gap < 0.5 %) and works very well in the validated range (boss CDR ≤ 116 %). Beyond that: possibly a server cap on effective CDR (~120 % suspected from Taranis observations), a soft cap with diminishing returns, or normalization by raid tier. Undetermined from datamine alone — the real formula is in the server code.
Set everything to 0 to simulate a training dummy.
| Skill | Mult | Pot | Dmg+ | Dummy | Boss | Net Dmg% | |||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| No crit | Crit | Avg | No crit | Crit | Avg | ||||||
| 2,801 | 7,141 | 5,145 | 2,801 | 6,363 | 4,368 | 0.0% | |||||
| 106,932 | 272,677 | 196,435 | 106,932 | 242,950 | 166,780 | 39.3% | |||||
| 48,768 | 124,359 | 89,587 | 48,768 | 110,801 | 76,063 | 39.3% | |||||
| 154,634 | 394,316 | 284,062 | 154,634 | 351,328 | 241,179 | 89.3% | |||||
- ◆Aim for a 1:2 CC:CD ratio — for every 1% Crit Chance, target 2% Crit Damage.
- ◆Crit Chance substats are worth ~2x Crit Damage substats in Netmarble's roll weighting.
- ◆Balance your Damage% bucket and Crit Damage — the closer the two values, the less diminishing returns.
?How to use this calculator▼
The defense-mitigation term (K/(K+DEF)) is not included — multiply the result by ~0.5 to 0.7 depending on the target's defense level.