A cap-stage guide for reading the visible damage number without losing the underlying calculation.
Uncapped event damage → applicable display-cap source → displayed damage
Follow this order with your own build, but use the grouping and special branches shown by your skill family. The numerical example below demonstrates the mechanic rather than claiming one universal formula for every skill.
Enter the values from your character, skill, and target. Results update as you type, stay in your browser, and are never saved.
Enter the totals from the build you use with the selected hero and attack. Action-specific, target-qualified, and Final Damage modifiers remain separate stages.
Both builds display 999,999, but Build B still has 135,000 more uncapped damage.
These probabilities apply only when every selected damage event rolls independently.
This calculator follows the ordering described on this page. Skill-specific rewrites and unsupported build lanes still require their own verified family support.
Build A reaches 1,350,000 uncapped damage. Build B adds 10% to the same event, but both are subject to a 999,999 display limit.
- Build A uncapped damage
- 1,350,000
- Build B upgrade
- +10% (×1.10)
- Display limit
- 999,999
-
1
Build A displayed damage999,999
min(1,350,000, 999,999) -
2
Build B uncapped damage1,485,000
1,350,000 × 1.10 -
3
Build B displayed damage999,999
min(1,485,000, 999,999) -
4
Hidden uncapped gain135,000
1,485,000 − 1,350,000 -
5
Visible gain0
999,999 − 999,999
Use the cap source shown for your selected encounter. Compare uncapped damage and actual HP removed before deciding that two capped builds are equal.
The calculation ledger retains uncapped damage before applying any display limit. This value shows whether an upgrade changed the underlying result even when the number displayed for the hit cannot rise further.
A display cap identifies its source, cap value, pre-cap value, and post-cap value. It is not the same as the target’s remaining HP or an encounter-specific HP-loss limit.
Displayed damage is the number presented for the event after the applicable display rule. It can equal uncapped damage, or it can be lower because a signed, target-specific, or other verified cap applied.
- Compare uncapped and displayed values.
- Record which cap source activated.
- Do not infer target HP loss from the displayed number alone.
When two builds both reach the visible limit, compare uncapped damage, actual HP removed, reliability, resource cost, and time to kill. The identical displayed number does not prove the builds are equal.
RO Codex publishes Verified family articles only while the accepted handler and its required evidence remain current. Read the data quality standards for the site-wide accuracy contract.
- RO Codex formula trust contract
- Defines Verified, Estimated, and Unavailable behavior and requires family-specific fail-closed calculation.
- Player-facing calculation ledgers
- Ordered Battle Lab steps keep attack, defense, modifiers, encounters, and caps readable without exposing internal references.