Damage Calculator

Estimate a resonator's damage from stats and buffs.

About this calculator

Enter ATK, crit rate, crit damage and elemental bonus to estimate per-hit and rotation damage.

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Base ATK is auto-filled from the character's real level 90 stat. Skill multiplier varies per move — check the in-game skill panel for the exact %.

Pick a character
From the in-game skill panel, e.g. 245%.
Bonuses of the SAME type add together; bonuses of DIFFERENT types multiply — see the formula explanation below.
Target settings (advanced)
Community-measured (~52%) for a same-level-bracket target — Kuro hasn't published an official formula; adjust it yourself if the enemy is much higher level.
Expected DMG
Non-crit DMG
Crit DMG
Total ATK
Step-by-step breakdown

Every multiplier shown — no black box.

How the formula works

  • DMG = Total ATK × Skill multiplier × (1+ΣDMG bonus) × (1+ΣAmplify) × Crit × DEF-mod × RES-mod.
  • Bonuses of the SAME type (e.g. two elemental DMG buffs) ADD together before multiplying.
  • Bonuses of DIFFERENT types (e.g. elemental DMG × Amplify) MULTIPLY — two 30% bonuses of different types = ×1.69, NOT +60%.
  • Crit is applied as an expected value: 1 + Crit Rate × (Crit DMG − 1).
Honest limitation

Honesty note: Kuro Games has not published an official closed-form damage formula. This calculator uses the community-verified framework (ATK × skill multiplier × DMG Bonus × Deepen × Crit × DEF/RES) — DEF/RES modifiers are community-measured, so treat results as close estimates.

Quick guide
This page holds GameVika's Wuthering Waves damage calculator. Enter a resonator's ATK, skill multiplier, DMG Bonus, Deepen, Crit Rate/DMG, and the enemy's DEF and RES to see an estimated hit, then swap in a second echo set or a second weapon to compare two numbers side by side before you spend resources on either.

The damage formula

Every hit follows one chain: DMG = ATK_total × Skill% × (1+ΣBonus) × (1+ΣDeepen) × Crit × DEF-mod × RES-mod. ATK_total combines base resonator ATK and weapon ATK, then applies ATK% plus flat ATK from Echo substats and buffs. Skill% is the multiplier printed on the skill itself, DMG Bonus stacks damage from the same source, and Deepen is a separate amplifier that multiplies on top of Bonus rather than adding to it.

Add within a type, multiply between types

Two DMG Bonus sources of the same type add together before the formula applies them: 30%+30% becomes one 60% multiplier. But a 30% Bonus and a separate 30% Deepen multiply against each other instead: 1.3 × 1.3 = 1.69, a 69% swing rather than 60%. Mixing up which numbers stack additively and which multiply is the single biggest source of wrong damage math.

Crit, DEF and RES modifiers

Crit Rate and Crit DMG follow a rough 1:2 build ratio, starting from a base 5% Crit Rate and 150% Crit DMG, with most endgame builds pushing Crit DMG toward roughly 200-240%. The enemy's DEF cuts damage through a DEF-mod near 52% at matched level brackets (shifting about ±2% per bracket gap) — this figure comes from community measurement rather than an official closed formula, so treat it as an estimate you can nudge by hand. RES works differently: getting hit on an element the enemy resists cuts damage by roughly a third, while a negative RES value adds extra damage instead.

Compare before you commit

The calculator above is built to answer one question: is this upgrade actually worth it? Plug in your current build, note the estimated hit, then swap in a second echo set or a second weapon and compare the two numbers side by side. That direct comparison is far more reliable than eyeballing a substat sheet, and it costs nothing — do it before spending Tuners, Waveplate, or Astrite on a build that only looks better on paper.

FAQ

What exactly is the Wuthering Waves damage formula?
DMG = ATK_total × Skill% × (1+ΣBonus) × (1+ΣDeepen) × Crit × DEF-mod × RES-mod. ATK_total already folds in ATK% and flat ATK; Skill% is the number on the skill tooltip; Bonus and Deepen are the two separate multiplying layers explained above.
Why doesn't 30% + 30% DMG Bonus equal +60% damage?
It does, if both 30% lines are the same type of Bonus — those add together into one 60% multiplier. But if one of them is Deepen instead of Bonus, the two multiply (1.3 × 1.3 = 1.69) rather than add, giving +69% instead of +60%.
How reliable is the ~52% DEF-mod number?
It's a community-measured figure for matched level brackets, not an official closed-form constant, and it moves roughly ±2% per bracket gap between attacker and enemy level. The calculator lets you adjust it by hand — treat the default as a solid estimate, not an exact patch value.
How do I use the tool to compare two builds or two weapons?
Enter one build's ATK, Skill%, Bonus, Deepen, Crit Rate/DMG and the enemy's DEF/RES to get an estimated hit, then change just the echo set or weapon fields and compare the new number to the old one. Whichever setup returns the higher estimated hit is the one worth investing Tuners or Astrite into.
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