PSO2: How much ATK is 1%?

I see this asked very often. In many cases it is more accurate to simply look at your own stats instead of trusting some magic numbers and glossing over how things work.
Might as well try to make this convenient for everyone.

Calculate

Base ATK:
Units & Rings ATK:
Weapon Base ATK:
Weapon Affix ATK:
Buffs %:
Enemy DEF:
Enemy Element Weak %:
Attack type:

Effective ATK

(
(
?
Base ATK
×
?%
Buffs
)
+
?
Units & Rings ATK
+
?
Weapon Base ATK
+
?
Weapon Affix ATK
?
Enemy DEF
)
+
(
?
Weapon Base ATK
×
60%
Weapon Attribute
×
?%
Enemy Element Weak
)
= ?
%
ATK
1%
2%
3%
4%
5%
6%
7%
12%

Explanation

Base ATK

The ATK value shown in the character status window with no weapon, units, or rings equipped.
Note that if ATK Up SSAs are used on units, they should be included here instead as they are affected by buffs.

Units & Rings ATK

ATK from units and rings including affixes but excluding SSAs.

Weapon Base ATK

ATK of the weapon used excluding affixes.
Bonus stats gained from using an extended weapon with Bouncer's Craft Mastery should be excluded.

Weapon Affix ATK

ATK from affixes on the weapon.
Bonus stats gained from using an extended weapon with Bouncer's Craft Mastery should be included here instead.

Buffs %

Percentage increase from ATK buffs. This applies to base ATK only.
Lv.17 Shifta (no skills)
+19.7%
Team tree
+20%
Shifta Drink
+50%
Total
+115.46%

Enemy DEF

This value is not visible but can be measured by experiments. Most enemies at the same level have the same DEF value. There are exceptions with their DEF values scaled up or down from the level reference. For an example case which everyone loves, Lv.20 VR Training Rockbear has 100 DEF.
Enemy Level
Reference DEF
20
100
80
315
85
324
91
340
96
356
100
360

Enemy Element Weak %

This is the weakness multiplier if the enemy is weak to weapon element. Set to 0% if neutral.
Most enemies have 20% element weakness. There are many special cases deviating from the norm, however.
This has no effect on techs for our purpose. Accounting for element weakness does not really matter for techs in this calculation as it is just another multiplier applied to the final damage.

Attack type

This distinction has to be made because techs do not use attribute value of the weapon at all, thus weapon element damage is zero. On the other hand, Photon Arts and other non-tech attacks will deal full damage in their original damage types, plus another 60% (assuming 60 attribute) of weapon base ATK as elemental.

Summoner

Summoners are weird. Values used in the calculation are slightly different so adjustments have to be made. Some of these might not be 100% verified but they should be mostly accurate.

Luster

Luster adds yet another exception to the calculation, making this attempt at simplifying things more complicated for some reason. With Non-element, 70% of weapon base ATK is added in exchange for removing weapon element damage entirely. This can be simulated in a few ways, though for now I will just recommend one:

Compromises

There are some assumptions and compromises made to remove some of the complexity involved.

Acknowledgements

I would like to thank everyone who keeps asking the same question over and over.