1 DAMAGE CALCULATOR

2 Enter the enemy's DEF and SPR into the appropriate cells in the "Baselines, Enemy Stats and Elemental Resists" tab. For now a default value has been entered of 25 (Training Dummy).

3 The "DEF MOD" and "SPR MOD" cells are used to factor in any break skills. For example if the enemy has had Full Break applied you would enter "-30%" into the appropriate cells.

4 Enter in the enemy's elemental resist in the row (4) under the appropriate element. Please note that if you want to apply a debuff it will have to be entered as a negative value.

5 BASE CALCULATIONS

6 Select the Unit in the Column "UNIT."

7 Enter the Unit's level in the Column "LVL."

8 Enter the Unit's total ATK and MAG in their respective columns. Use the values shown in-game or at http://www.ffbedb.com/.

9 Select the Weapons in the appropriate columns. Leave the Column "LEFT HAND" blank or select "NONE" if there is not a second weapon equipped. The order of the weapons will make a difference: if you are able to achieve a perfect chain then put the stronger weapon in the left hand, if you're using a skill that has a DEF/SPR break or an elemental resist break then also put the stronger weapon in the left hand, and if you're using LB for damage then put the stronger weapon in the right hand. Refer to https://docs.google.com/spreadsheets/d/1FkNt_aq-_kNfIF2wGeV76qCu1bnElqHOY14tZiduWO0/edit#gid=566140199 for a well maintained list of ALL equipment.

10 Select a buff from the drop down menu in the Column "BUFF."

11 Select whether or not the spell will be dual cast if applicable in the Column "DC."

12 Select a skill to use in the Column "SKILL." If the Skill you want to use is not found (eg, DW Dagger Boomerang for Rem) modify the Column "SKL MOD" and enter the value.

13 Enter in the bonus damage from killer passives in the Column "KILLER BONUS." This also includes magical damage killers.

14 Select whether or not the attack was a critical hit in the Column "CRIT." Only normal attacks applicable?

15 Your base damage will be calculated in the Column "BASE DMG." This is the damage before any chaining calculations.

16 CHAINING CALCULATIONS

17 If the chain is all spark chains then select "Yes" from the Column "SPARK." As of now, the calculator is not able to calculate partial spark chains so it is all or nothing.

18 Select if the chain is a perfect chain (no breaks) under the Column "PC." If "No", or left blank, then it will assume the chain breaks at the DW animation.

19 If the skill is being used to finish chains, then select "Yes"from the Column "FIN." This will apply a max 4x multiplier to all hits. This will be updated in the future to be more dynamic. This has been updated to now be a percentage. 100% means that all the hits are at the 4x multiplier.

20 Select the number of units performing the chaining move under the Column "#." This has no effect not chaining.

21 Select the variance of the weapon modifier under the Column "VAR." This is mostly just used to calculate Fixed Dice (385% average, btw) at this time. It will not currently provide a range of values.

22 Your final damage will be calculated in the Column "FINAL DMG." This is the damage following the chain multipliers.

23 *** DO NOT ALTER ANY RED/PINK SHADED CELL AS IT PULLING DATA. ***