Character
All currently modeled derived stats, on one page. Offence uses the main skill’s attack/spell context and configured buffs. Values not modeled yet are identified below, not assumed to be zero.
Manual values replace calculated totals and affect estimates. Clear an edited field or use Reset to return to calculation. Chances and penetration use fractions (0.25 = 25%); multipliers use 1 = 100%.
Recovery & defence assumptions
Regeneration is effective health/mana per second, including gain modifiers. Current mana % in Configuration controls missing-mana bonuses. Health regeneration resumes after the game’s regeneration delay; recovery is not counted in maximum-hit estimates. Resistances are ratings, not percentages; negative ratings amplify damage. Movement is a flat-terrain stat multiplier, not simulated travel speed. Maximum hits cover the initial landed hit only, excluding affliction ticks, avoidance, shields and damage-taken modifiers. Fire damage over time can kill after surviving the initial hit.
Attribute allocation inputs
Added to class base attributes; equipment and supported progression bonuses apply automatically. A manual total attribute override takes precedence.
Imported character details & mapping notes
Build settings
Class, specialization and level are edited in the build bar. Use Upgrades for town progression, masteries and combo choices; Configuration holds temporary buffs and enemy conditions.
Skills
Select a main skill to update the sidebar and Calcs.Partial core estimates · weapon attacks follow equipped items; class skills use their selected rank.
Items
Choose from your build’s items for each slot. Selecting an item equips it and opens its preview. Two-handed weapons occupy both hands. Create items with at most one prefix and one suffix; other generation rules are not enforced.
Trinkets
Supported simple modifiers apply per copy. Conditional effects, triggered procs and sets are excluded.
Upgrades
Permanent town progression, combo skills and run upgrades. Conflicting upgrades withhold the estimate.
Configuration
Selected buffs and debuffs are held active. Automatic uptime, expiry and conditional procs are not simulated.
Enemy target & conditions
For the green-robed town dummy, select Green-robed magic dummy: it has 100 elemental resistance, not physical armor.
Calcs:
Source-derived · partial, not runtime-validatedDerived stats
Test incoming hits
Custom landed-hit scenario, not enemy data. Include enemy critical multipliers in raw damage. Values are a shared scratchpad, not saved build stats.