Statistics: Difference between revisions

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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]].
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).  
==== '''Additively calculated''' ====
**Some stats are affected by normalization. Normalized increases for stats that normalize will be marked as {{Stat|N}} throughout the wiki.
{{Stat|A}}Additive effects 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).
**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.
*Some stats are affected by normalization. Normalized increases for stats that normalize will be marked as {{Stat|N}} throughout the wiki.
 
When the percentage of some stats reaches a certain percentage, the efficiency of that stat will begin to drop, requiring more stats in order to raise it.
{| class="wikitable"
{| class="wikitable"
|+
|+
! rowspan="3" | Name
! colspan="6" |Normalization - Efficiency Stage
|-
|-
! colspan="2" | Stage 1
! rowspan="2" |Name
! colspan="2" |Stage 2
! colspan="3" | Stage 1
! colspan="2" |Stage 3
|-
|-
!Breakpoint
!Actual Percentage
!Factor
!Total Percentage
!Breakpoint
!Efficiency Factor
!Factor
!Breakpoint
!Factor
|-
|-
|'''Critical'''  
| rowspan="3" |'''Critical'''  
|40%
|40%
|40%
|×0.8
|×0.8
|-
|68%
|68%
|75%
|×0.6
|×0.6
|-
|86%
|86%
|105%
|×0.4
|×0.4
|-
|-
|'''Maximize'''
| rowspan="3" |'''Maximize'''
|40%
|40%
|40%
|×0.75  
|×0.75  
|-
|70%
|70%
|80%
|×0.5
|×0.5
|-
|90%
|90%
| ×0.25
|120%
|×0.25
|-
|-
|'''Additional Damage'''
| rowspan="3" |'''Additional Damage'''
|40%
|40%
|40%
| ×0.75
| ×0.75
|-
|70%
|70%
|80%
|×0.5
|×0.5
|-
|92.5%
|92.5%
|125%
|×0.25
|×0.25
|-
|-
|'''Damage Reduction'''
| rowspan="3" |'''Damage Reduction'''
|20%
|20%
|20%
|×0.5
|×0.5
|-
|32.5%
|32.5%
|45%
|×0.35
|×0.35
|-
|41.25%
|41.25%
|70%
|×0.15
|×0.15
|-
|-
|'''Awakening Charge'''
| rowspan="3" |'''Awakening Charge'''
|20%
|20%
|20%
| ×0.85
| ×0.85
|-
|32.75%
|32.75%
|35%
|×0.75
|×0.75
|40.25%  
|-
|40.25%
|45%
|×0.65
|×0.65
|-
|-
|'''MP Gain (Attack)'''
| rowspan="3" |'''MP Gain (Attack)MP Gain (Attacked)'''
| rowspan="2" |30%
|30%
| rowspan="2" |×0.35
|30%
| rowspan="2" |38.75%
|×0.35
| rowspan="2" |×0.25
| rowspan="2" |46.25%
| rowspan="2" |×0.15
|-
|-
|'''MP Gain (Attacked)'''
|38.75%
|55%
|×0.25
|-
|-
|'''Action Speed'''
|46.25%
| rowspan="3" |20%
|85%
| rowspan="3" |×0.3
|×0.15
| rowspan="3" |24.5%
|-
| rowspan="3" |×0.2
| rowspan="3" |'''Action SpeedMovement SpeedJump Speed'''
| rowspan="3" |28.5%
|20%
| rowspan="3" |×0.1
|20%
|×0.3
|-
|-
|'''Movement Speed'''
|24.5%
|35%
|×0.2
|-
|-
|'''Jump Speed'''
|28.5%
|55%
|×0.1
|}
|}
* Certain increases ignore the efficiency stages, and therefore will be marked as unnormalized {{Stat|U}} . Most commonly received from fixed effects of Passive Skills. These increases also ignore stat limits. They also no longer display in the statistics window, nor affect your Combat Power.
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.'''
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.
==== '''Multiplicative'''ly calculated ====
{{Stat|M}}Such stats 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 ===