How this works
Fill in your Level and the fields below with the REAL FINAL TOTALS from your in-game character sheet - not gear's contribution alone, the actual number the game shows you (base + gear + buffs already combined). Fields marked 📷 appear on the character sheet's scrollable stat list and can be auto-filled via Auto-fill Stats (screenshot or paste); everything else only lives on the icon-tied compact panel or isn't shown in-game at all, so type those by eye. Archetype Power, Derived Stats, and DPS Estimate below are calculated automatically from what you enter. Select skills on the wheel to see your build's DPS.
How elements work here
The game's 7 elements (its own DPS calculator lists exactly these), each with its real decompiled proc math: Normal adds 0.8× your Potency to the hit on proc; Fire pays out an immediate burst plus a burn DoT; Ghost spreads echo hits to nearby monsters (counted vs one target the way the game's own calculator does); Ice/Metal/Lightning/Water procs apply status effects (freeze, armor shred, …) that have no direct damage number - only Elemental Charge's flat proc bonus counts for those here. Which element your weapon carries isn't in any readable file - check your weapon's tooltip. "None" leaves elemental out entirely.
Character Stats
One box per group, real final totals only - 📷 = auto-fillable from a character-sheet screenshot/paste, everything else is typed by eye.
Where each field comes from
Main Stats and every per-archetype Attack/Damage %/Attack Speed % live on the character sheet's compact icon-tied panel - real numbers, but not selectable text, so type them by eye. Crit Rate is the same story. The rest - Armor Pen, Crit Damage, Elemental Chance/Potency, Damage Balance, Flat/Global Damage Bonus, Accuracy - appear verbatim on the sheet's scrollable stat list and auto-fill via Auto-fill Stats. Defense Ignore %, True Bonus Damage, and Attack Pierce aren't shown anywhere in-game at all, so those stay manual regardless.
Archetype Power
How these are computed
Formulas pulled from the game's own FormulaConfig: Melee = STR + 0.26×CON + 0.25×SPR · Range = DEX + 0.65×LUK + 0.20×SPR · Magic = INT + 0.45×SPR + 0.35×LUK · Faith = SPR + 0.25×STR + 0.2925×CON, using the Main Stats totals you entered above. SPR feeds all four, not just Faith - a common misread since it's easy to assume a "Faith" stat only helps Faith damage.
Derived Stats
How these are computed
Melee/Range/Magic/Faith Damage = (Global Attack + that archetype's Attack) × its Archetype Power term ÷ 30, then Global Damage Bonus % and that archetype's own Damage % on top - the client's own DMDMdwi.ccY9mvD() formula, just built from the totals you typed instead of re-derived from gear. Crit Rate/Damage, Elemental Chance/Potency, and everything else DPS-relevant are your typed totals directly (see the panel above) - nothing to recompute there anymore.
⚠
This number is only as good as what you've entered. Fill in your full Character Stats above - Damage %, Crit, Attack Speed, everything - before trusting the DPS below. Missing stats is the #1 reason this reads way lower than your actual damage in-game.
DPS Estimate
Build DPS (selected)
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Top 5 DPS (any skill)
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Peak DPS (5s window)
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How the DPS math works
This is a full port of the game's own decompiled damage pipeline, in its real order of operations: each hit = the skill's real base Power plus its scaling percentages times your archetype Damage stat (buffs applied exactly where the engine applies them - whole-hit or scaling-terms-only), times any skill-specific and boss multipliers, times the primary-target share for multi-target skills, times the 0.94 global multiplier; then miss chance vs the Target Level, the elemental proc math for your Weapon Element, mitigation vs Target DEF ((dmg − def/3) × 40/(40+def), the game's own curve), boss crowd scaling, true damage, and expected crit - plus each skill's special branches (multi-hits, toggles, detonations, field pulses, reactives). Your real Crit Rate/Crit Damage/Armor Pen/Def Ignore/True Damage are read from Derived Stats (or Calibrate) automatically. Cooldowns, MP costs, and scaling come from the wiki's skill database; only Roll has no data and falls back to a labeled guess. Three things to keep in mind: this is steady-state sustained DPS over no particular time window - expected damage per cast ÷ cooldown, as if you cast on cooldown forever, with crit/procs/misses folded in as long-run averages rather than lucky streaks (so a 1-minute and a 1-hour average are the same number; burst openers, downtime, and mana running dry are not modeled). Damage also rolls in a band in-game (the Damage Balance stat narrows it), so the estimate is the average. And "Build DPS (selected)" adds up every selected skill as if you could cast them all constantly, which nobody actually can. Treat Top 5 as the more honest ceiling and per-skill DPS as the real comparison tool. The "dmg/MP" figure next to each skill's DPS is damage per point of mana spent - the efficiency lever for when sustain does matter. Peak DPS (5s window) models the in-game meter's own definition (decompiled from the client: its "Peak DPS" is the best trailing 5-second window of your session): every selected skill cast at fight start and re-cast on cooldown, so long-cooldown skills land their full first hit inside the window - that opener effect is most of why in-game Peak reads far above sustained DPS. Ours uses average rolls; the in-game number also catches windows where crits cluster, so expect your real Peak to sit somewhat above this estimate, not below it.
DPS Approx.
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Peak DPS0
⟷ scroll sideways or pinch to zoom - the wheel is too dense to shrink to your screen
Wheel art is extracted from the game files · 79 of 80 node positions are real, confirmed against the official wiki's own skill-tree map · dashed border = the 1 not yet mapped there
Selected Skill
Click any node on the wheel to see its full effect text, archetype tag, and level scaling.
Your Build
No skills selected yet. Click a node on the wheel, set its level, and hit Add to Build.
Total SP needed
0
Real per-skill SP costs (unlock cost + cost per level, from the wiki's skill database). Proficiencies level from play and cost nothing.