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* Z = the final result of the Attack-Defense calculation
* A = Augment and Armor Potency Up across all equipment, which is its own calculation.
* B = [[Add-Onon Skill]] Potency Up, from the Hunter/Ranger/Force Main Effects. This is ''not'' displayed in your Potency Up value on stats.
* C = Alliance Mag Potency Up
* D = Region Mag, if applicable
* E = PartAttack Point modifier, such as if you're hitting a weak point or not
* F = Blight Rounds modifier
* G = Elemental Weakness modifier for Technique-based damage. This is NOT related to elemental weapon potency.
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* M = Crisp modifier, if applicable
* N = Status ailment modifier
* O = Buffs gained from outside sources, such as an allied Drome
* O = Enemy-sided modifiers, such as Enhanced enemy shields, Deband, Titles, etc
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== Augment and Armor Potency ==
This is the "Weapon Up" stat information shown in character information.
 
Each boost is a percentage multiplier based off the first one rather than an additive modifier, so if you have four copies of Might IV across your gear, the effect is (1*1.03*1.03*1.03*1.03=1.1255), or in other words the effect is 12.55% instead of only 12%.
 
This means that at higher and higher levels of Potency Up from equipment, what would be a .5% increase can very quickly turn into a 1.25% increase in the menu's displayed number.
== Add-on Skill Potency Up ==
Modifier based on the Hunter, Ranger, and Force Add-on Skills.
== Alliance Mag ==
Damage dealt bonus gained from taking the Potency Up effect from an Alliance Mag.
== Region Mag ==
Certain [[Region Mag]]s grant a Potency bonus while awake. This bonus only applies in their region, so if the Aelio Mag is asleep while the Kvaris Mag is awake, you only get a damage bonus in Kvaris.
== Part modifier ==
 
Usually doesn't apply to trigger quests.
== PartAttack Point modifier ==
== Blight Rounds modifier ==
== Elemental Weakness modifier ==
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== Crisp Food ==
== Status Ailment ==
If suffering from the [[Downs#Burn|Burn]] status caused by certain attacks, players deal less damage.
== Enemy-sided modifiers ==
== Other buffs ==
 
= Final Calculation =
After all other modifiers have been calculated, the damage value given is multiplied by Power Notation, and then finally divided by 5.
 
((Z)*A*(B/100)*C)/5*D
 
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* B = Power Notation, divided by a hundred. If an attack's Power Notation is 200, then it will effectively be a modifier of 2x.
* C = Critical hit modifier
* D = Special enemy damage modifiers
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== Power Notation ==
Power Notation is the result of ([Attack Potency] * [Potency Portion]). After all other aspects of damage up to this point are calculated, the Power Notation is a modifier on the final damage dealt, divided by 100. If your attack has a Power Notation of 350, then the final multiplier on the base damage value is 3.5x.
 
The base power notation for an attack is 100, and is the usual power notation of the very first attack of a normal attack string.
As an example, Hunter's Calibur Streak has a listed Attack Potency of 3,500.<br>This attack is broken down into upwards of thirty hits, with the 3,500 total Attack Potency split up among them.
 
AsTo give an example of Power Notation, Hunter's Calibur Streak has a listed Attack Potency of 3,500.<br>This attack is broken down into upwards of thirty hits, with the 3,500 total Attack Potency split up among them.
{| class="wikitable" style="text-align: center;
! Attack type !! Attack Potency !! Potency Portion !! Final Power Notation !! Number of hits
|-
| Uncharged Stage 1 || 3,500 || 6.6% || 231 || 1 hit
|-
| Uncharged Stage 12 || 3,500 || 7% || 245 || 1 hit
|-
| Uncharged Stage 13 || 3,500 || 10% || 350 || 1 hit
|-
| Charged Stage 1 || 3,500 || 3.2% || 112 || 10 hit
|-
| Charged Stage 2 || 3,500 || 3.25% || 113.75 || 10 hit
|-
| Charged Stage 3 || 3,500 || 3.55% || 124.25 || 10 hit
|}
 
== Critical Hit modifier ==
Critical hits at base deal 20% more damage. This is further multiplied by the Fighter Add-Onon Skill, and multiplied again by the effects of Fixa Termina.
 
== Enemy-sidedSpecial enemy damage modifiers ==
Damage dealt modifiers granted through means such as the Malevolent title, certain Leciel modifiers, BREAK status, etc.
 
= Damage Taken =
Damage taken is much simpler due to the smaller amount of moving parts involved.
 
''insert formula later''
 
== Enemy Power Notation ==
Power Notation for enemies is a simple multiplier on the base damage roll of an attack. The displayed value is divided by 100 in calculation.
 
The default Power Notation for an attack would be 100, which is its base damage. Similarly, a Power Notation of 300 means the attack would deal three times the damage of a 100 Power Notation attack.
 
The average attack from an enemy hovers around 250 Power Notation.<br>
Most large attacks, such as an Ams Kvaris laser, have a Power Notation of 500.<br>
Anything with a Power Notation higher than 800 should be treated as fatal.
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