The damage optimization application is used to optimize a single champion's stats for maximum damage output.
Background: All champion damage is a function of a Primary Stat (Attack, Defense, or Hit Points), Crit Chance, and Crit Damage. In general, damage output is a complex function of these three variables. Generally, Crit Chance has higher value than the other two, but has no effect over 100%; therefore, it is usually best to prioritize Crit Chance up to 100%. Once at 100% Crit Chance, optimizing the balance between Primary Stat and Crit Damage can make a tremendous difference in damage output. The higher your champion's Attack (or other Primary Stat), the more it benefits from Crit Damage bonus, and likewise, the higher your champion's Crit Damage bonus, the more valuable Attack becomes. There is only one optimum configuration, per champion, per level, getting as close to this ideal configuration will maximize overall damage output for that champion.
Purpose of the tool: The damage optimization application will tell you which stat combinations (most often from gear upgrades) will provide the greatest damage output for a single champion.
How to use the tool: The easiest way to use the damage optimizer is to use it when deciding between gear upgrades for each slot to determine which piece will provide the greatest increase in damage. The following section will describe each field in detail, followed by some examples.
This is your champion's current stat configuration which is used as a starting point from which to calculate a damage increase from a stat change (delta).
Base Primary Stat: Every skill scales linearly with a Primary Stat (Attack, Defense, or Hit Points). You can find out what Primary Stat any skill scales with by reading the skill description in the Champion window. At the bottom of the skill description will be the statement, "Damage based on: [Primary Stat]".
Every champion has a set of Base Stats that change depending on level, but not gear. In the champion window, there are eight stats in the form, "ATK: 1500 + 1200"; in this case, 1500 is the champion's base Attack. If this champion scales with Attack, enter 1500 into this box.
Total Primary Stat: In the above example, we had a champion with "ATK: 1500 + 1200". If this champion scales with Attack, 1500 is the Base Primary Stat, 1200 is the Bonus Primary Stat (not used by this application), and Total Primary Stat is the sum of these two numbers, 2700.
Note: Total Stats can also be viewed directly by clicking on the "i" symbol above the champion stat window next to the words "Total Stats".
Total Crit Chance: Expressed as a percentage (1 to 100, NOT 0.1 to 1). Total Crit Chance can be taken as the sum of the two numbers in the "C. RATE" row in the character stat window, or can be taken as the single number from the Total Stats window.
Total Crit Damage: Expressed as a percentage (0 to 999). Total Crit Damage can be taken as the sum of the two numbers in the "C. DMG" row in the character stat window, or can be taken as the single number from the Total Stats window.
Note: This is actually Critical Damage BONUS. If this number is 200%, a critical hit will deal 300% of the damage of a normal attack. DO NOT add the extra 100%, use the 200% bonus as given in the Total Stats window.
Deltas are the (usually small) changes in stats that are added to a champion's Initial Stats to calculate a damage increase (or decrease; deltas can be negative!).
-> Deltas can be negative, or zero! <-
For convenience, three different calculators are provided to make usage of the Damage Optimizer straightforward for any combination of stat changes.
Calculate Equivalent Base Stat: Given a change in Crit Chance and/or Crit Damage, calculate the required change in Primary Stat required to achieve equivalent damage increase (or decrease).
Calculate Equivalent Crit Damage: Given a change in Crit Chance and/or Primary Stat, calculate the required change in Crit Damage to achieve an equivalent damage increase (or decrease).
Calculate Equivalent Crit Chance: Given a change in Crit Damage and/or Primary Stat, calculate the required change in Crit Chance to achieve an equivalent damage increase (or decrease).
Calculate Total Damage Increase: Given a change in Primary Stat, Crit Chance, and Crit Damage, calculate the overall change in total damage.
Delta {Stat}: These Deltas are inputs into the three different calculators. They are expressed in percentages. e.g. if a piece of gear has 'Attack 4%' or 'Crit Damage 4%' you would enter '4' into either the Delta Primary Stat or Delta Crit Damage box, respectively. If a piece of gear has a FLAT amount of stat, you will have to convert this to a percent of the champions BASE stat. e.g. if your champion has a Base Attack of 1000, and a piece of gear has Attack 100:
(100 Attack)/(1000 Base Attack) = 0.1*100 = 10%
The ClanBoss Calculator is used to find and optimize successful team compositions for the Clan Boss encounter in Raid: Shadow Legends.
Background: Contrary to intuition, the speeds of all five members of a ClanBoss team affect the turn order of every other member. Therefore, it is necessary to find a set of all five speeds that work together to form a winning composition given the unique buffs and abilities of those five champions. Previously, others have done this with a great amount of time and effort and at best a spreadsheet that calculates a turn order one configuration at a time. The ClanBoss Calculator tracks champion buffs automatically detects whether a given composition is a success or a failure. This makes it is possible to scan millions of potential compositions in minutes, as well as find working speeds for compositions that involve complicated mechanics such as turn boosting and speed buffs.
Purpose of the tool:This option alters the fundamental behavior of the tool. There are two modes:
Print Turn Order for a Single Speed Configuration: With this option selected, the tool will calculate the turn order with the provided champion speeds and buffs and print the resulting turn order to the screen. The turn order will be calculated until turn 50 or until a champion dies. This option can be used to view the turn order from a winning configuration found with the Find Winning Configurations mode.
Find Winning Configurations: This option is used to scan over a large number of speed configurations and report the configurations that survive for 50 rounds. Individual turn order will not be printed to the screen; to obtain a turn order, use the Print Turn Order for a Single Speed Configuration option.
Each box here corresponds to one of your chosen five champions. Different options are available depending which options are selected. You will not see all variables listed below at all times.
Name: A name used to identify each champion. This can be anything, it does not have to match the actual champions name and is used for no other purpose.
Speed: The Total Speed (Base Speed + Gear + Masteries) of each champion. Note that Speed set bonuses give fractional speed and that the value provided in-game is a rounded value and may not always be sufficient to obtain accurate results. It may some times be necessary to calculate exact speed from each piece of gear worn by your champions. If your turn order is slightly off from the prediction, this is the first thing to check. A speed calculator tool may be provided for this purpose in the future.
Buff Type: The type of buff cast by each champion. The most commonly used are None and Unkillable. Many more buffs can be added to handle unique mechanics in the future. Currently implemented buffs are listed below:
Buff Duration: The buff duration for the buff selected in the Buff Type field. Only available if a Buff Type other than None is selected.
Buff Cooldown: The buff cooldown for the buff selected in the Buff Type field. Only available if a Buff Type other than None is selected.
First Cast on Turn (Print Turn Order mode only) : The first turn to cast the buff selected in the Buff Type field. Only available in the Print Turn Order for a Single Speed Configuration mode. In the Find Winning Configurations mode, the turn order is controlled by the Turn Delta option and the initial value is 0.
Speed Delta + (Find Winning Configurations mode only): The number of times to iterate this champions speed, in the positive direction. e.g., if Speed is set to 150, and Speed Delta + is set to 10 (and leaving Speed Delta - at 0), the tool will scan all speed configurations from 150 to 160 for this champion (assuming turn multiplier is left at the default 1.0).
Speed Delta - (Find Winning Configurations mode only): The number of times to iterate this champions speed, in the negative direction. e.g., if Speed is set to 150, and Speed Delta - is set to 10 (and leaving Speed Delta + at 0), the tool will scan all speed configurations from 140 to 150 for this champion (assuming turn multiplier is left at the default 1.0).
Turn Delta (Find Winning Configurations mode only): The number of times to iterate the turn number that this champion will initially attempt to cast their buff. e.g., if Turn Delta is set to 3, the tool will test all configurations where this champion first casts their buff on turns 1, 2, 3, 4, 5, and 6 and report which configurations were successful.
nStop: The number of successful configurations found before stopping. Default: 1000
Why: Usually the most desirable configurations are found first, so terminating after a small number of runs is desirable so you don't have to scroll up past 1 million configurations to find the one you want. 1000 is a manageable number to scroll past while also ensuring you see plenty of different options.
Max Survivable Turn: The last turn on which a champion can be hit by the Clan Boss (without a buff preventing death), without being considered a failure. Default: 6
Why: Most configurations require your champions to be hit without Unkillable for a turn or two. The first few turns are easily survivable, but some configurations may require your champions to be hit at much later turns, on 6 or 7. The tool does not calculate damage and can not determine if these will be fatal to your champions. Instead, the tool will use this variable to determine whether the hit was fatal or not.
Turn Multiplier: A multiplier for the champion speed iterations. Default: 1.0
Why: By default, champion speed is iterated by 1. It is possible for some configurations to only work for a very narrow speed window, e.g. 190.1 - 190.6. If iterating by 1, it is possible to miss such a narrow window. In this case, you can change the Turn Multiplier to 0.1 to iterate by 0.1. In this case, if you set your Speed Delta +/- to 10, you would only scan Speed +/- 10*0.1 = 1.0. I have never seen reason to reduce this below 0.1.
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