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==== Adaptation ====
==== 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.
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>
  (1 - Debuff + Adaptation) / (1 - Debuff)
  Adaptation Effectiveness = (1 - Debuff + Adaptation) / (1 - Debuff)


* ''Debuff'' - Percentage of the Environmental Debuff dependent on the dungeon
* ''Debuff'' - Percentage of the Environmental Debuff dependent on the dungeon
* ''Adaptation'' - The value of your Adaptation stat
*''Adaptation'' - The value of your Adaptation stat


{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed"
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|200%
|200%
|-
|-
|60%
| 60%
|250%
|250%
|-
|-
|70%
| 70%
|333.33%
|333.33%  
|-
|-
|80%
|80%  
|500%
|500%
|-
|-
|90%
|90%
|1000%
| 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.
The effect of Adaptation is that it reduces the debuff value '''directly''', thus still making the same increase less effective the more you have.


==== Other interactions ====
====Defense Ignore & Defense Pierce====
Elsword utilizes numeric Defense values. Defense can be partially ignored using:
 
*[[Socketing Equipment|Sockets]]
*[[Skill Traits]]
*innately, e.g. [[Double Slash]]
*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 either 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>:
Damage increase from Defense Ignore = 1 / (1 - D × DI)
 
*''D'' - Defense percentage of the enemy
*''DI'' - Defense Ignore value
 
Different sources of Defense Ignore stack multiplicatively (mentioned above):
Defense Ignore = 1 - (1 - DI_1) × (1 - DI_2)
 
*''DI_n'' - Defense Ignore value from the n source
 
-----
 
Unlike Defense Ignore, Defense Pierce reduces the percentage value of Defense.
Damage Increase from Defense Pierce = (1 - D × DP) / (1 - D)
 
*''D'' - Defense percentage of the enemy
*''DP'' - Defense Pierce value
 
Different sources of Defense Pierce also stack multiplicatively. These include:
 
*[[Attributing Equipment|Water Attribute]]
* [[Chivalry System|Annihilation Mode]]
*[[Spell: Spiritual Eye]]
 
====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'''.
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.
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)
  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
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*''ICM'' = Incremental Attack/Defense Class Modifier of your base class
*''ICM'' = Incremental Attack/Defense Class Modifier of your base class


=== Equipment Stats ===
=== 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:
Attack and Defense of weapons and armors:
  Weapon/Armor Attack/Defense = (BCM + (Level + Item_Level + Bonus_Level) * ICM) * SM * EM * RB
  Weapon/Armor Attack/Defense = (BCM + (Level + Item_Level + Bonus_Level) × ICM) × SM × EM × RB
HP of weapons and armors:
HP of weapons and armors:
  Weapon/Armor HP = (110 + 18.7 * (Level - 1)) * BCM * Item_Level * ICM * SM * EM / (BCM + ICM * 0.1) + RB * 10
  Weapon/Armor HP = (110 + 18.7 × (Level - 1)) × BCM × Item_Level × ICM × SM × EM / (BCM + ICM × 0.1) + RB × 10


* ''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
*''Level'' = The equipment's level required to equip
*''Level'' = The equipment's level required to equip
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*''RB'' - Reforge Bonus Stat
*''RB'' - Reforge Bonus Stat


==== Slot Modifiers ====
====Slot Modifiers====
{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed"
|+
|+
!Slot
!Slot
!Physical Attack
!Physical Attack  
!Magical Attack
! Magical Attack
!Physical Defense
!Physical Defense
!Magical Defense
!Magical Defense
!HP
!HP
|-
|-
|Weapon
| Weapon  
|1
|1
|1
|1
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|0.1
|0.1
|-
|-
|Top
|Top  
|0.03
|0.03
|0
|0
|0.3
| 0.3
|0.25
| 0.25
|0.35
|0.35
|-
|-
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|0.25
|0.25
|0.3
|0.3
|0.3
| 0.3
|-
|-
|Gloves
|Gloves
|0.05
|0.05
|0
| 0
|0.2
|0.2
|0.25
|0.25
|0.1
|0.1
|-
|-
|Shoes
| Shoes
|0
|0
|0.03
|0.03
|0.25
|0.25
|0.2
|0.2  
|0.15
|0.15  
|}
|}


==== Enhancement Modifiers ====
====Enhancement Modifiers====
{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed"
|+
|+
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|-
|-
| + 0
| + 0
|1
| 1
|-
|-
| + 1
| + 1
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|-
|-
| + 6
| + 6
|1.3
|1.3  
|-
|-
| + 7
| + 7
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|-
|-
| + 8
| + 8
|1.6
|1.6  
|-
|-
| + 9
| + 9
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|}
|}


==== Reforge Bonus ====
====Reforge Bonus ====
{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed"
|+
|+
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|-
|-
| + 0
| + 0
|0
| 0
|-
|-
| + 1
| + 1
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|-
|-
| + 3
| + 3
|240
| 240
|-
|-
| + 4
| + 4
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|-
|-
| + 12
| + 12
|724
| 724
|-
|-
| + 13
| + 13
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|-
|-
| + 20
| + 20
|975
| 975
|-
|-
| + 21
| + 21
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|}
|}


====Class Modifiers ====
====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 × ((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.
*''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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*{{buff|Adaptation and Polarize cap increased to 55%.}}
*{{buff|Adaptation and Polarize cap increased to 55%.}}
|}
|}
==References==
<references />
<br>
<br>
{{Guides}}
{{Guides}}