Clair Obscur: Expedition 33 Attribute & Damage Calculator
Plan attribute points (Might, Agility, Defense, Vitality, Luck) and estimate skill damage for any Clair Obscur: Expedition 33 build. Compare two builds side by side using the game's relative-multiplier damage model.
Clair Obscur
Pick a character. The same character is shared between Attribute Planner and Damage Estimator.
Split your attribute points across Might, Agility, Defense, Vitality and Luck, track your budget, and see soft-cap guidance.
Each level past 1 grants 3 attribute points. Level 99 gives 294 points.
Points remaining: 147
Below soft cap
Below soft cap
Below soft cap
Below soft cap
Below soft cap
Optional. Shows which attributes your weapon scales with. Does not change the point math.
Results
147
0 spent / 147 available
Points available
147
Points spent
0
Over budget by 147 points. Lower an attribute or raise your level.
Scales on , on — prioritize .
Weapon scaling (guidance)
Which attributes each weapon scales with. Grades are guidance only — they are not multiplied into the damage math.
| Weapon | Scaling 1 | Scaling 2 |
|---|---|---|
| Lanceram | Vitality (S) | Agility (A) |
| Abysseram | Vitality (S) | Defense (A) |
| Cruleram | Defense (S) | Luck (B) |
| Cultam | Defense (S) | Agility (A) |
| Gaulteram | Agility (S) | Luck (A) |
| Esquiso | Luck (S) | Agility (A) |
What each attribute does
| Attribute | What it does | Soft-cap band | Build tip |
|---|---|---|---|
| Might | Raises Attack Power, so it scales all your damage. The most direct damage stat. | Soft cap around 100–130. | Best single stat for raw damage on most builds. |
| Agility | Raises Speed (turn frequency) and contributes to Defense. | Soft cap around 160–200. | Invest if your weapon scales on Agility or you want more turns. |
| Defense | Reduces incoming damage and adds a little Critical Rate. | Soft cap around 120–150. | Survivability stat — useful on a front-line character. |
| Vitality | Increases your Health pool and adds a small amount of Attack Power. | HP region around 850–1000. | Add enough to survive a boss's big hit, then stop. |
| Luck | Increases Critical Rate (and Speed slightly). | Soft cap around 60–70 Luck (≈40–50% crit). | Crit Rate is wasted above 100% — don't over-invest. |
Per-point stat values are not published by the game, so this table gives directions and soft-cap bands rather than exact numbers.
Read this off your in-game character screen. It is the 100% baseline for all damage here.
Crit Rate above 100% is wasted — no extra damage past 100%.
Pictos / Luminas / buffs
Pick the damage multipliers active on this cast. Anything not listed goes in Extra multiplier below.
Advanced
Catch-all for buffs not in the list. 100% means no extra multiplier. A +200% stance is 300%.
Enemy mitigation. 100% means no reduction (default). Set 50% if the enemy roughly halves damage.
Results
—
Skill damage percentages aren't published for Gustave yet, so the Damage Estimator can't model them. The Attribute Planner still works for Gustave.
Average per hit
≈0
Minimum cast
≈0
Maximum cast
≈0
Total multiplier
0.00×
If it crits
≈0
If it doesn't crit
≈0
All damage figures are approximate (≈).
How the damage estimate is calculated
D_hit = AP × m_skill × (∏ b_i) × c × r
AP — Attack Power (your in-game value)
m_skill — skill multiplier (as a decimal, e.g. 2.20 for 220%)
∏ b_i — product of all active buff multipliers
c — critical factor (1.0 normal, 1.5 on crit)
r — enemy damage-taken multiplier (1.0 = no reduction)
Per cast, the average uses the midpoint of the skill's QTE range times the hit count and the expected critical factor 1 + 0.5 × min(Crit Rate, 100%).
Gustave skill reference
Click a row to load it as the selected skill. Percentages are community-measured estimates.
Skill damage percentages aren't published for Gustave yet, so the Damage Estimator can't model them. The Attribute Planner still works for Gustave.
Average cast damage
Build A wins
Build A does ≈164% of Build B's damage
Build A
≈21,600
Build B
≈13,200
Difference
≈8,400
In Build Comparison each build picks its own character.
Build A
Read this off your in-game character screen. It is the 100% baseline for all damage here.
Crit Rate above 100% is wasted — no extra damage past 100%.
Pictos / Luminas / buffs
Pick the damage multipliers active on this cast. Anything not listed goes in Extra multiplier below.
Advanced
Catch-all for buffs not in the list. 100% means no extra multiplier. A +200% stance is 300%.
Enemy mitigation. 100% means no reduction (default). Set 50% if the enemy roughly halves damage.
This build: ≈21,600
Build B
Read this off your in-game character screen. It is the 100% baseline for all damage here.
Crit Rate above 100% is wasted — no extra damage past 100%.
Pictos / Luminas / buffs
Pick the damage multipliers active on this cast. Anything not listed goes in Extra multiplier below.
Advanced
Catch-all for buffs not in the list. 100% means no extra multiplier. A +200% stance is 300%.
Enemy mitigation. 100% means no reduction (default). Set 50% if the enemy roughly halves damage.
This build: ≈13,200
About these numbers
Damage figures are relative estimates based on the community damage model, not exact in-game predictions. Set Attack Power from your in-game character screen. The attribute-point budget is exact.
Data updated June 15, 2026
Expedition 33 calculator. Plan attributes and estimate skill damage.
What is the Expedition 33 Attribute & Damage Calculator?
How to use the Expedition 33 calculator (all three modes)
How attributes, damage and crit actually work in Expedition 33
Worked examples on real Expedition 33 numbers
Level-50 attribute budget — "how many points do I have?"
Maelle Stendhal at Attack Power 1,000 — base, no stance
Maelle Stendhal in Virtuose Stance — why it breaks 9,999
Build Comparison — Lune's Hell vs Maelle's Phantom Strike
The 100% crit cap in numbers — stop at 100%
Build and planning tips for Expedition 33
- Push Critical Rate to exactly 100%, then stop. The cap is hard — anything above 100% is dead weight because there is no bonus for excess crit. Once Luck and Pictos get you to 100%, every further point belongs in Might (more Attack Power, which multiplies into every skill) or Vitality (survival). The calculator's crit warning is there precisely to stop you over-investing.
- Follow your weapon's scaling, not a generic stat priority. Each weapon scales one or two attributes on a D→C→B→A→S grade, and matching your highest attribute to its S-grade attribute is the single biggest Attack Power gain. A Luck-S weapon wants Luck points; a Vitality-S weapon wants Vitality. Early on (D/C grades, weapon level under ~20) scaling barely matters and Might is fine; once you find B/A weapons, scaling overtakes Might.
- Respec freely while you experiment. A Recoat resets every attribute point at an Expedition Flag, and Recoats are common (enemy drops, Gestral merchants). There is no penalty for re-planning when you swap weapons, so use the planner to test a split before you commit the Recoat in-game.
- Read skill percentages as ranges, not flat numbers. A skill listed at 220–264% lands near 220% if you fluff the QTE and near 264% if you nail it. Set the QTE input to "minimum" to see your worst case before you rely on a skill to one-shot a target — the gap between a failed and perfect QTE is often 20–40% of the hit.
- Stack buffs multiplicatively and watch them compound. Virtuose Stance (×3), Glass Cannon (×1.25) and a Marked target (×1.5) together multiply to ×5.625 before crit — that is how Stendhal builds reach millions of damage per hit. Toggle them one at a time in the Damage Estimator to see which buff is actually carrying your damage before you build your whole Picto loadout around it.
- Use Build Comparison to settle weapon and character swaps on your own Attack Power. Forum damage screenshots use someone else's Attack Power, weapon level and Pictos, so they rarely transfer. Plug your two candidate setups into Build A and Build B with your real Attack Power and let the ratio decide — a skill that looks bigger on paper can lose once your hit counts and buffs are accounted for.
- Vitality is undervalued as a damage stat. It adds Health and a little Attack Power, so on a fragile burst character a few Vitality points buy survival without throwing away offense. The planner's soft-cap band helps you find the point where extra Vitality stops mattering (around 60–80) and should go elsewhere.
Expedition 33 calculator — frequently asked questions
How many attribute points do you get in Expedition 33?
What do the five attributes do in Expedition 33?
Why is Critical Rate above 100% wasted in Expedition 33?
How is damage calculated in Expedition 33?
Can I use this calculator for every character?
How accurate is the damage estimate?
Why does the calculator show damage above 9,999?
Is this Expedition 33 calculator free?
Does the calculator compute Attack Power from my attributes and weapon?
How many total attribute points are there at max level?
Does Maelle's Virtuose Stance double or triple my damage?
Can I compare two builds to see which hits harder?
Expedition 33 attribute and damage glossary
Attack Power
The character stat that all damage scales from; a basic attack deals roughly your Attack Power, treated as the 100% baseline. You read it off the in-game character screen and enter it into the Damage Estimator — the calculator does not derive it from attributes or weapon grades.
Attribute points
The 3 points granted each level-up to spend across Might, Agility, Defense, Vitality and Luck. Points available = 3 × (level − 1); the per-attribute hard cap is 99; respec by consuming a Recoat at an Expedition Flag.
Critical Rate cap
The 100% ceiling on Critical Rate. At 100% every hit crits for ×1.5 damage; any displayed value above 100% provides no benefit. The game does not explain this, so it is a common point of wasted investment.
Skill multiplier (%)
A skill's damage expressed as a percentage of Attack Power — Stendhal is 1,500–2,100%, Percée is 220–264%. Usually a min~max range set by Quick Time Event performance. These percentages are community-measured, not printed in-game.
QTE range
The minimum-to-maximum window a skill's damage falls in based on Quick Time Event execution. Failing the first prompt lands near the minimum; a perfect sequence lands near the maximum. The calculator lets you pick minimum, midpoint or maximum.
Virtuose Stance
Maelle's offensive stance, granting +200% damage — a ×3 multiplier applied on top of a skill's base percentage. The headline enabler of Maelle's record-breaking Stendhal damage.
Pictos and Luminas
Equippable modifiers; many grant flat multiplicative damage bonuses (Glass Cannon +25%, Solo Fighter +50%, Confident Fighter +30%). Painted Power is the Picto that lets damage exceed the 9,999 display cap. The calculator toggles the high-impact damage ones and offers a custom multiplier for the rest.
Weapon scaling grade
A letter (D→C→B→A→S, S highest) on each of a weapon's one or two scaling attributes, showing how strongly that weapon converts those attribute points into Attack Power. The calculator shows the grades as investment guidance; it does not multiply them into damage because the exact coefficients are unpublished.
Recoat
The consumable that resets all attribute and skill points at an Expedition Flag. Common as enemy drops and Gestral-merchant stock, so respeccing to test a new build is effectively unlimited.
Sources & References
- Fextralife Clair Obscur: Expedition 33 wiki — the reference used for the structural constants the calculator treats as exact: level cap 99, 3 attribute points and 1 skill point per level, the per-attribute cap of 99, and the ×1.5 critical multiplier with its 100% rate cap
- Fextralife — Attributes: what Vitality, Might, Agility, Defence and Luck each do, and which weapon scales on which, behind the attribute-planner side of the tool
- Fextralife — Pictos: the buff percentages the calculator offers as preset multipliers come from this page, which is why the tool multiplies buffs rather than adding them
- Fextralife — Status Effects: Mark, Burn and the rest, including which of them stack as damage multipliers and which do not
- Game8 Clair Obscur: Expedition 33 guide wiki — the second reading used to cross-check the progression constants. Skill percentages are NOT taken from here: Sandfall publishes no damage numbers, so the tool ships skill multipliers as community estimates and says so on the page