Simulator up to 5 turns · damage, enemy HP, buffs & caps, survivability
Crits
Turn 1 units act in speed order; a faster unit's buffs and debuffs count for the slower ones · units also via "+ Simulator" on a unit page, relics via "Equip in Simulator"
Enemies dummies — set what matters for the damage
How the Simulator calculates
The same battle engine as the damage scores, ported to the browser (battle.js, a line-by-line port of
importer/battle/, checked against it on all units). Formulas come from the game client: see
Mechanics. Damage is the expected value (crit chance, bonus hits and hit chance as
averages, ±2 % spread averaged out) unless "No crit" / "Always crit" is picked.
- Turn order: order value = SPD × 0.5 × a random 95–105 %; higher acts first. Neighbours whose ranges overlap can swap.
- Buffs of one kind add up, then are clamped to the cap of the first effect of that kind; All Parameters Up and marks come on top of the cap.
- Field passives (whole party) land on every unit and also on the enemies (the game applies them to both sides).
- DEF works twice: DEF ÷ 30 is subtracted from the ATK part and the skill part, then the hit is divided by √DEF ÷ 30 (DEF 900 → ×1, 3600 → ×½).
- Not modelled: ailments on enemies (except Reverberation), enemy buffs, enemy crits, achievement bonuses, recast on kill (no enemy HP).