First you're question was vague. (How many chains can be preformed during Damage Calculation? How is this vague?) And you are wrong good sir, Honest goes off in damage step you noob read the card. (What do you mean I am wrong, when did I say Honest doesn't go off in the Damage Step or did you not realise Damage Calculation is part of the Damage Step?) The only cards that can go off in damage step are flip effects, gorz, and searchers like rat/ufo turtle ect. (Excuse me I thought that ATK/DEF modifiers, cards designating the Damage Step and result of battle and/or damage cards to name a few activate in the Damage Step.)To your second question since you want to be a p***k, they're are six steps in damage step/calc, 9 if you want to count entering battle phase all with inidivual sub steps. (I only count 7, but you were close.)Battle Step:
Sub-step 1: Turn player has the priority to activate Spell Speed 2 here. (Example: Turn player can activate Call of the Haunted here).
Sub-step 2: Decide if conducting battle. If you are NOT conducting battle, got to End Step immediately.
Sub-step 3: Select and announce 1 monster to attack with, and declare 1 of your opponent's monsters your target (the monster you wish to attack).
Attack Response Chain. Turn player has the priority to respond with any appropriate Spell Speed 2 or 3 effect here. (This is the only chain in which cards like Mirror Force, Sakuretsu Armor, Magician's Circle, and Magic Cylinder can be activated.)
After the chain is completed, the Turn Player has Priority to activate any appropriate Spell Speed 2 effect or suggest a move to the Damage Step. The opponent can also activate appropriate Spell Speed 2 effects or agree to proceed to the Damage Step. (Example cards are: Book of Moon, Enemy Controller, Waboku, etc...Cards that do not have any specific activation timing.) This part can be repeated multiple times before moving into the Damage Step, but only if a player can activate appropriate cards or effects.
The Battle Step does not end until both players agree to move into the Damage Step.
Damage Step:**1
Sub-step 1: Some Trigger-Effect will activate and resolve now.
(Examples are "Sasuke Samurai", "Paladin of White Dragon", "Mystic Swordsman LV2", and "Mystic Swordsman LV 4").
(Correct but missing certain continuous and quick effects and cards that modify ATK/DEF.)Sub-step 2: Flip target card face-up if face down.
Continuous Effect monster that was flipped are now Active (Examples are "Jinzo", and Goblin King). However, Continuous Effect that involves destroying monster(s) will not resolve until Sub-step 5.
Trigger Effect that activates during Damage Step activates and resolves now. (Examples are "Reflect Bounder", if attacked while in Attack Position, inflicts damage to the opponent now).
"Cross Counter" can be activated here.
(Not too bad, but all continuous effects of Monsters flipped face-up activate imediately, it is Flip Effects that resolve in sub-step 6. Also you've mixed in an extra sub-step here. Sub-step 3, Before Damage Calculation is here and this is where effects such as Reflect Bounder activate. Also once again ATK/DEF modifiers.)Sub-step 3: Damage Calculation part 1: Calculate damage.
Turn player has the priority to respond with Spell Speed 2 here.
The following effects can be activated, form a chain, and
resolve now:
Spell Speed 2 that modifies ATK or DEF stat. (Examples are "Rush Recklessly", "Limiter Removal", Mirror Wall", "Micro Ray").
Effects that negate the activation of a card can be used in response. (Examples are Counter Trap Cards, and monster effects like "Horus the Black Flame Dragon LV8" and "Maryokutai").
Monster effects that can be activated during the Damage Step and that modify ATK or DEF. (Examples are "Injection Fairy Lily" and "Sanga of
the Thunder").
"Disc Fighter's" effect Triggers, then after the Chain Block resolves, go immediately to Sub-step 5.
When "Spirit Reaper" is targeted by a card and the card resolves, "Spirit Reaper" will not be destroyed by its own effect until Sub-step 5. (Appart from this is sub-step 4 and that there can only be one chain during all of this it's not bad.)
Sub-step 4: Damage Calculation part 2: Apply damage.
Inflict damage to players' Life Points.
Card effects that activate when a monster inflicts Battle
Damage to a player's Life Points activate, form a chain, and resolve now. (Examples are "Don Zaloog", "Airknight Parshath", and "Robbin' Goblin").
(This is where self-destruct continuou effects activate and resolve aswell such as Spirit Reaper if targeted earlier in the Damage Step.) Sub-step 5: Resolve effects.
From this point forward, monsters are considered "destroyed". So monsters destroyed by "Dark Ruler Ha Des" cannot activate their effects, destroyed monsters are not eligible for selection by card effects.
Resolve Continuous Effect that involves destroying monster(s).
Activate card effects that do not activate when a monster is sent to the Graveyard and resolve them now. (Examples are all Flip Effects, "Reflect Bounder", if attacked while in Attack Position, destroys itself now, "D. D. Warrior Lady", "Wall of Illusion", and the effects of cards that increase their ATK and DEF. These effects form a chain and then resolve).
(Not bad but the time for ATK/DEF modifiers ended after Damage Calculation. This is also where Continuous effects of defeated monsters stop, such as Jinzo. Also this is where the Flip Effects resolve as long as their targets are still valid and no other effects interfere.)Sub-step 6: Send to the Graveyard.
Send destroyed monsters to the Graveyard.
Activate effects that activate "at the end of the Damage Step" (Such as are "Legendary Jujitsu Master", and "Ryu Kokki"), as well as effects that activate when the monster is sent to the Graveyard (Examples are "Mystic Tomato", "Giant Rat", "Witch of the Black Forest", and "Sangan"). These effects form a chain and then resolve.
(Not forgetting other cards such as Spells and Traps that designate this time to activate, such as End of Damange Step or Destroyed by battle, etc.)Go back to Battle Step.
End Step:
Turn player declares the end of his/her Battle Phase.
Activate effects that activate "at the end of the Battle Phase.
Turn player has the priority to activate Spell Speed 2 here
But since you're a judge I'm pretty sure you knew this or at least I would hope you did.
Third wherever you like most, preferably aim or gaia towns since you want you're pretty little audience. I believe the last time we payed my dark armeds ate you alive? I'm pretty sure you remeber that. I wonder how much You'll enjoy jd getting in there.