Damage
Kakashi does not use one flat “level × number” damage formula. Physical attacks and jutsus start from different bases and then pass through offensive bonuses, critical hits and the target's defenses.
Basic attacks
A normal attack starts with a random 10–20 roll plus the fighter's base attack, then adds the attack bonus built mainly from Taijutsu. Physical-damage/build buffs are applied through a soft cap, so stacking more offense still helps but gives diminishing returns at high values.
If the hit is critical, its critical multiplier is applied before defense. For a normal player build the standard multiplier is 1.5×, while some NPCs/bosses can use their own value.
Jutsu damage
A damaging jutsu starts from the damage value of that technique. Its offensive side can then include:
- your Ninjutsu bonus;
- build and outgoing-damage bonuses;
- jutsu mastery, up to its mastery damage curve;
- active offensive buffs;
- elemental/nature bonuses;
- elemental advantage or disadvantage;
- a critical hit when the technique can deal damage.
The current nature matchup multiplier is 1.15× when strong, 1.0× neutral and 0.9× when weak against the target's nature.
Defense is applied after offense
The target's armor/defense, Resistance reduction, build reduction and temporary defensive effects are combined rather than simply added. Their combined reduction is capped at 75%. Some jutsus and defense-break effects can ignore part of armor.
Shields absorb damage before HP. Bosses also use per-hit soft caps, and PvP applies opening-damage safety so a single oversized hit at near-full HP is less likely to decide the entire fight immediately.
Because all of those pieces can differ, two players using the same jutsu can legitimately deal different damage. /state is the best place to inspect the effective stats behind your result.