Statistics: Difference between revisions

 
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<div class="stats">
<div class="stats">
{{Segment
{{Segment
|SectionCls=mw-collapsible mw-collapsed section-border
|SectionCls=mw-collapsible section-border
|Title1=[[File:Stats 1.png]]&nbsp;&nbsp;Combat Stats
|Title1=[[File:Stats 1.png]]&nbsp;&nbsp;Combat Stats
|Content1=<dfn>{{</dfn>
|Content1=<dfn>{{</dfn>
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{{Segment
{{Segment
|SectionCls=mw-collapsible mw-collapsed section-border
|SectionCls=mw-collapsible section-border
|Title1=[[File:Stats 2.png]] {{gap}}Defensive Stats
|Title1=[[File:Stats 2.png]] {{gap}}Defensive Stats
|Content1=<dfn>{{</dfn>
|Content1=<dfn>{{</dfn>
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==== Additively calculated ====
==== Additively calculated ====
{{Stat|A}}
{{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).
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 "stat caps"). 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}} across the wiki.
*Some stats are affected by normalization. Normalized increases for stats that normalize will be marked as {{Stat|N}} across the wiki.
When some stats reach a certain percentage, their efficiency will begin to drop in set jumps, requiring more of the stat to actually raise it.
 
{| class="wikitable"
===== Efficiency Stages =====
When normalized stats reach a certain percentage, their efficiency will begin to drop in set jumps, requiring more of the stat to actually raise it.
{| class="wikitable mw-collapsible mw-collapsed"
|+
|+
! rowspan="2" |Stat Name
! colspan="2" |Breakpoint
! rowspan="2" |Efficiency Factor
|-
|-
!Stat Name
!Actual Percentage
!Actual Percentage
!Total Percentage
!Total Percentage
!Efficiency Factor
|-
|-
| rowspan="3" |'''Critical'''  
| rowspan="3" |'''Critical'''  
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* 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 ignore stat limits. They also no longer display in the statistics window, nor affect your Combat Power.
* 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 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.'''
===== Relative loss of efficiency =====
The difference in damage when obtaining an additive stat increase for stats like All Skill Damage, Adaptation, EXP or Boss Damage will naturally scale with the current value of the stat - the more you have, the less effective it gets in comparison<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.'''


==== Multiplicatively calculated ====
==== Multiplicatively calculated ====
{{Stat|M}}
{{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.
Multiplicative increases are commonly associated with buffs. They are not affected by normalization and will ignore stat limits, applying to your final stat and multiplying it by their 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.
 
==== Adaptation ====
Adaptation reduces the effect of the Environmental Debuff that decreases your Attack and HP. Since the debuff cannot exceed 0%, the relative effect of adaptation increases as the debuff value increases.<ref>https://ashal.eu/faq#adaptation</ref>
 
<math>\text{Effectiveness} = 1 + \frac{{\text{Adaptation Increase}}}{{1 - \text{Debuff} + \text{Current Adaptation}}}</math>
* ''Debuff'' - Percentage of the Environmental Debuff dependent on the dungeon
*''Adaptation Increase'' - The value of your Adaptation stat increase
*''Current Adaptation'' - The value of your Adaptation stat
 
{| class="wikitable mw-collapsible mw-collapsed"
|+
!Debuff value
!Adaptation effectiveness
|-
|10%
|111.11%
|-
|20%
|125%
|-
|30%
|142.86%
|-
|40%
|166.67%
|-
|50%
|200%
|-
| 60%
|250%
|-
| 70%
|333.33%
|-
|80%
|500%
|-
|90%
| 1000%
|}
The effect of Adaptation is that it reduces the debuff value '''directly''', thus still making the same increase less effective the more you have.
 
====Defense Ignore & Defense Pierce====
Elsword utilizes numeric Defense values. Defense can be partially ignored using:
 
*[[Socketing Equipment|Sockets]]
*innate effects, e.g. [[Double Slash]] or [[Skill Traits]]
*buffs, e.g. {{Mod|Phoenix Talon|1}}
*debuffs, e.g. [[Armor Break]]
 
Defense Ignore reduces the numeric value of Defense, making the outcome generally unexpected due to its formula. When the enemy's Defense is high, even low Defense Ignore stats might have a big effect. Conversely, these might not be as helpful when the Defense is low. Also, there might be a considerable difference of damage dealt to the enemy when increasing the value of Defense Ignore by the same percentage but much contrasted starting Defense Ignore.
 
To calculate the damage increase effect of Defense Ignore, you can convert the Defense percentage to a number, decrease it by Defense Ignore, convert it back to a percentage and compare the values. However, a quick formula can be utilized<ref>https://ashal.eu/faq#defence_ignore</ref>:
 
<math>\text{Damage increase from Defense Ignore} = \frac{1}{(1 - \text{Defense} \times \text{Defense Ignore})}</math>
*''Defense'' - Defense percentage of the enemy
*''Defense Ignore'' - Defense Ignore value
 
Different sources of Defense Ignore stack multiplicatively (mentioned above):
 
<math>\text{Total Defense Ignore} = 1 - (1 - \text{Defense Ignore}_{1}) \times (1 - \text{Defense Ignore}_{2})</math>
 
*''Defense Ignore<sub>n</sub>'' - Defense Ignore value from the n source<br />
 
Some innate passive effects are additive to innate defense ignore from skills. These include:
*[[Counter Wave]]
*[[Moonlight System|Blood Moon]] persistent effect
*[[Death Wish]] Phantom's Mark / Hunter's Mark effect
-----
 
Unlike Defense Ignore, Defense Pierce reduces the percentage value of Defense.
 
<math>\text{Damage Increase from Defense Pierce} = (1 - \text{Defense} \times (1 - \text{Defense Pierce})) / (1 - \text{Defense})</math>
 
*''Defense'' - Defense percentage of the enemy (base, '''not''' decreased by Defense Ignore)
*''Defense Pierce'' - Defense Pierce value
 
Different sources of Defense Pierce also stack multiplicatively (there might be exceptions). The currently known sources of Defense Pierce are:
*[[Attributing Equipment|Water Attribute]]
*[[Chivalry System|Annihilation Mode]]
*[[Spell: Spiritual Eye]]
*[[Infernal Blade]]'s effect relative to [[Attributing Equipment|Fire Resistance]]
*[[The Justiciar]]'s effect on enemies under [Freeze] or [Holy Shackles]
 
====Other interactions====
The product of '''All Damage''' stat increases (not to be confused with '''Physical/Magical Attack''') contributes to the same multiplier as the product of '''Received Damage'''.
 
For example, [[Awakening Mode]] and [[Giga Drive - Limiter]] '''All Damage Increase''' will multiply each other, as well as [[Fire Lotus]] and {{Mod|Dragon Stance 3: Eight Trigram Palm|1}} '''Damage Received Increase''', but when combining both of these, their products will be added.


=== 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)
 
* ''ASD'' = Sum of all increase in damage from the "All Skill Damage +𝑥%" effect from equipment and accessories
<math>\text{Skill Damage} = (1 + \text{ASD}) \times (1 + \text{STD} + \text{SSD}) \times (1 + \text{STSD})</math>
*''STD'' = Sum of all increase in damage towards a specific Skill Tier (Flexibility/Tenacity/Strength/Bravery)
*''ASD'' = Sum of all increase in damage from the "All Skill Damage +𝑥%" effect from equipment and accessories
*''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
* ''STD'' = Sum of all increase in damage towards a specific Skill Tier (Flexibility/Tenacity/Strength/Bravery)
* ''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>.
* ''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>.


===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
 
* ''MI'' = Product of all multiplicative increase in Critical Damage from passives and buffs
<math>\text{Critical Damage} = ((1.5 \times \text{Multiplicative}) + \text{Additive}) \times \text{Debuff}</math>
*''EI'' = Sum of all increase in Critical Damage from equipment, accessories, passives and buffs
*''Multiplicative'' = Product of all multiplicative increase in Critical Damage from passives and buffs
*''DI'' = Sum of all increase in Critical Damage from debuffs
*''Additive'' = Sum of all increase in Critical Damage from equipment, accessories, passives and buffs
*''Debuff'' = Product of all increase in Critical Damage from debuffs


===Additional Damage===
===Additional Damage===
The formula for the '''Additional Damage''' stat is:
The formula for the '''Additional Damage''' stat is:
Additional Damage = A × 0.5 × S × P
 
* ''A'' = Attack Stat
<math>\text{Additional Damage} = \text{Attack} \times 0.5 \times \text{Stat Increase} \times \text{Damage Percentage}</math>
* ''S'' = Percentage of Additional Damage stat
*''Attack'' - Physical or Magical Attack stat displayed in the stat window
*''P'' = Damage percentage of Attack
*''Stat Increase'' = Additional Damage stat percentage increase displayed in the stat window
*''Damage Percentage'' = Damage percentage of an attack (combo, skill)
 
===Base Stats===
===Base Stats===
The formulas for calculating base stats are:
The formulas for calculating base stats are:
Base HP = (Level × 1500 + 8500) × BCM
 
<math>\text{Base HP} = (\text{Level} \times 1500 + 8500) \times \text{BCM}</math>
*''Level'' = Your character's current level
*''Level'' = Your character's current level
*''BCM'' = Base HP Class Modifier of your base class
*''BCM'' = Base HP Class Modifier of your base class<br/>
Base Attack/Defense = ((Level - 1) × 0.1125 + 4) ×  (BCM + ICM)
 
 
<math>\text{Base Attack/Defense} = ((\text{Level} - 1) \times 0.1125 + 4) \times (\text{BCM} + \text{ICM})</math>
*''Level'' = Your character's current level
*''Level'' = Your character's current level
*''BCM'' = Base Attack/Defense Class Modifier of your base class
*''BCM'' = Base Attack/Defense Class Modifier of your base class
*''ICM'' = Incremental Attack/Defense Class Modifier of your base class
*''ICM'' = Incremental Attack/Defense Class Modifier of your base class
'''Note''': All modifiers for base stats must come from the base class (ex. [[Knight Emperor]] takes them from [[Elsword]]).


====Class Modifiers ====
=== Attack ===
<math>\text{Attack} = \text{Base Attack Stat} \times \text{Passive} \times \text{Additive} \times \text{Multiplicative}</math>
 
* ''Base Attack Stat'' - The Attack stat before modifications, can be calculated using the formulas above
* ''Passive'' - Sum of all unconditional Passive skill bonuses (such as [[Awakened One]] or [[Energy Enhancement]]) and Guild Passives
** The decrease from [[Head Hunter]] also applies here.
* ''Additive'' - Sum of all Additive bonuses
* ''Multiplicative'' - Product of all Multiplicative bonuses
 
=== Equipment Stats===
The stats for each equipment piece are determined by the following formulas.<ref>https://ashal.eu/faq#attack_defense</ref>
 
Attack and Defense of weapons and armors:
 
<math>(\text{BCM} + (\text{Level} + \text{Item Level} + \text{Bonus Level}) \times \text{ICM}) \times \text{SM} \times \text{EM} + \text{RB}</math><br/>
 
HP of weapons and armors:<br/>
<math>(110 + 18.7 \times (\text{Level} - 1)) \times \text{BCM} \times \text{Item Level} \times \text{ICM} \times \text{SM} \times \frac{\text{EM}}{\text{BCM} + \text{ICM} \times 0.1} + \text{RB} \times 10</math>
*''BCM'' = Base Attack/Defense Class Modifier of your base class
*''ICM'' = Incremental Attack/Defense Class Modifier of your base class
*''Level'' = The equipment's level required to equip
*''Item Level'' = Balance El Tear level or Heroic Equipment Level
*''Bonus Level'' = Attack/Defense Level coming from your statistics
*''SM''  - Slot Modifier
*''EM''  - Enhancement Modifier
*''RB'' - Reforge Bonus Stat
 
====Slot Modifiers====
{| class="wikitable mw-collapsible mw-collapsed"
|+
! rowspan="2" |Slot
! rowspan="2" |Physical Attack
! rowspan="2" |Magical Attack
! colspan="2" |Physical Defense
! colspan="2" |Magical Defense
! rowspan="2" |HP
|-
!Base
![[Transcendence]]
!Base
![[Transcendence]]
|-
| Weapon
|1
|1
|0
|0.08
|0
|0.08
|0.1
|-
|Top
|0.03
|0
| colspan="2" | 0.3
| colspan="2" | 0.25
|0.35
|-
|Bottom
|0
|0.05
| colspan="2" |0.25
| colspan="2" |0.3
|0.3
|-
|Gloves
|0.05
|0
| colspan="2" |0.2
| colspan="2" |0.25
|0.1
|-
| Shoes
|0
|0.03
| colspan="2" |0.25
| colspan="2" |0.2
|0.15
|}
 
====Enhancement Modifiers====
{| class="wikitable mw-collapsible mw-collapsed"
|+
!Enhancement Level
!Multiplier
|-
| + 0
| 1
|-
| + 1
|1.03
|-
| + 2
|1.06
|-
| + 3
|1.09
|-
| + 4
|1.16
|-
| + 5
|1.23
|-
| + 6
|1.3
|-
| + 7
|1.45
|-
| + 8
|1.6
|-
| + 9
|1.75
|-
| + 10
|2.15
|-
| + 11
|2.55
|-
| + 12
|2.95
|-
| + 13
|3.35
|}
 
====Reforge Bonus ====
{| class="wikitable mw-collapsible mw-collapsed"
|+
! rowspan="2" |Reforge Level
! colspan="2" |Bonus
|-
![[Amethystine Prophecy Equipment|Amethystine Prophecy]]
![[Tenebrous Equipment|Tenebrous]]
|-
| + 0
| 0
|0
|-
| + 1
|88
|93
|-
| + 2
|167
|182
|-
| + 3
| 240
|267
|-
| + 4
|308
|350
|-
| + 5
|372
|430
|-
| + 6
|432
|508
|-
| + 7
|488
|584
|-
| + 8
|541
|658
|-
| + 9
|591
|731
|-
| + 10
|638
|802
|-
| + 11
|682
|872
|-
| + 12
| 724
|940
|-
| + 13
|763
|1007
|-
| + 14
|800
|1073
|-
| + 15
|835
|1137
|-
| + 16
|867
|1200
|-
| + 17
|897
|1262
|-
| + 18
|925
|1323
|-
| + 19
|951
|1383
|-
| + 20
| 975
|1442
|-
| + 21
|1000
|1500
|}
 
====Class Modifiers====
{{Class Modifiers}}
{{Class Modifiers}}


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The formulas for calculating enemy stats are:
The formulas for calculating enemy stats are:
  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 × ((L - 70) / 36)^(2.5) + 0.7)</pre>• '''Luto Mode''': <pre>0.9 * (1 × ((L - 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.
*''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.
*''A'' = A hidden Attack Modifier depending on the enemy. Typically, enemies have equal Physical and Magical Attack, but deal only one type of damage.
* ''A'' = A hidden Attack Modifier depending on the enemy. Typically, enemies have equal Physical and Magical Attack, but deal only one type of damage.
*''M'' = 2 if Luto Mode, 1 otherwise
*''M'' = 2 if Luto Mode, 1 otherwise<br />
<br />


<!--
<!--
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! 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" |
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*{{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="3" |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.}}
Line 561: Line 888:
*None
*None
| align="left" |
| align="left" |
*{{nerf|Action Speed does not affect animation for taking a hit.}}
*{{nerf|Action Speed no longer affects the animation for taking a hit.}}
|-
|-
|07/09/2021||-|| colspan="2" align="left" |
|07/09/2021|| colspan="2" align="left" |
*{{buff|Physical/Magical Attack Power cap removed.}}
*{{buff|Physical/Magical Attack Power cap removed.}}
|-
|-
Line 569: Line 896:
*{{buff|Adaptation and Polarize cap increased to 55%.}}
*{{buff|Adaptation and Polarize cap increased to 55%.}}
|}
|}
==References==
<references />
<br>
<br>
{{Guides}}
{{Guides}}