Clair Obscur · Expedition 33

The Combat Ledger

Stat & damage calculator built from the game's decompiled blueprints — the defence curve A²/(A+2D), crit ×1.5, weakness ×1.5, the 9999 cap and all — live-verified against real fights via a UE4SS logging mod. Enter numbers, read the resolution below exactly as the engine computes it.

I

Expeditioner

DT_CharactersLevelScaling · DT_AttributeStatScaling · DT_WeaponScalingTable

Build

Enter the weapon grades as shown in-game — base grades auto-upgrade +1 step at weapon level 4, +2 at 20, +3 at 33. Pictos use the shared scaling table ×1.0 (set −1 for an empty slot). Specific pictos multiply these base values per stat — e.g. Aegis Revival is Def ×1 / Speed ×1.

Computed stats — Round(base + level + equipment + attributes)

HP—
Attack Power—
Defence—
Speed—
Crit. Rate—
Weapon power (base + attr. scaling)—
II

Nevron Codex

DT_EnemyArchetype_* × DT_jRPG_Enemies.EnemyScaling

Encounter

stat = Round( archetype[level] × enemy multiplier ). Per-enemy multipliers come from DT_jRPG_Enemies (e.g. Portier: HP ×3.5, Speed ×0.9).

Computed stats

HP—
Attack Power—
Defence0
Speed—
Crit. Rate—
Break bar (ceil of HP × %)—
III

Damage Resolution

BP_BattleDamages · ReceiveDamageFromObject pipeline

Field-data replay — real hits captured in-game by the UE4SS logging mod

GAME LOGGED vs MODEL
—

Party stats came from the pause menu (Verso Atk 3430 / Def 506, Maelle 3531/1492, Lune 9951/182); enemy stats from the archetype tables. Values marked ° are per-move / passive constants fitted from the same log.

Attacker

Defender

Damage / hit
—
Total (1 hits)
—
Expected / hit
—
Break-bar damage
—

Core mitigation: final = A² / (A + 2·D) — at D = A you take ⅓; defence never reaches zero, and larger hits punch through the same defence harder. Order and constants verbatim from BP_BattleDamages bytecode.

IV

Move Codex

mined from 466 BP_EnemyBattle_* blueprints · DT_Balancing_EnemySkills