User:Evan0225: Difference between revisions

From Elwiki
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**30% is from clearing a dungeon.
**30% is from clearing a dungeon.
**1% is of unknown origin but appears in the final results screen.
**1% is of unknown origin but appears in the final results screen.
**RANK BONUS: SS=?, S=?, A=3%, B=2%, C=?, D=?
**RANK BONUS: SS=?, S=10%, A=3%, B=2%, C=?, D=?
**MVP BONUS: 12%? ('''requires test''')
**MVP BONUS: 12%? ('''requires test''')
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*'''EXAMPLE''': [[El Resonance]] with +200% EXP gain and a 100% medal results in a 600% multiplier for mob kills and approximately a 231% multiplier for dungeon clear bonus ('''requires test''').
*'''EXAMPLE''': [[El Resonance]] with +200% EXP gain and a 100% medal results in a 600% multiplier for mob kills and approximately a 231% multiplier for dungeon clear bonus ('''requires test''').

Revision as of 01:18, 15 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

  • TYPE1: EXP gain from equipment, titles, sockets and El Resonance are additive.
    • This affects mob kill EXP.

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  • TYPE2: EXP gain medal is calculated last and is multiplicative where only the greatest value applies.
    • This affects dungeon clear bonus and mob kill EXP.

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  • MOB MULTIPLIER = [(SUM OF TYPE1 IN DECIMAL)+1] x [(TYPE2 IN DECIMAL)+1]

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  • DUNGEON CLEAR BONUS MULTIPLIER = 1 + 0.30 + 0.01 + RANK BONUS + MVP BONUS + (TYPE2 IN DECIMAL)
    • 1 is the base value.
    • 30% is from clearing a dungeon.
    • 1% is of unknown origin but appears in the final results screen.
    • RANK BONUS: SS=?, S=10%, A=3%, B=2%, C=?, D=?
    • MVP BONUS: 12%? (requires test)

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  • EXAMPLE: El Resonance with +200% EXP gain and a 100% medal results in a 600% multiplier for mob kills and approximately a 231% multiplier for dungeon clear bonus (requires test).