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Statistics: Difference between revisions

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==Stat Calculations==
==Stat Calculations==
=== Base Stats===
The formulas for calculating base stats are:
Base HP = (Level × 1500 + 8500) × BCM
*''Level'' = Your character's current level
*''BCM'' = Base HP Class Modifier of your base class
Base Attack/Defense = ((Level - 1) × 0.1125 + 4) ×  (BCM + ICM)
*''Level'' = Your character's current level
*''BCM'' = Base Attack/Defense Class Modifier of your base class
*''ICM'' = Incremental Attack/Defense Class Modifier of your base class


====Class Modifiers====
===Calculation patterns===
{{Class Modifiers}}
In Elsword, stats from various sources can be calculated in a multitude of ways, depending on the stat increase and its settings.
 
There are two common ways of stat increase application. It will vary across effects. To figure out the calculation of a desired effect, one needs to test it. Once tested and confirmed, the calculation method is listed on the [[:Category:Skills|skill pages]].
 
*'''Additive''' effects {{Stat|A}} increase the base stat by adding into its multiplier before other effects. They are affected by maximum stat limits (also referred to as "the stat cap"). These increases show in the statistics window and affect your Combat Power (as long as they come from fixed options).
**Some stats are affected by normalization. Normalized increases for stats that normalize will be marked as {{Stat|N}} throughout the wiki. Certain increases ignore the efficiency stages, and therefore will be marked as unnormalized 
{{Stat|U}} . Most commonly received from fixed effects of [[:Category:Passive Skills|Passive Skills]]. These increases also ignore stat limits. They also no longer display in the statistics window, nor affect your Combat Power.
 
{| class="wikitable"
|+
! rowspan="3" | Name
! colspan="6" |Normalization - Efficiency Stage
|-
! colspan="2" | Stage 1
! colspan="2" |Stage 2
! colspan="2" |Stage 3
|-
!Breakpoint
!Factor
!Breakpoint
!Factor
!Breakpoint
!Factor
|-
|'''Critical'''
|40%
|×0.8
|68%
|×0.6
|86%
|×0.4
|-
|'''Maximize'''
|40%
|×0.75
|70%
|×0.5
|90%
| ×0.25
|-
|'''Additional Damage'''
|40%
| ×0.75
|70%
|×0.5
|92.5%
|×0.25
|-
|'''Damage Reduction'''
|20%
|×0.5
|32.5%
|×0.35
|41.25%
|×0.15
|-
|'''Awakening Charge'''
|20%
| ×0.85
|32.75%
|×0.75
|40.25%
|×0.65
|-
|'''MP Gain (Attack)'''
| rowspan="2" |30%
| rowspan="2" |×0.35
| rowspan="2" |38.75%
| rowspan="2" |×0.25
| rowspan="2" |46.25%
| rowspan="2" |×0.15
|-
|'''MP Gain (Attacked)'''
|-
|'''Action Speed'''
| rowspan="3" |20%
| rowspan="3" |×0.3
| rowspan="3" |24.5%
| rowspan="3" |×0.2
| rowspan="3" |28.5%
| rowspan="3" |×0.1
|-
|'''Movement Speed'''
|-
|'''Jump Speed'''
|}
The difference in real damage when obtaining an additive stat increase for stats like All Skill Damage or Boss Damage will naturally scale with your current value of the stat - the more you have, the less effective in comparison it gets<ref>https://ashal.eu/faq#effectiveness</ref> (for the same stat increase). This happens all the time and has no magic breakpoints. '''Not to be confused with normalization.'''
 
* '''Multiplicative''' effects {{Stat|M}} most commonly come from buffs. They are not affected by normalization and will ignore stat limits. These apply to your final stat and multiply it by the value. In most cases, the difference between damage with such effect and without equals the effect's value. The only exception is Critical Damage, where multiplicative effects apply to the 150% base before additive increases are added. Multiplicative effects do not show in the statistics window, but may affect your Combat Power if they come from gear.


===Skill Damage===
=== Skill Damage ===
The formula for calculating '''Skill Damage''' is:
The formula for calculating '''Skill Damage''' is:
  Skill Damage = (1 + ASD) × (1 + STD + SSD) × (1 + STSD)
  Skill Damage = (1 + ASD) × (1 + STD + SSD) × (1 + STSD)
*''ASD'' = Sum of all increase in damage from the "All Skill Damage +𝑥%" effect from equipment and accessories
* ''ASD'' = Sum of all increase in damage from the "All Skill Damage +𝑥%" effect from equipment and accessories
*''STD'' = Sum of all increase in damage towards a specific Skill Tier (Flexibility/Tenacity/Strength/Bravery)
*''STD'' = Sum of all increase in damage towards a specific Skill Tier (Flexibility/Tenacity/Strength/Bravery)
*''SSD'' = Sum of all increase in damage towards a specific Skill due to the effect of a [[Elrianode Equipment|Destruction El Tear]] or certain passive skills
*''SSD'' = Sum of all increase in damage towards a specific Skill due to the effect of a [[Elrianode Equipment|Destruction El Tear]] or certain passive skills
*''STSD'' = Sum of all increase in damage towards a specific Skill Tier due to the "Upon Using a [Skill Tier] Skill, increase [Skill Tier] Skill's damage for 𝑥 sec. by 𝑥%" effect from <font color="red">old Heroic/Elrianode Gloves</font>.
* ''STSD'' = Sum of all increase in damage towards a specific Skill Tier due to the "Upon Using a [Skill Tier] Skill, increase [Skill Tier] Skill's damage for 𝑥 sec. by 𝑥%" effect from <font color="red">old Heroic/Elrianode Gloves</font>.


===Critical Damage===
===Critical Damage===
The formula for calculating '''Critical Damage''' is:
The formula for calculating '''Critical Damage''' is:
  Critical Damage = ((1.5  × (1 + MI) + EI) × DI
  Critical Damage = ((1.5  × (1 + MI) + EI) × DI
*''MI'' = Product of all multiplicative increase in Critical Damage from passives and buffs
* ''MI'' = Product of all multiplicative increase in Critical Damage from passives and buffs
*''EI'' = Sum of all increase in Critical Damage from equipment, accessories, passives and buffs
*''EI'' = Sum of all increase in Critical Damage from equipment, accessories, passives and buffs
*''DI'' = Sum of all increase in Critical Damage from debuffs
*''DI'' = Sum of all increase in Critical Damage from debuffs
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The formula for the '''Additional Damage''' stat is:
The formula for the '''Additional Damage''' stat is:
  Additional Damage = A × 0.5 × S × P
  Additional Damage = A × 0.5 × S × P
*''A'' = Attack Stat
* ''A'' = Attack Stat
*''S'' = Percentage of Additional Damage stat
* ''S'' = Percentage of Additional Damage stat
*''P'' = Damage percentage of Attack
*''P'' = Damage percentage of Attack
===Base Stats===
The formulas for calculating base stats are:
Base HP = (Level × 1500 + 8500) × BCM
*''Level'' = Your character's current level
*''BCM'' = Base HP Class Modifier of your base class
Base Attack/Defense = ((Level - 1) × 0.1125 + 4) ×  (BCM + ICM)
*''Level'' = Your character's current level
*''BCM'' = Base Attack/Defense Class Modifier of your base class
*''ICM'' = Incremental Attack/Defense Class Modifier of your base class
====Class Modifiers ====
{{Class Modifiers}}


===Enemy Stats===
===Enemy Stats===
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  Base Defense = FLOOR((D × (258.65 + 39.35 × L) × (67.215 + 12.554 × L) / ((258.65 + 39.35 × L) - (D - 1) × (67.215 + 12.554 × L))) × M)
  Base Defense = FLOOR((D × (258.65 + 39.35 × L) × (67.215 + 12.554 × L) / ((258.65 + 39.35 × L) - (D - 1) × (67.215 + 12.554 × L))) × M)
*''FLOOR'' = This function rounds the input number down to the closest integer.
*''FLOOR'' = This function rounds the input number down to the closest integer.
*''D'' = A hidden Defense Modifier depending on the enemy, usually between 0 and 4. Mostly identical between Physical and Magical Defense.
* ''D'' = A hidden Defense Modifier depending on the enemy, usually between 0 and 4. Mostly identical between Physical and Magical Defense.
*''L'' = The enemy's level. Enemies from [[Elrianode]] onwards have level 99, and 100 from [[Plegas's Gaze]] onwards.
*''L'' = The enemy's level. Enemies from [[Elrianode]] onwards have level 99, and 100 from [[Plegas's Gaze]] onwards.
*''M'' = 1.2 if Luto Mode, 1 otherwise
* ''M'' = 1.2 if Luto Mode, 1 otherwise
  Max HP = FLOOR((340 + 60 × L) × (9.994 + 0.006 × L²) × H × M)
  Max HP = FLOOR((340 + 60 × L) × (9.994 + 0.006 × L²) × H × M)
*''FLOOR'' = This function rounds the input number down to the closest integer.
*''FLOOR'' = This function rounds the input number down to the closest integer.
*''L'' = The enemy's level. Enemies from [[Elrianode]] onwards have level 99, and 100 from [[Plegas's Gaze]] onwards.
*''L'' = The enemy's level. Enemies from [[Elrianode]] onwards have level 99, and 100 from [[Plegas's Gaze]] onwards.
*''H'' = A hidden HP Modifier depending on the enemy
*''H'' = A hidden HP Modifier depending on the enemy
*''M'' = {{tt|Game mode multiplier| A function that determines an extra multiplier for certain game modes.<hr><p>Utilizes special formulas for the following:</p>• '''Secret Dungeon''': <pre>0.9 × (1.8 × ((H - 70) / 36)^(2.5) + 0.7)</pre>• '''Luto Mode''': <pre>0.9 * (1 × ((H - 70) / 36)^(3.5) + 1.5)</pre>Otherwise equals to 1.}}
* ''M'' = {{tt|Game mode multiplier| A function that determines an extra multiplier for certain game modes.<hr><p>Utilizes special formulas for the following:</p>• '''Secret Dungeon''': <pre>0.9 × (1.8 × ((H - 70) / 36)^(2.5) + 0.7)</pre>• '''Luto Mode''': <pre>0.9 * (1 × ((H - 70) / 36)^(3.5) + 1.5)</pre>Otherwise equals to 1.}}
  Attack = FLOOR((340 + 60 × L) × (0.98 + 0.02 × L) × A × M)
  Attack = FLOOR((340 + 60 × L) × (0.98 + 0.02 × L) × A × M)
*''FLOOR'' = This function rounds the input number down to the closest integer.
*''FLOOR'' = This function rounds the input number down to the closest integer.
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-->
-->


== Tips and Details ==
==Tips and Details==


* Currently glitched, Additional Damage can occasionally benefit from Critical Damage buffs. It also gets increased by the base 150% Critical Damage if that happens.
*Currently glitched, Additional Damage can occasionally benefit from Critical Damage buffs. It also gets increased by the base 150% Critical Damage if that happens.
<br>
<br>


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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-color: {{ColorSel|Misc}}"
|- style="background-color: {{ColorSel|Misc}}"
! colspan="2" |Date!! colspan="2" | Changes
! colspan="2" |Date!! colspan="2" |Changes
|- style="background-color: {{ColorSel|Misc}}"
|- style="background-color: {{ColorSel|Misc}}"
!KR!!NA!!PvE!!PvP
! KR!!NA!!PvE!! PvP
|-
|-
| ??/??/2016|| ??/??/2016|| colspan="2" align="left" |
| ??/??/2016|| ??/??/2016|| colspan="2" align="left" |
*{{nerf|Damage Decrease from Boss Monsters stat now capped to 45%.}}
*{{nerf|Damage Decrease from Boss Monsters stat now capped to 45%.}}
|-
|-
| ??/??/2016|| 05/03/2016|| colspan="2" align="left" |
| ??/??/2016||05/03/2016|| colspan="2" align="left" |
*Maximize, Specialization A, and Specialization B stats added.
*Maximize, Specialization A, and Specialization B stats added.
*Accuracy and Evasion stats removed.
*Accuracy and Evasion stats removed.
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*Evasion changed to MP Recovery Attacked.
*Evasion changed to MP Recovery Attacked.
|-
|-
| 06/28/2018|| 07/11/2018|| colspan="2" align="left" |
|06/28/2018||07/11/2018|| colspan="2" align="left" |
*Specialization A and Specialization B stats removed.
*Specialization A and Specialization B stats removed.
|-
|-
| 03/28/2019|| 03/27/2019|| colspan="2" align="left" |
|03/28/2019||03/27/2019|| colspan="2" align="left" |
*{{nerf|Damage received when 30% HP or less stat now capped to 50%.}}
*{{nerf|Damage received when 30% HP or less stat now capped to 50%.}}
|-
|-
| 07/18/2019|| 07/17/2019|| colspan="2" align="left" |
|07/18/2019||07/17/2019|| colspan="2" align="left" |
*Fixed issue where the cap of Repair Cost stat (10%) would not work.
*Fixed issue where the cap of Repair Cost stat (10%) would not work.
*{{buff|Repair Cost stat now capped to 70%.}}
*{{buff|Repair Cost stat now capped to 70%.}}
|-
|-
| 06/04/2020|| 07/01/2020|| colspan="2" align="left" |
|06/04/2020||07/01/2020|| colspan="2" align="left" |
*{{nerf|Adaptation stat now capped to 45%.}}
*{{nerf|Adaptation stat now capped to 45%.}}
*{{nerf|Polarize stat now capped to 45%.}}
*{{nerf|Polarize stat now capped to 45%.}}
|-
|-
| 07/02/2020|| 08/12/2020|| colspan="2" align="left" |
|07/02/2020||08/12/2020|| colspan="2" align="left" |
*{{nerf|Recovery Item Cooldown stat now capped to 30%.}}
*{{nerf|Recovery Item Cooldown stat now capped to 30%.}}
|-
|-
| 07/16/2020|| 08/12/2020|| colspan="2" align="left" |
|07/16/2020||08/12/2020|| colspan="2" align="left" |
*{{nerf|Combat Power is no longer affected by Recovery Item Effect stat.}}
*{{nerf|Combat Power is no longer affected by Recovery Item Effect stat.}}
|-
|-
| 03/11/2021|| 03/10/2021|| colspan="2" align="left" |
|03/11/2021||03/10/2021|| colspan="2" align="left" |
*{{nerf|Master Skill MP Cost and Cooldown stat now capped to 35%.}}
*{{nerf|Master Skill MP Cost and Cooldown stat now capped to 35%.}}
|-
|-
| 05/13/2021|| 06/23/2021|| colspan="2" align="left" |
|05/13/2021||06/23/2021|| colspan="2" align="left" |
*{{nerf|Master Skill Size stat now capped to 40%.}}
*{{nerf|Master Skill Size stat now capped to 40%.}}
|-
|-
| rowspan="2" | 07/08/2021|| rowspan="2" | 08/04/2021|| colspan="2" align="left" |
| rowspan="2" |07/08/2021|| rowspan="2" |08/04/2021|| colspan="2" align="left" |
*{{nerf|Physical/Magical Attack Power buffs cannot exceed +200% when summed up.}}
*{{nerf|Physical/Magical Attack Power buffs cannot exceed +200% when summed up.}}
*{{nerf|Multiplicative Action Speed buffs cannot exceed +40% when summed up.}}
*{{nerf|Multiplicative Action Speed buffs cannot exceed +40% when summed up.}}
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*{{buff|Physical/Magical Attack Power cap removed.}}
*{{buff|Physical/Magical Attack Power cap removed.}}
|-
|-
| 07/21/2022|| 08/17/2022|| colspan="2" align="left" |
|07/21/2022||08/17/2022|| colspan="2" align="left" |
*{{buff|Adaptation and Polarize cap increased to 55%.}}
*{{buff|Adaptation and Polarize cap increased to 55%.}}
|}
|}
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<br>
{{Guides}}
{{Guides}}