TFD Build Planner

Damage comparison

Put two sets of numbers side by side and see which hits harder. Type the values in or drag the sliders — the figures come off your character sheet and skill tooltip, not from a saved loadout.

Build A41,436average damage per hit
Difference+77.6%B against A
Build B73,591average damage per hit
% — applies to both, so it never changes which build wins
Build ABuild B
Bucket 1

Base Skill Power

Mostly the reactor. Everything else multiplies this, so zero here means zero damage.

Bucket 1

Faction ATK

Adds into the base before any multiplier, which is what makes it strong.

Bucket 2

Attribute Power Boost Ratio

×1.20 vs ×1.20

Reactor grants 20% for its own attribute. Non-Attribute counts as an attribute.

%
%
Bucket 3

Base Skill Power Boost Ratio

×1.00 vs ×1.78

Power Increase, Enlightened Mage, Power Beyond. Not the same as Base Skill Power.

%
%
Bucket 4

Arche Type Boost Ratio

×1.20 vs ×1.20

Reactor grants 20% for the matching arche type. Hard to come by, so valuable.

%
%
Bucket 5

Attribute Amplification

×1.00 vs ×1.00

Stat-stick weapons only. Most builds sit at 0, which is why those weapons hit so hard.

%
%
Bucket 6

Skill Power Modifier

×1.63 vs ×1.63

The tooltip figure itself. Raising it barely matters when it is already huge.

%
%
Bucket 7

Character Damage Increase

×1.00 vs ×1.00

Character-specific scaling, like Valby off max MP.

%
%
Bucket 8

Additional Damage Increase

×1.00 vs ×1.00

Applied last, after everything else, so it is very strong. Rare.

%
%

Critical hits

×1.00 vs ×1.00averaged over many hits, so the totals above are average damage

Skill Critical Hit Rate

Straight off the character sheet. Anything past 100% buys nothing.

%
%

Skill Critical Hit Damage

What a crit does against a normal hit. 100% means a crit is worth no more.

%
%

Smallest multiplier

Because the buckets multiply, a point added to the smallest one buys more than a point added to the largest.

Build A
Base Skill Power Boost Ratio ×1.00
Build B
Attribute Amplification ×1.00

Some buckets are far easier to raise than others — Attribute Amplification comes only from a handful of weapons. This names the arithmetic, not the shopping list.

The model is the one described in docs/damage-model.md, sourced from a community explainer rather than official documentation. Critical hits are folded in as an average over many hits — that source does not place them among the buckets, but it does not need to: a crit is a plain multiplier, and multiplication commutes, so its position cannot change the result. Treat the totals as a way to compare two builds, not as the number the game prints on any single hit.

Comparing module loadouts instead?