User:Evan0225: Difference between revisions

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== Evan0225 ==
== All About Who? ==
Testing page.
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|CharLight|Eve}}"
! Server !! IGN !! Class
|-
| '''NA''' || '''StepInfinity''' || [[Image:Icon - Code Battle Seraph.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|Code: Architecture]] has a hitbox that can change directions while Oberon is attacking.
 
== El Crystal Spectrum Effects ==
 
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|CharLight|Eve}}"
! Mode !! Non-Penetrating Projectile Size/Damage Modifer !! Penetrating Projectile Size/Damage Modifier !! Hit Count Modifier (Penetrating) !! Total Damage !! Total MP Gained Multiplier (Not Tested)
|-
| align="left"| Amplify || 1.2 || 1.2 || 1 (1) || 1.2 || 1
|-
| align="left"| Spectrum || 0.45 || 0.45 || 3 (3) || 1.35 || 1.35
|-
| align="left"| Induction || 0.55 || 1.1 || 2 (1) || 1.1 || 1
|-
| align="left"| 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.'''
*Current progress: http://puu.sh/t3HHp/52d60e98b5.png
**Missing: Guild EXP skill.

Latest revision as of 19:09, 21 December 2020

All About Who?

Server IGN Class
NA StepInfinity

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