Build planner
Pick a class and set your attributes, then your weapons, armour, talismans and buffs. Every number updates as you go, and the whole build lives in the link, so you can share it or test it against a boss.
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How this works
The right-hand column is the game's status screen for what you equip. HP, FP, stamina and maximum equip load come from the game's own stat curves for Vigor, Mind and Endurance; discovery from the Arcane curve. Each small +/− compares with the same character wearing and holding nothing, so you see what your gear, talismans and buffs add.
Defence, the first number on each damage line, is a part from your level plus a part from one attribute: Strength for physical, strike, slash and pierce, Intelligence for magic, Vigor for fire, Endurance for lightning and Arcane for holy. Resistances work the same way (Immunity: Vigor, Robustness: Endurance, Focus: Mind, Vitality: Arcane), plus your armour's resistance. The level curves read your level plus 79, so they bend at levels 71, 91, 111 and 161. Talisman and Great Rune attribute bonuses raise the attribute parts, not the level parts.
Negation multiplies per piece: each armour piece lets through part of the damage, the parts multiply, and talismans and buffs that change damage taken multiply on top (Dragoncrest lowers it, the Soreseals raise it). Talismans, the Great Rune, Physick tears and buffs apply their effects from the game's effect table: buffs in the same group replace each other, so only the one applied last counts, while talismans and tears stack. Poise is the sum of your armour's poise; a talisman that cuts the poise damage you take raises your effective poise by the same factor. Roll speed changes at 30% and 70% of maximum equip load.
Weapon attack rating and a catalyst's spell buff use the same formula as the AR calculator; buffs don't change the menu's attack rating, they change the damage you deal, which the kill-speed simulator covers. Best armour searches every combination that fits the weight left after your weapons and talismans, with the same exact search as the armour optimizer. Not modelled yet: spell damage itself and status build-up per hit. More in the methodology.