Epic Seven Damage Calculator

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Epic Seven Damage Calculator

Calculate your hero's damage output based on Attack, Crit Damage, and Skill Multipliers.

None Attack Up (+50%) Greater Attack Up (+75%)
Neutral Advantage (+10% Dmg)
Damage Reduction (Defense): 0%
Normal Hit: 0
Critical Hit: 0
Soulburn / Bonus (Est.): 0

How to Calculate Damage in Epic Seven

Understanding the damage formula in Epic Seven (E7) is crucial for optimizing your heroes for PVP (RTA, Arena, Guild Wars) and PVE content (Hunts, Abyss). The game uses a complex interaction of Attack, Defense, and specific multipliers to determine the final number you see on screen.

The Core Formula

At its simplest level, the damage formula can be broken down into these components:

  • (Attack × Rate): This is the base scaling of the skill.
  • Pow: An additional multiplier usually improved by skill enhancements (MolaGora).
  • Constant (1.871): A global constant applied to all damage calculations in the game engine.
  • Defense Mitigation: How much the target's defense reduces your damage.

Defense Mechanics

Defense is the most significant factor in reducing damage. The formula for defense mitigation is Damage / ((Defense / 300) + 1). This means a target with 300 Defense takes 50% damage, while a target with 1200 Defense takes only 20% damage.

This is why Defense Break is so powerful. By reducing defense by 70%, you drastically increase the denominator in the mitigation formula, resulting in massive damage spikes.

Skill Multipliers (Rate vs. Pow)

Every skill in Epic Seven has hidden multipliers known as Rate and Pow.

  • Rate: Varies wildly between skills (typically 0.8 to 1.5). Single target nukers often have high Rate multipliers.
  • Pow: Usually starts at 1.0 (or slightly lower) and increases as you enhance the skill. Standard max enhancement often results in a 1.3 multiplier.

Use data mining resources like the E7 skill data sheet to find the exact multipliers for your specific hero.

Crit Damage and Penetration

Critical Damage acts as a final multiplier. If you have 300% Crit Damage, your final number is multiplied by 3.0. This scales linearly, making it one of the most efficient stats to stack on DPS units.

Defense Penetration (found on sets like Penetration Set or skills like Commander Pavel's S3) ignores a portion of the enemy's defense value before the reduction is calculated. Penetration becomes exponentially more effective the higher the target's defense is.

function calculateEpicSevenDamage() { // 1. Get Inputs var atk = parseFloat(document.getElementById('e7_atk').value) || 0; var cdmg = parseFloat(document.getElementById('e7_cdmg').value) || 150; var rate = parseFloat(document.getElementById('e7_rate').value) || 0; var pow = parseFloat(document.getElementById('e7_pow').value) || 0; var targetDef = parseFloat(document.getElementById('e7_def').value) || 0; var pen = parseFloat(document.getElementById('e7_pen').value) || 0; var atkBuff = document.getElementById('e7_atk_buff').value; var element = document.getElementById('e7_element').value; var defBreak = document.getElementById('e7_def_break').checked; // 2. Constants var globalConstant = 1.871; // 3. Logic: Apply Attack Buffs var modifiedAtk = atk; if (atkBuff === 'normal') { modifiedAtk = atk * 1.5; } else if (atkBuff === 'greater') { modifiedAtk = atk * 1.75; } // 4. Logic: Calculate Raw Output before defense // Formula part 1: (Atk * Rate + Flat) * Pow * Constant // Note: We are ignoring flat mod for simplicity as it's usually negligible for high stats var rawDamage = (modifiedAtk * rate) * pow * globalConstant; // 5. Logic: Apply Elemental Advantage // Advantage adds 10% damage multiplier if (element === 'advantage') { rawDamage = rawDamage * 1.1; } // 6. Logic: Calculate Target Defense var finalDef = targetDef; // Apply Def Break (-70%) if (defBreak) { finalDef = finalDef * 0.3; } // Apply Penetration (reduces the remaining defense value) // Pen is percentage 0-100 if (pen > 0) { // Cap pen at 100 if (pen > 100) pen = 100; finalDef = finalDef * (1 – (pen / 100)); } // 7. Logic: Calculate Defense Mitigation Factor // Formula: Damage is divided by ((Defense / 300) + 1) var defDivisor = (finalDef / 300) + 1; // Calculate percentage mitigated for display // e.g. if divisor is 2, damage is halved (50% mitigation) var mitigationPercent = (1 – (1 / defDivisor)) * 100; // 8. Final Calculations var normalHit = rawDamage / defDivisor; // Crit Hit: E7 Crit Damage stat is the total multiplier. // e.g. 250% Cdmg = 2.5x damage. // Minimum in game is 150%. var critHit = normalHit * (cdmg / 100); // 9. Display Results document.getElementById('res_def_mitigation').innerText = mitigationPercent.toFixed(1) + "%"; document.getElementById('res_normal').innerText = Math.floor(normalHit).toLocaleString(); document.getElementById('res_crit').innerText = Math.floor(critHit).toLocaleString(); // Show a theoretical "soulburn" estimation (often simply increases rate or reduces CD, // but here we just show a variation for comparison, typically +20-30% depending on hero) // For this generic tool, let's display raw output * 1.3 as a generic "SB" placeholder if needed, // or just omit. Let's make it reflect a common damage increase artifact like Portrait (+20%) var artifactBonus = critHit * 1.2; document.getElementById('res_sb').innerText = Math.floor(artifactBonus).toLocaleString() + " (w/ Portrait +20%)"; document.getElementById('e7_results').style.display = 'block'; }

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