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Possible Error With Class Modifiers And Maybe Attack Formula?

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FlareKyn (talkcontribs)

Okay, so I decided to compare the Physical Attack of one of my Knight Emperors with one of my Immortals (both Master Class with all relevant passives unlocked). After removing all external attack power influences, I found that my Knight Emperor had 2,086 Physical Attack and my Immortal had 2,137 Physical Attack. At first I thought this made sense because of what the template said were the class multipliers, but then I realized that Immortal gets 5% more permanent Physical Attack (Additive) from his Passives than Knight Emperor. I don't know whether Awakened One or the Artifact Stage 1 Passive are additive or multiplicative, but when I tried to figure out what their base attacks before their Passives were under all assumptions, I actually ended up with higher results for Knight Emperor every time.

Also, when I tried the formula listed for the attack stats, I got a result way higher than my Immortal's 2,137 before even attempting to apply increases from Passives.

Ritsu (talkcontribs)

I figured it out. You have to use base job fixed/scaling (aka base/incremental) modifiers.

FlareKyn (talkcontribs)

Yeah, I think that's right. Also, I have to confess that I forgot to factor in the El Search Party Collection when I made this discussion (I had all of the attack boosts from the collection on both my Immortal and Knight Emperor).

Anyway, I tried it out and managed to get extremely close to my Immortal's attack (2,137.66875). This is considering the +400 raw attack from the collection to be applied before any multipliers with Awakened One being additive and both the Artifact Stage 1 Passive and the +3.75% from the collection being multiplicative. I'm not 100% sure on how this game rounds the stats, but I'm confident that this is correct.

Edit: Wow, I'm dumb. I decided to check the formula again with my Knight Emperor's attack this time and it wasn't quite adding up, but then I checked Knighthood again and realized it gives a 12% increase, not a 10% one. No wonder I was getting higher results with him when I was trying to find his base attack. That's my bad. I got the right number after I corrected that.

Ritsu (talkcontribs)

The amount of small stat boosts in this game is insane. I'm lucky to have a Knight Emperor that isn't in ESPC and has no Master Class, so only removing Awakened One + Knighthood (22% total) gives me 1202 for Physical Attack, which is the same value Ashal has on his calc.

FlareKyn (talkcontribs)

I actually do get effectively the same result going backwards from the final Attack with both classes now that I've corrected Knighthood from 10% to 12% and factor the collection in, with the only difference being the decimals which doesn't really matter (the end result was between 1201 and 1202 for both classes, so I'm sure I could've picked up that my final attack was being rounded down). Even without factoring collection, I only get a one point difference between them when using the correct Knighthood percentage of 12%, so it's clear that my assumption that Knighthood was 10% was artificially influencing my results.

Ritsu (talkcontribs)

The attack stats are rounded down in the game's code like many others.

FlareKyn (talkcontribs)

I'm not sure how to factor Class Modifiers into stat equations. Specifically, I don't understand what "Base" and "Incremental" are supposed to mean for the modifiers. Can somebody clarify this please?

Ritsu (talkcontribs)

They are just constants put into the calculation for whatever reason. You can look up how base stats are calculated under Stat Calculations > Base Stats.

FlareKyn (talkcontribs)

I know that characters used to have unique base attack stats from each other, but were eventually changed to have the same base attack stats. Does anybody know when this change happened?

Ritsu (talkcontribs)

The stat equalization happened during Reboot, but I'm clueless what it actually meant because each class still has a unique multiplier for defense and attack.

FlareKyn (talkcontribs)

It means that the base stats were made the same across all characters (as in before any stat increases and modifiers are applied). Also, the Class Modifiers (by which I do not mean Passives) seem to only vary in the sense of "apply the stronger modifier to the attack type the class is focused on and the weaker modifier to the other attack type".

Though I only remember it applying to the attack stats, so I'm not sure if any other stats were equalized as well.

Ritsu (talkcontribs)
FlareKyn (talkcontribs)

Forgot about those templates. So I was partially right, but not entirely.

What I got right: Base stats are indeed the same, as all of the Base Classes have the same base and incremental values as each other.

What I got wrong: All stats got equalized for Base Classes and not just the Attacks, and Class Advancements do have unique multipliers for each stat with the exception of HP, which is the same across all advancements of the same stage (I'm assuming because passives, but it's still kinda weird that this is the case), but they don't increase the values for the attack stat of the opposite type.

So not quite per character, but per class path.

Edit: Well, now we know that base stats only use the base and incremental values of base classes, and those are the same across all characters, so... yeah, turns out that they do all have the same base stats, it's just the passives and equipment stats that vary from class to class.

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