⚔️ OPTC Damage Calculator
Calculate exact damage output for One Piece Treasure Cruise — chain multipliers, captain abilities, specials & type matchups
| Hit # | MISS | GOOD | GREAT | PERFECT |
|---|---|---|---|---|
| 1st Hit | 0.0x | 1.00x | 1.00x | 1.00x |
| 2nd Hit | 0.0x | 1.50x | 2.00x | 2.25x |
| 3rd Hit | 0.0x | 2.00x | 2.75x | 3.00x |
| 4th Hit | 0.0x | 2.50x | 3.00x | 3.50x |
| 5th Hit | 0.0x | 3.00x | 3.25x | 3.75x |
| 6th Hit | 0.0x | 3.50x | 3.50x | 4.00x |
| Orb Type | Multiplier | Notes |
|---|---|---|
| Matching Orb | 2.0x | Same type as character |
| Semi-Matching Orb | 1.5x | STR/DEX/QCK group or INT/PSY group |
| Powerless Orb | 1.0x | No bonus or penalty |
| Empty Orb | 0.5x | Wrong type orb |
| Super Matching Orb | 3.0x | Special socket or ability buff |
| Attacker Type | Effective vs | Weak vs | Multiplier |
|---|---|---|---|
| STR | DEX | QCK | 2.0x / 0.5x |
| DEX | QCK | STR | 2.0x / 0.5x |
| QCK | STR | DEX | 2.0x / 0.5x |
| INT | PSY | INT | 2.0x / 0.5x |
| PSY | INT | PSY | 2.0x / 0.5x |
Note: This article bases on real information from community sources and resources regarding One Piece Treasure Cruise.
One Piece Treasure Cruise delivers a database about keen players that stores a character database with all descriptions of first skills. Moreover it includes a damage calculator, that exactly helps to estimate how many damage a team can deal. The data of OPTC bind to various help resources, between that are a full character database and an imperfect calculator.
How Damage Works and How to Build Teams in One Piece Treasure Cruise
Seriously are understand damage in OPTC. For captains, that boost damage, everything exceeding 2x ATK and RCV in the list counts as an ideal captain. Even so build a solid team do not depend almost only on raw attack force.
For instance, if one has 6-stellar Boundman Luffy as ATK-booster, follows step add other orb-booster for increase damage. A fine alternative will be Hard DEX Doflamingo, that operates as 2x orb-booster. But the units self weigh a lot, because only damage will not beat the majority of enemies.
Characters with skills for reduce damage fit to weaken or even entirely stop hostile offensives. Such skills come from captain attributes or special moves, that one uses during struggle. Haruta, the 12th division officer of Whitebeard, manifest as a sample of damage-reducer.
Interesting is the mechanism, according to that some enemies can not die because of average attacks, during particular impact operate. They always stay with 1 HP. Even so special damages and poison succeeds too ignore that and immediately kill the enemy.
Stays question, whether captain skills, that doubles special damage, operate with specialities of agreed percent damage; something, about what deserve to think during team building.
Only KOH Zoro fit to double the damage limit, what means to remove undoubted content in only one revolution. That presents quite a big advantage for difficult fights.
The imperfect calculator self form a key resource. It allows players to observe, how many damage a team combo create. Were occasions, when the calculator gave results, that seemed entirely wrong, for instance with Chopperemon in kizuna-imperfect team.
Backing boosts yet do not cover fully the imperfect calculator, but one works about add changing impacts as Raid Zoro either Sabo/Koala.
The game once felt otherwise. Players could issue different teams and tactics in the Coliseum, and the woods for ships were genuinely challenging. The attempt of Garp also were very challenging.
Different leadings and strategies had weight. Now it occasionally feels or have new characters for maximum damage or struggle.
Post-special attack damage is entirely other cause. It deals about characters, that affects damage to enemies in revolutions after usage of their speciality, so one should not mix it withusual special damage.
