Hello everyone! I have been tirelessly working away at a neat way to understand the mathematics behind damage in Goetia. This project started when I wondered what was better to build, STR and INT stats or the attribute stats such as pierce, fire, light, etc. I found that some skills can be very damaging if building one of the main stats, and others that scale harder with attribute stats. This gave me the idea to make a calculator so anyone can easily figure out which stats to build, which skills to take, and what crazy skills you can put on different Gods.

http://www.zachogstrom.com/programs <- Here is the damage calculator, posted on my personal website. It was programmed with HTML and Javascript. Right now it is bare minimum visual wise, as I needed to get something out because there is still much to do.

This calculator features the 3 different basic physical skills (Strike, Slice, Double Thrust) as well as the 5 elemental basic skills (Fire, Ice, Wind Cutter, Light, Dark). It also features 2 bosses to test the damage against (Huge Mandragora, Gold Grisly), but you can set the boss defense to [ 0 ] / [ 1 ] if you wish to see how much the skill will do without weakness/resistances.

Future updates will include:

Crit damage addition

Dual attribute skills

More skills in general

More enemies and raid bosses

Better visuals

Right now I got the basics and will be adding more and more as often as I can. Soon I will run out of the data I found at http://wikiwiki.jp/goetiawiki/?%A5%C0%A5%E1%A1%BC%A5%B8%B8%A1%BE%DA and will need to do my own in depth research to figure out damage ratios and relations.

For monster defense, I have found that % resist that is above 0% shows resistance, while anything under 0% shows weakness. (Example, 10% wind def = resist, -10% wind def = weakness)

All you have to do is use Pain and Sink skills until you get to the point where "resist" is not shown anymore, but neither is "weakness" to 0 out the percent defense. (and by keeping track of how much % damage you took, you will find the % value.)

For weakness, this might be a bit harder, but % values are pretty easy to find by trial and error, just try to do the equation with -10%, if it doesn't work, go up or down based on if the skill's actual damage was too high or too low. The algebra for this is

If you find this project interesting and wish to help me with my project, feel free to PM me. If you have any questions or critiques, leave a comment!

http://www.zachogstrom.com/programs <- Here is the damage calculator, posted on my personal website. It was programmed with HTML and Javascript. Right now it is bare minimum visual wise, as I needed to get something out because there is still much to do.

This calculator features the 3 different basic physical skills (Strike, Slice, Double Thrust) as well as the 5 elemental basic skills (Fire, Ice, Wind Cutter, Light, Dark). It also features 2 bosses to test the damage against (Huge Mandragora, Gold Grisly), but you can set the boss defense to [ 0 ] / [ 1 ] if you wish to see how much the skill will do without weakness/resistances.

Future updates will include:

Crit damage addition

Dual attribute skills

More skills in general

More enemies and raid bosses

Better visuals

Right now I got the basics and will be adding more and more as often as I can. Soon I will run out of the data I found at http://wikiwiki.jp/goetiawiki/?%A5%C0%A5%E1%A1%BC%A5%B8%B8%A1%BE%DA and will need to do my own in depth research to figure out damage ratios and relations.

How to calculate boss defenses from scratch.

For monster defense, I have found that % resist that is above 0% shows resistance, while anything under 0% shows weakness. (Example, 10% wind def = resist, -10% wind def = weakness)

All you have to do is use Pain and Sink skills until you get to the point where "resist" is not shown anymore, but neither is "weakness" to 0 out the percent defense. (and by keeping track of how much % damage you took, you will find the % value.)

For weakness, this might be a bit harder, but % values are pretty easy to find by trial and error, just try to do the equation with -10%, if it doesn't work, go up or down based on if the skill's actual damage was too high or too low. The algebra for this is

**(Expected Damage - x) * y = Actual Damage.**Replace y with a guess on the % of the amount of resistance, 0.9 = 10% resistance, 1.1% = -10% resistance. Work the problem, if you are like me and bad at math, just paste it into here http://www.tiger-algebra.com/ it will work the problem for you. Now take x, use a different damage skill, and work the problem again, except now put the x amount from the last equation in and see if the flat damage and % damage give you the right answer. ^^If you find this project interesting and wish to help me with my project, feel free to PM me. If you have any questions or critiques, leave a comment!

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