Dragon's Dogma 2 damage calculator, bestiary and modifier reference, built from in-game measurements. Covers Fighter, Warrior and Mystic Spearhand. Values marked measured were reproduced in game; everything else is game data only.
The damage line matches the game's number on the same hit.
Fill the calculator from the game with the DD2Calc Builds mod. It saves your Strength, Magick, weapon, shield and armor skills, rings, augments, body size and the buffs active at that moment.
Steam\steamapps\common\Dragons Dogma 2).Dragons Dogma 2\reframework\data\DD2Calc_Builds.json and pick a build.Every ring pair (Predominance, Recompense, Offense, Aggression, Brawn at your carried weight; other rings add nothing) and damage augment (Verve, Polarity), using your health state and everything else above. Measured effects only.
* game data: the value comes from the game files and has not been confirmed with a logged hit yet. Everything else is measured.
| Item | Physical (Strength) | Magick |
|---|---|---|
| Base Strength / Base Magick multipliersmultiply your Base Strength or Base Magick only, never the weapon | ||
| Ring of Predominance | +100% at full Health (two rings stack) | none |
| Ring of Recompense | +100% at 25% Health or less (two rings stack) | none |
| Ring of Offense | +20% | none |
| Ring of Brawn | +20% carrying 10 kg or less | +10% up to 20 kg | none |
| Body size | XS ×0.90 | S ×0.95 | M ×1.00 | L ×1.05 | XL ×1.10 | same as Strength |
| Added to Base Strength / Base Magickbefore the base multipliers, so they are multiplied too | ||
| Verve | +30 | – |
| Sagacity | – | +30 |
| Polarity | +5% in daytime (4:00–20:00) | +5% at night (18:00–6:00) * |
| Bonus Strength / Bonus Magickadded after the base multipliers | ||
| Ring of Aggression | +30 | – |
| Ring of Percipience | – | +30 * |
| Attack buffsthe same buffs multiply Strength and Magick alike: they add together, then multiply before Defense | ||
| Camp meal Aged Beast-Steak | +15% | +20% with an Orienteer pawn | |
| Camp meal Beast-Steak / Aged Scrag of Beast | +10% | +15% with an Orienteer pawn | |
| Camp meal Scrag of Beast / Alpine Hare Meat | +5% | +10% with an Orienteer pawn | |
| Courtesan service | +20% | |
| Hot spring blue / pink | +10% | |
| Hot spring white / green | none | |
| Savagery Elixir | +20% (does not stack with another drink or extract) | |
| Moribund Frenzy | +15% at low Health | |
| Defense / Magick Defensesubtracted before the body part and move; Magick Defense is usually the same as Defense (Ogre: 600 vs 550) | ||
| Satanachia (true might) | −1,500 | |
| Death | −1,300 | |
| Satanachia | −1,250 | |
| Lich | −1,000 | |
| Fimbl / Drake (variant) | −950 | |
| Giant (strong) | −950 | |
| Dullahan | −950 | |
| Blackdog | −900 | |
| Gorechimera | −850 | |
| Goreminotaur | −800 | |
| Fimbl / Drake | −750 | |
| Griffin | −650 | |
| Ogre | −550 | |
| Norgan Giant | −450 | |
| The hit | ||
| Body part | ×0 immune … ×1.5 weak spot | the part's own Magick column, e.g. Norgan Giant ×0.9 where Slash is ×1.0 |
| Enchant (Igneous Melody, boons, Frosted Edge) | +17% damage on a normal part | more on parts weak to that element (a ×1.5 weak spot gives about +25%) | one enchant at a time | – |
| Move (motion value) | the move's physical motion value, e.g. ×1 Onslaught … ×45.5 Arc of Might finisher | the move's Magick motion value, e.g. ×0.7 Twein Cut … ×4.2 Skiedragoun's Edacite (most moves have only one of the two) |
| Damage bonus poolbonuses add together, then multiply the hit (e.g. +200% and +30% = ×3.3); the same pool for both parts | ||
Battle Frenzy I: +50% * Battle Frenzy II: +100% * Battle Frenzy III: +150% * Battle Frenzy IV: +200% | bonus +300% Demon Counter I (only versus demons): +10% * Demon Counter II (only versus demons): +20% * Demon Counter III (only versus demons, e.g. Satanachia): +30% | bonus +50% Abomination Counter I (only versus abominations): +10% * Abomination Counter II (only versus abominations): +20% * Abomination Counter III (only versus abominations): +30% | bonus +50% * Beast Counter I (only versus wolves, ogres, minotaurs, giants, chimeras): +10% * Beast Counter II (only versus wolves, ogres, minotaurs, giants, chimeras): +30% * Humanoid Counter I (only versus cyclopes, goblins, stragglers, beorcans): +10% * Humanoid Counter II (only versus cyclopes, goblins, stragglers, beorcans): +30% * Winged Beast Counter I (only versus griffins, harpies): +10% * Winged Beast Counter II (only versus griffins, harpies): +30% * Saurian Counter I (only versus saurians): +10% * Saurian Counter II (only versus saurians): +30% * Spirit Counter I (only versus unworldly beings): +10% * Spirit Counter II (only versus unworldly beings): +30% * Corrupted Foe Counter I (only versus Brine-corrupted foes): +10% * Corrupted Foe Counter II (only versus Brine-corrupted foes): +30% * Corrupted Foe Counter III (only versus Brine-corrupted foes): +40% * Deflected Impact (only the True Deflect hit): +200% | bonus +400% Deflect Strike (only the next attack after a True Deflect): +100% | bonus +200% * Battering Shield (only shield hits): +50% | bonus +100% Improved Empale (only Empale): +50% | bonus +100% * Breakneck Toss (only Tusk Toss): +20% * Mighty Chain (only Mighty Sweep): +10% / +20% * Wicked Knight, bonus (only charged close-range hits): +15% Leaping Strike (every standard attack while jumping): +20% | bonus +50% Enhanced Jump (hits while in mid-air; a chance on each hit, about 50% with the bonus version; not on Magike Sperebaliste or magick bursts at range): +30% | bonus +60% Ambuscade (only targets not in battle stance): +10% * Lethality (only striking vitals): +5% Catalysis (only exploiting an element weakness): +5% * Target staggered / down: +100% | ||
| Magick Bind window | +175% for a few seconds after the bind lands and after its chain | |
| Final multiplierapplied last, to every hit | ||
| Hard mode | ×0.90 | |
Every armor skill, weapon skill, ring, augment and buff from the game data. measured = reproduced in game, with the damage bucket it lands in; unverified = game-data values only, the effect on damage has not been tested yet. Values are shown in plain units (%, flat points, chance) where their meaning is certain; any other number is the game's raw parameter.
Per-monster defense, HP, hard-mode factor and body-part multipliers from the game's own region tables. ★ = weak spot (physical multiplier above 1.0). Element columns: what an enchant of that element is multiplied by on that part.
Every measured Fighter move (the same list as the calculator). Lv.3 = with the Dark Arisen skill upgrade.
| Mechanic | Value |
|---|---|
| True Deflect window | 0.30 s; no Stamina spent (game data) |
| Half-perfect block | 0.25 s window; half the Stamina of a normal block (game data) |
| After a True Deflect or half-perfect block | no damage taken for 1.0 s; the attacker is slowed to 10% speed for 0.5 s (game data) |
| True Deflect shield bash | a Blow hit with your shield's Strength; Deflected Impact adds +200% damage bonus pool (bonus version +400%) |
| Deflect Strike (weapon skill) | the next attack after a True Deflect gets +100% damage bonus pool (bonus version +200%) (game data) |
| Blocking in mid-air | no True Deflect window; damage taken −10% (game data) |
| Skill | How it works |
|---|---|
| Hindsight Sweep | dodge window 0.5 s; a hit taken 0.10–0.35 s into the move triggers the counter (perfect window 0.33 s, game data) with a brief slow-motion |
| Punishing Counter | holding the stance through an unblockable attack still trims its damage by about 23% (you are still knocked down) |
| Move | Invincible? |
|---|---|
| After a True Deflect / half-perfect block | no damage for 1.0 s (game data) |
| Cloudfall Strike | not confirmed: no invincibility flag seen yet; still being tested |
Every measured Warrior move (the same list as the calculator). Lv.3 = with the Dark Arisen skill upgrade.
All values measured on a level-5 greatsword in hard mode (×0.90 on every hit) unless marked game data.
Full-charge time = base time × (1 − Swift Strike − Wicked Knight); the two add together. Blood Pact (Blood Bond at Lv.2) replaces the base time with its own, much shorter one; Swift Strike and Wicked Knight then apply to that. Swift Strike II: −30% (bonus version −50%), on the weapon. Wicked Knight: −5%, −10% or −15% depending on the armor piece (close-range charges only); the bonus version charges at the same speed and adds +15% damage bonus pool to every charged close-range attack: charged Mighty Sweep and charged weapon skills (Arc of Might, Heavenward Sunder, Mountain Breaker, Indomitable Lash). Breakneck Strike (core skill) is the perfectly timed release. The table uses a −15% Wicked Knight piece (WK).
Some of these times are measured, the rest are worked out from the measurements and the game data, so small differences in game are possible.
| Charge | Base | WK | WK bonus | SS II | SS II bonus | SS II bonus + WK bonus | Blood Pact | Blood Pact + WK bonus | Blood Pact + SS II bonus + WK bonus |
|---|---|---|---|---|---|---|---|---|---|
| Arc of Might | 7.38 s | 6.27 s | 6.27 s | 5.16 s | 3.69 s | 2.58 s | 1.95 s | 1.66 s | 0.68 s |
| Heavenward Sunder | 1.80 s | 1.53 s | 1.53 s | 1.26 s | 0.90 s | 0.63 s | 0.50 s | 0.42 s | 0.17 s |
| Mighty Sweep (charged) | 1.82 s | 1.55 s | 1.55 s | 1.28 s | 0.91 s | 0.64 s | 0.90 s | 0.77 s | 0.32 s |
| Mountain Breaker | 2.38 s | 2.02 s | 2.02 s | 1.66 s | 1.19 s | 0.83 s | 1.05 s | 0.89 s | 0.37 s |
| Indomitable Lash | 2.75 s | 2.34 s | 2.34 s | 1.92 s | 1.38 s | 0.96 s | 0.90 s | 0.77 s | 0.32 s |
Two separate kinds of knockdown protection: stagger force (−90% = hits barely move you) and knockdown downgrade (every reaction drops one step: knockdown → stagger → flinch; "no ragdoll" = you are never thrown). All charged skills have both from the moment you start charging. Releasing early (before full charge) ends the armor at once, except Indomitable Lash.
| Move | Stagger force | Knockdown downgrade | Damage taken | Duration |
|---|---|---|---|---|
| Arc of Might (charging) | −90% | yes, no ragdoll | −75% from the start | while charging; −50% for ≈2.7 s after a full release |
| Heavenward Sunder (charging) | −90% | yes, no ragdoll | none → −50% at full charge → −75% held longer | while charging; ≈0.9 s after a full release |
| Razing Sweep / Razing Ruin (charging) | −90% | yes, no ragdoll | none → −50% at full charge → −75% held longer | while charging; ≈0.5 s after a full release |
| Mountain Breaker (charging) | −90% | yes, no ragdoll | none → −50% at full charge | while charging; ≈1.3 s after a full release |
| Indomitable Lash (charging) | −90% | yes, no ragdoll | none → −50% at full charge | while charging; ≈1.2 s after any release |
| Mighty Sweep (charged) | −90% | yes, no ragdoll | −50% | ≈0.7 s |
| Tidal Wrath (successful counter) | −90% | yes | −75% | ≈4 s |
| Barge | −90% | yes, no ragdoll | −50% | ≈0.9 s |
| Inspirit | −90% (when started fresh) | none | −67% | ≈2.5 s |
Counter (Tidal Wrath stance): a normal hit landing within ≈0.63 s of the stance start counters; later hits are only blocked; projectiles and magic are never countered.
Measured findings for the Mystic Spearhand. Values marked (game data) come from the game files.
Every measured Mystic Spearhand move (the same list as the calculator). Most moves hit twice: a Slash part and a separate Magick part.
| Effect | Value |
|---|---|
| Target bound | every hit gets ×1.5 on its move's base damage, Slash and Magick parts alike (Twein Cut 1.0 → 1.5, Seching blade 1.5 → 2.25); flat bonuses are not scaled |
| Scatering Bolt and its chain | hits in the window get +175% damage bonus pool |
| Target Defense while bound | unchanged |
| How long the target stays bound | full charge ≈2 s | with Scatering Bolt ≈4.4 s | overcharged ≈7 s | overcharged + Scatering Bolt ≈9 s (Scatering Bolt adds ≈2.4 s) |
| Movement while bound | large monsters slowed to 30% speed, small enemies stopped (game data) |
| Charge | full after 2.0 s (counted from ≈1 s before the spin animation); overcharged after 8 s more; stops at ≈10 s |
| Wicked Knight, Swift Strike II | no effect on the charge |
| Input | When it works |
|---|---|
| Scatering Bolt (RB) | any time after the shot hits; never without a hit |
| Quik Fot (A) after Scatering Bolt | 0.36–0.47 s after it (a ≈0.11 s window) |
| Quik Fot (A) without Scatering Bolt | 0.42–0.87 s after the shot |
One skill used over and over on one body part (×0.8 part, target not bound), same gear, to compare skills. Seching blades fly while you do anything else, so their damage adds on top of the other skill.
| Skill | Damage / s | Stamina / s | Note |
|---|---|---|---|
| Seching Storm / Flete | ≈3,450 (bound ≈5,450) | ≈21, refunded (≈0 net) | blades pierce, so not every hit lands on the same part |
| Dragoun's Foin | ≈3,400 | 115 | Dragoun's Pounce (Lv.3) chains stabs 1.55× faster |
| Wild Furie | ≈2,200–2,300 | 140–265 | hard to keep on one part |
| Magick Bind (charge and release) | ≈1,600 | 0 | |
| Magike Cut | ≈1,300 | 0 | |
| Bataille Idole | ≈960 | 11 | its value is the counter, not the damage |
One hit per shot; holding longer multiplies its damage, growing smoothly with the stamina the charge drains. The game's charge levels (250 / 700 stamina) change the shot's look, not its damage. Charging starts after the ≈0.93 s firing animation. Speregonne (Lv.2) uses the same small and medium charge factors but grows slower on long holds: ×3.3 (≈6 s), ×3.8 (≈8 s), ×4.3 (≈15 s).
| Stamina drained | Hold | Damage vs. a tap (Sperebaliste) |
|---|---|---|
| 0 (tap) | 0.93 s | ×1.0 |
| 44–60 | ≈1.2 s | ×1.5–1.7 |
| 100–129 | ≈1.5–1.6 s | ×2.2–2.5 |
| 279–335 | ≈2.5–2.8 s | ×4.1–4.2, the best damage per second of holding |
| 395–775 | 3.1–5.2 s | ×4.3–5.1 |
| 1,307–1,647 | 8–10 s | ×5.7–5.9 |
| 4,064 | 23.5 s | ×7.4 |
| Skill | How it counters |
|---|---|
| Skiedragoun's Feste | counters a hit taken right at the start of the dive (0.04–0.14 s), shown by a brief slow-motion; no invincibility; you are airborne from ≈0.3 s |
| Bataille Idole | counters with a brief slow-motion; no knockdown protection (knocked down in about 2 of 3 casts when hit) |
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