# Archived NTE damage calculator: inputs and workflow

Canonical URL: https://wiki.couldinject.com/en/nte/guides/damage-inputs
Entity ID: release:nte:damage-inputs
Language: en
Evidence: Source record · awaiting verification
Knowledge state: source_reported
Updated: 2026-09-30T16:51:16+00:00

This static document explains the historical damage calculator’s fields and workflow. Normal use starts with a character, skill and skill level, then the character sheet; stored multipliers, damage types and multiple hits are loaded automatically.

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This static document explains the historical damage calculator’s fields and workflow. Normal use starts with a character, skill and skill level, then the character sheet; stored multipliers, damage types and multiple hits are loaded automatically.

Citation: https://wiki.couldinject.com/en/nte/guides/damage-inputs#p-1

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Enter percentages as displayed on the character sheet: for example, enter 20 for 20%. Character selection supplies defaults and hints without overriding a skill’s damage type.

Citation: https://wiki.couldinject.com/en/nte/guides/damage-inputs#p-2

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After choosing a skill, damage segment and level, the page totals attack-, defense- and health-based multipliers while retaining individual hits in the breakdown. Enter attack, defense, health, critical rate, critical damage and elemental damage enhancement.

Citation: https://wiki.couldinject.com/en/nte/guides/damage-inputs#p-3

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Advanced calculations additionally accept target defense, resistance, penetration, ignored defense and caps. Mode balancing is off by default and should be enabled only when the relevant mode is known to apply an extra balancing multiplier.

Citation: https://wiki.couldinject.com/en/nte/guides/damage-inputs#p-4

## body
The documented per-hit sheet component is ATK×attack multiplier_i + DEF×defense multiplier_i + HP×health multiplier_i. Base damage_i = sheet component_i×final skill coefficient + fixed damage_i + added base damage.

Citation: https://wiki.couldinject.com/en/nte/guides/damage-inputs#p-5

## body
The document separates forced critical hits, non-critical hits and expectation, with multipliers 1+critical damage, 1, and 1+critical rate×critical damage. Use forced-critical or non-critical mode for a single screenshot comparison; expectation is for a long-run average.

Citation: https://wiki.couldinject.com/en/nte/guides/damage-inputs#p-6

## body
These statements describe the historical calculator’s input conventions and implementation. They are not a fresh verification of the current game version or skill multipliers.

Citation: https://wiki.couldinject.com/en/nte/guides/damage-inputs#p-7

## Sources

These are attributed source records. Do not treat archived claims, deductions, analyses or pending verification as official confirmation.