Early data (starting on the D9 sheet)

0*

Proto Sword

Proto Gun

Proto Bomb

Hatchet

1*

Heavy Hatchet

Bolted Blade

2*

Flourish

3*

Rigadoon

Grim Buster

4*

Barrier Cannon

5*

Lionheart Honor Blade

Iron Slug

WRH

Supernova

I've been working a bit more on figuring out armor and noticed that I can get close but often ran into rounding problems that did not make sense.

I then decided to guess that the actual damage numbers we read are rounded as the last step (after armor is applied).

I started to test this and something interesting happened...

I narrowed AP's first shot damage for depth 9 to be between 60.001 and 60.095.

Why is this significant? It does not envelop an integer. It has to be calculated off other things (including depth, tier, a general damage unit).

Also, the damage reduced from armor is calculated while this number is still not an integer. **The rounding occurs after all the calculations.**

This is only measuring pure damage with increments of +1 damage increase and +20% damage boost (pickup) against D9 dark souls (using an alt for D9 danger mission).

The only assumptions are that the damage increase is a 4% multiple from the base damage, and that the boost pickup is 20%.

My current working damage calculation functions as such:

D = roundup(B*(1+0.04*A)*(1+0.20*P)*(1+0.10*F))

B = Narrowed Base Damage

P = 20% Boost active (0 or 1)

A = Damage increase level (+0 to +6)

D = Resulting pure damage

F = 10% Drakon Frenzied Firestorm Boost (0 or 1)

Damage is calculated from a variety of possible operations, but the order is known.

"The Unit" → Weapon attack specific, Heat, Depth Multipliers → Equipment Reduction → Boost Multipliers → Armor → Roundup

/me needs to reread the research with "the unit" for weapon damage.

**Observations**

Proto sword's first swing base damage is 20

Proto bomb's blast base damage is 21.5

Hatchet first swing's base damage is 23

S1 depth multiplier is 5/24 for the three above weapons

5* heating curve is estimated with supernova in this post.

List of missions with Howlizters or Lost Souls(by depth)

D1 2-2 Angels from Antiquity

D2 2-2 Angels from Antiquity

D4 3-2 Blades of the Fallen

D9 Rank 4-6 Danger Prestige

D11 5-1 Work For Idle Hands

D14 6-2 Whipping and Mishandling

D19 Rank 7 Danger Prestige

D24 Rank 8-10 Danger Prestige

D26 9-1 Occurrence at Owlite Keep

I might be onto something here.

Yes it is messy, but I highlighted where you should look (predict, predict 2)

Currently, the base damage for the WRH first swing is either 56.2-56.7 if D1 is holds the base damage...

Or 49.5-50 if D0 holds the base damage.

I can play around with the numbers a bit to try and make them fit the model (we depends on 2 things, a base damage and an increase per depth).

Interestingly enough, I should be able to isolate the increase per depth by using a second damage value.

So I got to work on using the pure damage values for WRH's dash. It seems like both models reject the D7 value (so it is probably an incorrect value or something interesting is happening).

If I narrow the ranges even more, it may be interesting to see if there is a pattern different for each stratum.

I do know from my shield HP values, T3 acts very different for S5/S6.

Edit: Since this post, the new data for D7 shows that is is near impossible to model T1 using the current guess.

The has only a base damage and a multiplier. An alternative that has not been tested yet is base, multiplier, added constant.