evaluate right side first, then remember the result as the value on the left side
in case of fractions always round down


1) p.atk = (buffed) attack power + (63+Level)*(INT+2)/53 + gear bonus
	gear bonus:
		Lv/2+2 tech helm OR tech weapon


2) Sigmund bonus if equipped
	bonus = target's attack * 0.1875
	p.atk = p.atk + bonus

	
3) Deathbringer bonus if equipped
	bonus = min(255, x-distance) + min(255, y-distance)	//distance squared and capped; x/y-distance compares the top-left pixels of the involved sprites
	bonus = max(0, 8191 - bonus)/32
	p.atk = p.atk + bonus


4) Death Stroke bonus if equipped and user HP below 300
	p.atk = p.atk * 1.5


5) damage = p.atk - defense


6) for single target attack:
	damage = damage * 1.25


7) physical resistance/weakness
	x1.00 if equipped with Levatein tier weapon
	x1.50 damage for weakness
	x0.50 damage for resistance
	x0.25 damage for strong resistance
	x0.00 damage for immunity


8) elemental resistance/weakness based on active saber
	x1.50 damage for weakness
	x0.50 damage for resistance
	x0.25 damage for immunity


9) damage = damage * tech power factor
	tech power factor:
		Eruption Sword: +10
		Lv2 ST tech: +8
		Lv2 MT tech: +7
		Lv3 ST tech: +10
		Lv3 MT tech: +9


10) damage = damage / 6
	


11) power up/down buff on attacker
	damage = damage * 1.25 for buff
	damage = damage * 0.75 for debuff
	no change if both or neither


12) defense up/down buff on target
	damage = damage * 0.75 for buff
	damage = damage * 1.25 for debuff


13) element of saber matches element of day
	damage x1.125


14) difficulty factor
	varies by character and difficulty, compare to player/enemy strength in the README

15) damage degradation for targetting high level monster
	100% vs players
	100% vs enemies Lv1-10
	47.31% vs enemies Lv99


16-20) boss mechanics
	omitted because spoilers


21) cap at 999 damage