User:Evan0225: Difference between revisions

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== EXP Gain Mechanics ==
== EXP Gain Mechanics ==
*'''Note that this is incomplete.'''
*'''Note that this is incomplete.'''
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*Now working on deciphering EXP in dungeons.
*'''TYPE1''': EXP gain from equipment, titles, [[El Resonance]] and EXP events. These are additive with one another.
**This affects '''mob kill EXP.'''
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*'''TYPE2''': EXP gain from sockets. This is additive with itself.
**This affects '''mob kill EXP.'''
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*'''TYPE3''': EXP gain medal and EXP events. These are additive with one another. Only one EXP medal applies at any given time.
**This affects '''dungeon clear bonus''' and '''mob kill EXP (in fields only).'''
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*'''TYPE4''': Random mission EXP modifier. The is multiplicative with the result.
**This affects '''dungeon clear bonus.'''
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*'''TYPE5''': Party bonus. Party bonus is +112.5% per additional party member.
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*'''TOTAL EXP MULTIPLIER (fields)''' = (TYPE1 * TYPE2 * TYPE3) + TYPE5
**Note that TYPE2 EXP gives a 0.8% EXP gain per 0.5% EXP gain socket. Multiply accordingly and remember the base 1.
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*'''TOTAL EXP MULTIPLIER (dungeons)''' = (TYPE1 * TYPE2 * TYPE3 + 0.30 + RANK/MVP) * TYPE4
**30% is added from sucessfully clearing a dungeon.
**RANK BONUS: SS=?, S=?, A=?, B=?, C=?, D=?
**MVP BONUS: ?
|====================
*Missing: Guild EXP skill.
*Missing: Guild EXP skill.
*Dungeons lack enough data regarding multipliers.

Revision as of 02:43, 28 December 2016

All About Who?

Server IGN Class
NA StepInfinity File:CBSNEW.png

Bugs, Glitches, Etc.

  • [DD/MM/YY]
  • [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]
  • [03/05/15] XXZ basic combo for Code: Architecture has a hitbox that can change directions while Oberon is attacking.

El Crystal Spectrum Effects

Mode Non-Penetrating Projectile Size/Damage Modifer Penetrating Projectile Size/Damage Modifier Hit Count Modifier (Penetrating) Total Damage Total MP Gained Multiplier (Not Tested)
Amplify 1.2 1.2 1 (1) 1.2 1
Spectrum 0.45 0.45 3 (3) 1.35 1.35
Induction 0.55 1.1 2 (1) 1.1 1
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

  • After more testing.
  • NOTE: I am assuming that it takes 7 hits to reach next core level. I know this is not true since I sometimes get 8 hits to next core level. This means that the hits to next level from Z/X attacks is a decimal (7~8). This may have something to do with damage percentage but I do not know yet.
  • Active skills will contribute to generating the new core even after it procs the core.
  • If that contribution to the new core exceeds the hits to next core level, the new core will not receive any contribution.
    • Ex. If core is level 1 and has 5 hits into it and an active makes it reach 7 (meaning core level 2), the new core will start with no contribution to level 1 core.
  • Core Level
    • 1: 30MP; 40MP if you use the starting core on awakening because it is level 1 core plus 2 hits are counted towards the next level core.
    • 2: 60MP
    • 3: 90MP; 100MP if you max the charge. To max charge you need to hit 1~2 times upon reaching core level 3.
  • Each attack from Z/X is approximately 4.5MP. Not sure about exact value.
  • 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.

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.
    • 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.
  • Now working on deciphering EXP in dungeons.
  • Missing: Guild EXP skill.