Fire Emblem Fates Calculator

Fire Emblem Fates Combat Calculator

Calculate Damage, Hit Rates, and Doubling Thresholds

Attacker Stats

Defender Stats

Tip: In FE Fates, a unit doubles if their Speed is 5 or more higher than the opponent's Speed.

Battle Forecast

Damage per Hit
0
Hit Probability
0%
Attacks
x1
Total Potential Damage
0

Understanding Fire Emblem Fates Combat Formulas

Success in Fire Emblem Fates (Birthright, Conquest, and Revelation) requires a deep understanding of how individual stats translate into battlefield results. Unlike earlier titles, Fates introduced specific adjustments to hit rates and doubling mechanics that can significantly impact your strategy.

How Damage is Calculated

In FE Fates, the basic damage formula is straightforward: (Strength or Magic + Weapon Might) – (Enemy Defense or Resistance). If you are using a physical weapon like a Sword or Axe, use Strength against Defense. If you are using a Tome or Magic Weapon (like the Levin Sword), use Magic against Resistance.

Hit Rate and Avoidance

Your "Hit Rate" is not just the number displayed on the weapon. It is calculated as follows:

  • Unit Hit: Weapon Hit + (Skill × 1.5) + (Luck × 0.5)
  • Unit Avoid: (Speed × 1.5) + (Luck × 0.5)
  • Final Hit %: Unit Hit – Enemy Avoid

The Doubling Rule

One of the most critical mechanics is "Follow-up Attacks." To attack twice in one turn, your unit's Speed must be at least 5 points higher than the enemy's Speed. Some weapons, like Steel weapons or Javelins, apply a penalty to your effective Speed for doubling, while "Brave" weapons allow for four hits if the speed threshold is met.

Example Calculation

Suppose your unit, a Samurai, has 15 Strength, a Katana with 6 Might and 90 Hit, 20 Skill, 18 Speed, and 10 Luck. You are attacking an Archer with 8 Defense, 12 Speed, and 5 Luck.

  • Damage: (15 + 6) – 8 = 13 Damage.
  • Your Hit: 90 + (20 * 1.5) + (10 * 0.5) = 125 Hit.
  • Enemy Avoid: (12 * 1.5) + (5 * 0.5) = 20.5 Avoid.
  • Final Hit: 125 – 20.5 = 104.5% (Cap at 100%).
  • Doubling: 18 Speed vs 12 Speed = 6 difference. You will attack twice!
  • Total Result: 13 damage x 2 = 26 Total Damage.
function calculateFatesCombat() { // Attacker Inputs var atk = parseFloat(document.getElementById('unitAtk').value) || 0; var mt = parseFloat(document.getElementById('unitMt').value) || 0; var wpnHit = parseFloat(document.getElementById('unitWpnHit').value) || 0; var skl = parseFloat(document.getElementById('unitSkl').value) || 0; var spd = parseFloat(document.getElementById('unitSpd').value) || 0; var lck = parseFloat(document.getElementById('unitLck').value) || 0; // Defender Inputs var def = parseFloat(document.getElementById('enemyDef').value) || 0; var espd = parseFloat(document.getElementById('enemySpd').value) || 0; var elck = parseFloat(document.getElementById('enemyLck').value) || 0; // Damage Calculation var attackPower = atk + mt; var damagePerHit = Math.max(0, attackPower – def); // Hit Calculation var attackerRawHit = wpnHit + (skl * 1.5) + (lck * 0.5); var defenderRawAvo = (espd * 1.5) + (elck * 0.5); var finalHit = Math.round(attackerRawHit – defenderRawAvo); if (finalHit > 100) finalHit = 100; if (finalHit = 5) { attacks = 2; } var totalPotentialDmg = damagePerHit * attacks; // Display Results document.getElementById('fatesResult').style.display = 'block'; document.getElementById('dmgResult').innerText = damagePerHit; document.getElementById('hitResult').innerText = finalHit + '%'; document.getElementById('attackCount').innerText = 'x' + attacks; document.getElementById('totalDmg').innerText = totalPotentialDmg; // Scroll to results document.getElementById('fatesResult').scrollIntoView({ behavior: 'smooth', block: 'nearest' }); }

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