User:Evan0225: Difference between revisions
From Elwiki
m (→El Crystal Spectrum Effects: Spelling is OP.) |
Gameboy224 (talk | contribs) m (Text replacement - "CBSNEW" to "Icon - Code Battle Seraph") |
||
(26 intermediate revisions by 2 users not shown) | |||
Line 2: | Line 2: | ||
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" | {| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center" | ||
|- style="background:{{ColorSel|CharLight|Eve}}" | |- style="background:{{ColorSel|CharLight|Eve}}" | ||
! Server !! IGN !! Class | ! Server !! IGN !! Class | ||
|- | |- | ||
| ''NA'' || '''StepInfinity''' || [[Image: | | '''NA''' || '''StepInfinity''' || [[Image:Icon - Code Battle Seraph.png]] | ||
|} | |} | ||
== Bugs, Glitches, Etc. == | == Bugs, Glitches, Etc. == | ||
Line 33: | Line 27: | ||
| align="left"| Fusion || 0.25 || 0.5 || 6 (3) || 1.5 || 2.7 | | 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 == | == Queen's Core MP Regeneration Rate == | ||
Line 61: | Line 70: | ||
*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. | *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. | **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
- Note that this is incomplete.
- Current progress: http://puu.sh/t3HHp/52d60e98b5.png
- Missing: Guild EXP skill.