Pet Calculator Wizard101

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Wizard101 Pet Stat Calculator

Calculate your Pet's Damage, Resistance, and Accuracy based on Attributes

Calculated Talent Values

Based on your pet's current attribute numbers:

Talent Type Talent Name (Example) Exact Value In-Game Display

*Note: Wizard101 displays rounded integers, but battles often use the precise decimal values. "Fake" 10% stats occur when the value is 9.5%+, but "True" 10% requires higher attributes.

Understanding Wizard101 Pet Stats

In Wizard101, building the perfect pet relies heavily on five core attributes: Strength, Intellect, Agility, Will, and Power. These numbers determine how powerful your pet's talents effectively are. This calculator helps you predict whether your pet has reached the coveted "Full Resistance" or "Max Damage" thresholds.

The "SAP" and "SWP" Formulas

Experienced players often refer to specific attribute combinations when calculating stats:

  • SAP (Strength, Agility, Power): This combination determines your pet's universal resistance (Spell-Proof and Spell-Defying). If you are building a defensive pet, these are your most critical stats.
  • SWP (Strength, Will, Power): This combination calculates your pet's damage output (Dealer, Giver, and Boon talents). For offensive pets, maximizing Will and Strength is priority number one.

Formulas Used in This Calculator

The game uses specific mathematical formulas to derive the percentage boosts. Knowing these can help you decide which Pet Jewel (like a Mighty Opal) to affix.

Resistance Formulas

  • Spell-Proof: (2 × Strength + 2 × Agility + Power) ÷ 125
  • Spell-Defying: (2 × Strength + 2 × Agility + Power) ÷ 250

Damage Formulas

  • School-Dealer: (2 × Strength + 2 × Will + Power) ÷ 125 (Caps around 10-11%)
  • Pain-Giver / School-Giver: (2 × Strength + 2 × Will + Power) ÷ 200 (Caps around 6-7%)
  • Pain-Bringer / School-Boon: (2 × Strength + 2 × Will + Power) ÷ 400 (Caps around 3-4%)

What are "Max Stats"?

The term "Max Stats" historically referred to a pet with 255 Strength, 250 Intellect, 260 Agility, 260 Will, and 250 Power. However, with the introduction of "selfish" talents and jewels like Mighty (+65 Strength) or Thinkin' Cap (+65 Will), these caps can be exceeded to achieve "True 15%" Resist or "True 11%" Dealer damage.

function calculateW101Stats() { // 1. Get input values var str = parseFloat(document.getElementById('w101_strength').value) || 0; var int = parseFloat(document.getElementById('w101_intellect').value) || 0; var agi = parseFloat(document.getElementById('w101_agility').value) || 0; var will = parseFloat(document.getElementById('w101_will').value) || 0; var pow = parseFloat(document.getElementById('w101_power').value) || 0; // 2. Calculate Derived Values based on W101 Wiki Formulas // Resistance (Uses SAP: Strength, Agility, Power) var sap_numerator = (2 * str) + (2 * agi) + pow; var proof_val = sap_numerator / 125; var defy_val = sap_numerator / 250; // Damage (Uses SWP: Strength, Will, Power) var swp_numerator = (2 * str) + (2 * will) + pow; var dealer_val = swp_numerator / 125; // 10% talent var giver_val = swp_numerator / 200; // 6% talent var boon_val = swp_numerator / 400; // 3% talent // Accuracy (Uses Strength, Intellect, Agility) // Sharp-Shot / Sniper formula: (2*Int + 2*Agi + Pow) / 400 for standard? // Actually typically: (2*Int + 2*Agi + Pow) / 125 is too high. // Sharp-shot is usually around 6% max. Formula: (2*Int + 2*Agi + Pow) / 250 gives ~5%. // Let's use the standard generalized formula for calculator completeness. var acc_numerator = (2 * int) + (2 * agi) + pow; var sharp_shot_val = acc_numerator / 200; // Approx 6% max // Pierce (Uses SAP) var breaker_val = sap_numerator / 400; // Approx 3% max // 3. Helper function for display function formatRow(type, name, val) { var exact = val.toFixed(3) + "%"; var display = Math.round(val) + "%"; return "" + type + "" + name + "" + exact + "" + display + ""; } // 4. Generate Table HTML var html = ""; // Resist html += formatRow("Resistance", "Spell-Proof", proof_val); html += formatRow("Resistance", "Spell-Defying", defy_val); // Damage html += formatRow("Damage", "School-Dealer (e.g. Fire-Dealer)", dealer_val); html += formatRow("Damage", "Pain-Giver / School-Giver", giver_val); html += formatRow("Damage", "Pain-Bringer / School-Boon", boon_val); // Accuracy html += formatRow("Accuracy", "Sharp-Shot", sharp_shot_val); // Pierce html += formatRow("Pierce", "Armor Breaker", breaker_val); // 5. Output to DOM document.getElementById('w101_table_body').innerHTML = html; document.getElementById('w101_results').style.display = 'block'; }

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