You are welcome, my friend. Helping people understand what their mods are doing is why I am here. I am less concerned with regulated mods as they are fairly safe, but mech mods can be dangerous in the hands of people who don't understand what to do with them. Use the calculator, as you have said, and it will not be long at all before you come to understand the relationship between volts, amps and ohms, and how different combinations of them change the wattage you are applying to your attys. Ohm's Law appears confusing at first, but it simplicity itself: it takes one volt of potential to push one amp of current across one ohm of resistance. All the rest of this, no matter how complicated it appears, still fits neatly within that one sentence.
Let me also suggest you consider the use of a coil calculator like
Steam Engine. I find it a great help when designing builds to achieve different purposes, not merely to fix a safe ohm factor. It looks complex to use, but it gets easier with practice. You set all the variables: desired resistance of the finished coil, the wire size you want to use, the diameter of the mandrel on which you wish to wind it, what kind of coil-- be it single or dual or cross legs or parallel, whatever-- and it will tell you how many wraps to use and show a little picture of what the finished one should look like. If you find your designed coil you're using is too big to fit neatly on the deck, or too long to wick efficiently in the center, or takes too long to heat up and make vapor, you can start switching up the parameters of the coil to make it do what you want. Too long? Wrap it on a bigger mandrel and it'll shorten up some. Too fat? change to a smaller size wire and wrap on a smaller mandrel, etc. Of particular utility, I find, is the "heat flux" section off to the right. This tells you how many milliwatts of power you are applying to each square millimeter or coil wire surface area. Juices respond well to different heat fluxes by their nature. You can set how many watts you are applying to the coil you have built (change the resistance from the designed resistance to what you actually measured on your ohmmeter for best accuracy) and read off mW/mm^2. Coils only make vapor at the surface (duh!) and this tells you how hot and how much power you are making each square millimeter of your coils surface. Given you are using a mech mod, your watts are fixed within narrow limits by battery voltage, battery permissible amps and coil ohms. Moreover, they will change with every puff, from full charge battery down to "too weak to vape" and you reach for your spare batteries. When I am using a mech, I use the Ohm's Law calculator to find the applied watts at full charge volts of 4.2, and then the applied watts at the "change your batteries" voltage of 3.5, and apply those two wattage values to the heat flux section of Steam Engine to get an idea of how much and how hot a vape will be coming off my coils. I often find this causes me to re-think my builds a bit before I actually build them.
To give you an example; I recently got a Dark Horse dripper. I wanted to use it on a one-battery mech-- a Smok Magneto V1 tube mod-- which uses the same "4.2V and 10A" restrictions we discussed last night for one battery. Knowing I could not build below .42, that's where I started. I set Steam Engine up for dual slick wire parallel coils, 28ga Kanthal A1 and .45 ohms on a 3mm mandrel. That all worked out, but when I put the maximum full charge watts of 42 in the heat flux section I was way up in the red zone, putting nearly 300 mW/mm^2 on the wire. This would have been a scalding hot vape (to me, some people like it) and might have burnt my juice so it tasted nasty. So I backed off of it. I eventually worked my way out to a .6 ohm coil on a 2mm mandrel-- I did all this before twisting one piece of wire-- to give me heat fluxes between 185 to 135 mW/mm^2 from full charge to depleted. Then I built that coil and installed it. It measured out to be .66 Ohms and it makes enough flavor to make your eyes water and blows enough steam to fill a room with 2 or 3 puffs-- and all that on a one-battery mech at no more than 25 watts.
If you're a cloud chaser-- I suspect you are, those are the dudes who use series mech mods-- fine: the more watts you can put on the coil, the bigger you can chuck, all other things being equal. And all this is a little overwhelming at first, as I clearly understand. It was to me, too, and I already understood ohms law before I started vaping. What I am saying is, as you learn more, and grow more confident, there's a lot out there to learn and more to do than merely chucking clouds. So have fun and enjoy the journey. Above all stay safe and, once you have built your safety fence you always stay inside, start experimenting. Mech mods-- I love them-- are harder and more challenging to do than regulated mods. And they are also more satisfying when you learn how to make one do what you want. Any idiot can build any old coil and set the wattage at 27 to see what they get. Building a mech to yield the same 27 watts while still giving you the vape you want is a different matter, and a lot more fun when you get there. You just have to keep your chin up through repeated failures until you *do* get there