User:Evan0225: Difference between revisions
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Text replacement - "CBSNEW" to "Icon - Code Battle Seraph"
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== | == All About Who? == | ||
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" | |||
|- style="background:{{ColorSel|CharLight|Eve}}" | |||
! Server !! IGN !! Class | |||
|- | |||
| '''NA''' || '''StepInfinity''' || [[Image:Icon - Code Battle Seraph.png]] | |||
|} | |||
== Bugs, Glitches, Etc. == | == Bugs, Glitches, Etc. == | ||
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*[08/04/15] Permanent fusion mode still exists. It is almost impossible to cause this by force. | *[08/04/15] Permanent fusion mode still exists. It is almost impossible to cause this by force. | ||
*[08/04/15] Taser Pilum's base uncharged damage is 15% more than stated. Multiply the base value by 1.15. [PvE Tested] | *[08/04/15] Taser Pilum's base uncharged damage is 15% more than stated. Multiply the base value by 1.15. [PvE Tested] | ||
*[03/05/15] XXZ basic combo for [[Code:_Architecture|Code: Architecture]] has a hitbox that can change directions while Oberon is attacking. | |||
== El Crystal Spectrum Effects == | == El Crystal Spectrum Effects == | ||
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{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" | {| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" | ||
|- style="background:{{ColorSel|CharLight|Eve}}" | |- style="background:{{ColorSel|CharLight|Eve}}" | ||
! Mode !! Non-Penetrating Projectile Size/Damage Modifer !! Penetrating Projectile Size/Damage Modifier !! Hit Count Modifier (Penetrating) !! Total Damage | ! Mode !! Non-Penetrating Projectile Size/Damage Modifer !! Penetrating Projectile Size/Damage Modifier !! Hit Count Modifier (Penetrating) !! Total Damage !! Total MP Gained Multiplier (Not Tested) | ||
|- | |- | ||
| align="left"| Amplify || 1.2 || 1.2 || 1 (1) || 1.2 | | align="left"| Amplify || 1.2 || 1.2 || 1 (1) || 1.2 || 1 | ||
|- | |- | ||
| align="left"| Spectrum || 0.45 || 0.45 || 3 (3) || 1.35 | | align="left"| Spectrum || 0.45 || 0.45 || 3 (3) || 1.35 || 1.35 | ||
|- | |- | ||
| align="left"| Induction || 0.55 || 1.1 || 2 (1) || 1.1 | | align="left"| Induction || 0.55 || 1.1 || 2 (1) || 1.1 || 1 | ||
|- | |- | ||
| align="left"| Fusion || 0.25 || 0.5 || 6 (3) || 1.5 | | align="left"| Fusion || 0.25 || 0.5 || 6 (3) || 1.5 || 2.7 | ||
|} | |} | ||
* | |||
*Amplify | |||
**Bigger hit area for all affected projectiles. | |||
*Spectrum | |||
**Increased spread of projectiles. | |||
*Induction | |||
**Shortest range for Taser Pilum | |||
**If there is no initial target when passing through force field, it will track for targets until one is found during the entire duration. | |||
***If the initial target dies, it will track for new targets nearby if any. If none, it will lose tracking even if new targets appear. | |||
*Fusion | |||
**Shortest range for Taser Pilum | |||
**If there is no initial target when passing through force field, it will lose tracking even if new targets appear. | |||
***If the initial target dies, it will track for new targets nearby if any. If none, it will lose tracking even if new targets appear. | |||
== Queen's Core MP Regeneration Rate == | == Queen's Core MP Regeneration Rate == | ||
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*I came to the conclusion that the MP gain is linear and Elwiki is partially incorrect since it didn't account for these mechanics. | *I came to the conclusion that the MP gain is linear and Elwiki is partially incorrect since it didn't account for these mechanics. | ||
*While the core is attacking, all attacks will still contribute to the new level 1 core. The only catch is that if you have enough to generate a level 1 core but the core is still attacking and it cannot spawn, all contribution towards level 1 core is lost. | *While the core is attacking, all attacks will still contribute to the new level 1 core. The only catch is that if you have enough to generate a level 1 core but the core is still attacking and it cannot spawn, all contribution towards level 1 core is lost. | ||
== | == Queen's Core HP Regeneration Rate == | ||
*5%<MaxHPHeal<5.1% | |||
**Exact value is difficult to determine. | |||
**Method: Using the percentage of Eve's [[Mana Conversion]] skill at level 2 with 12.5% HP loss per conversion to determine values. | |||
== MP Regained from Multi-Hit Actives/Special Actives == | |||
*For MP gain per hit in skills, it seems that some skills have a base MP gain on the first target hit plus diminished MP gain for any extra targets hit if they are very close in proximity together. I am currently experimenting on this. | *For MP gain per hit in skills, it seems that some skills have a base MP gain on the first target hit plus diminished MP gain for any extra targets hit if they are very close in proximity together. I am currently experimenting on this. | ||
**I think it may be attacks that have splash vs. attacks that have a set number hits. | **I think it may be attacks that have splash vs. attacks that have a set number hits. | ||
== EXP Gain Mechanics == | |||
*'''Note that this is incomplete.''' | |||
*Current progress: http://puu.sh/t3HHp/52d60e98b5.png | |||
**Missing: Guild EXP skill. |