ZZZ Damage Calculator

Calculate Zenless Zone Zero Standard and Attribute Anomaly damage from your Agent, W-Engine, and Drive Disc stats — with a full layer-by-layer breakdown, not just a single number.

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Agent, W-Engine & Mode

Anomaly damage has no critical-hit layer — that's correct, not a bug.

Agent base ATK + W-Engine + Drive Disc ATK%, combined

Skill's displayed damage multiplier

Expected damage caps probability at 100%

Enter the stat-sheet value

Skill's displayed Anomaly Multiplier

Each point is worth 1% of Anomaly DMG

Default 1.0 — override if known

Drive Disc Bonuses

From Drive Disc 4pc set + W-Engine passive

Vulnerability debuffs on the enemy, if any

Enemy & Mitigation

Default 794 (Agent level 60 reference)

Attacker's DEF-ignore ratio

Attacker's flat DEF-ignore

Negative values are valid

1.0 if not Stunned — check the Daze bar if Stunned

Quick Load:

Calculating damage...

Standard DMG

Estimated expected damage

All layers use the unrounded values shown in the audit below.

Final Damage

Non-crit hit

2,840

Critical hit

6,533

Expected average

5,241

Damage pipeline

Bar length is relative to the largest step; mitigation may shorten it.

Server calculated
Base damage 5,280
After DMG Bonus 7,128
After DEF / RES / Taken / Stun 2,840
Expected average 5,241

Formula audit

Base damage
5,280
On-crit factor
2.3000×
Expected crit factor
1.8450×
DMG Bonus factor
1.3500×
DEF multiplier
0.4981×
RES multiplier
0.8000×
DMG Taken multiplier
1.0000×
Stun multiplier
1.0000×

Limits and assumptions

  • This is a single-hit estimate. It does not model Disorder timing, Anomaly Buildup accumulation, team rotations, or in-game rounding.

Where Your W-Engine and Drive Disc Numbers Go

This calculator doesn't ship a database of specific Agents, W-Engines, or Drive Disc sets — that roster gets new entries and rebalances almost every patch, and a stale lookup table would do more harm than good. Instead, it works from the final numbers those pieces combine into on your Agent's details screen: Final ATK (Agent base + W-Engine main/sub ATK + Drive Disc ATK%), DMG Bonus (Drive Disc 4-piece set + W-Engine passive), and CRIT Rate/DMG or Anomaly Proficiency (mostly from Drive Disc substats).

You bring the numbers from your build; this tool shows exactly how they combine into a final hit, layer by layer, so you can audit a build instead of trusting an unexplained number.

Standard vs Attribute Anomaly: Two Different Pipelines

The biggest structural difference between the two damage modes: Standard DMG has a critical-hit layer, Attribute Anomaly DMG does not. An Anomaly-focused Agent's CRIT stats genuinely do nothing for their Anomaly damage — Anomaly Proficiency is the stat that matters instead.

Standard DMG Attribute Anomaly DMG ATK × Talent % × DMG Bonus Factor × CRIT Layer (Rate × DMG) × DEF × RES × Taken × Stun Final Standard Hit ATK × Anomaly Multiplier % × Anomaly Proficiency × 0.01 × DMG Bonus Factor (no CRIT layer here — skipped entirely) × DEF × RES × Taken × Stun Final Anomaly Hit Both modes share the same DEF/RES/Taken/Stun mitigation math — only the base-damage and crit stages differ. Level Factor defaults to 794, the verified value at Agent level 60 (the current cap) — override it for a lower-level Agent.

The Full Damage Formulas

Both modes share the same DEF Multiplier and RES Multiplier shape:

effective DEF = max(Enemy DEF × (1 − Pen Ratio) − Flat Pen, 0)

DEF Multiplier = Level Factor / (Level Factor + effective DEF)

effective RES = Enemy RES − RES Reduction − RES Ignore

RES Multiplier = 1 − effective RES

Unlike Genshin's diminishing-returns resistance curve, ZZZ's RES formula is linear — it does not soften at extreme values. A very high Enemy RES with little RES Reduction/Ignore can push the RES Multiplier to zero or negative, which this calculator will flag with a warning rather than silently showing a nonsense number.

Standard DMG = ATK × Talent% × DMG Bonus × CRIT Mult × DEF Mult × RES Mult × Taken Mult × Stun Mult

CRIT Mult (expected) = 1 + CRIT Rate × CRIT DMG

Anomaly DMG = ATK × Anomaly% × (Anomaly Proficiency × 0.01) × DMG Bonus × DEF Mult × RES Mult × Taken Mult × Stun Mult

Drive Disc Mechanics, Briefly

Each Agent equips 6 Drive Discs across partitions I–VI. Equipping 2 or 4 discs from the same series grants that series' 2-piece and 4-piece set bonuses — there's no 6-piece bonus, so most builds run a 4-piece set for its stronger effect plus a 2-piece set from a second series. Each disc has one Main Stat and up to 4 Sub-Stats that roll and upgrade as you level it — S-Rank discs can start with 3-4 sub-stats, A-Rank with 2-3, and B-Rank with 1-2. The DMG Bonus and Anomaly Proficiency numbers you enter above are the sum of whatever your equipped set, W-Engine passive, and Agent talents actually grant — this tool doesn't track individual disc rolls.

Frequently Asked Questions

Why does Attribute Anomaly damage skip the CRIT layer?

It's a real, verified ZZZ mechanic, not a gap in this calculator. CRIT Rate and CRIT DMG only apply to Standard (direct-hit) damage. Attribute Anomaly damage scales instead through Anomaly Proficiency, at a flat rate of 1% Anomaly DMG per point.

What's the difference between Pen Ratio and Flat Pen?

Pen Ratio reduces the enemy's DEF by a percentage before the flat Pen is subtracted — effective DEF = max(Enemy DEF × (1 − Pen Ratio) − Flat Pen, 0). Both come from your W-Engine, Drive Disc substats, or Agent talents; enter whatever your build actually provides.

Where do I find my Anomaly Proficiency stat?

It's shown on your Agent's stat screen alongside ATK, DEF, and CRIT — look for "Anomaly Proficiency" (sometimes abbreviated AP). It's distinct from Anomaly Mastery, which affects how fast you build up an Attribute Anomaly, not how much damage the anomaly deals once triggered.

Why does the calculator default Level Factor to 794?

794 is the verified Level Factor at Agent level 60, the current level cap. It's a plain, editable default — if you're calculating for a lower-level Agent, override it with your own value rather than trusting the default.

What is the Stun Multiplier and where do I find it?

It's shown under an enemy's Daze gauge once they're Stunned, and it varies per enemy — there's no universal constant. Leave it at 1.0 to model a non-Stunned hit, or enter the specific value shown in-game for a Stunned burst-window estimate.

Does this calculator know my specific Agent's kit?

No, deliberately. ZZZ's Agent, W-Engine, and Drive Disc roster expands and rebalances every patch, so this tool works from the final stat numbers your build produces rather than a hardcoded database that would go stale within a patch or two.

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