User:Evan0225: Difference between revisions
From Elwiki
Line 84: | Line 84: | ||
**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= | **RANK BONUS: SS=?, S=10%, A=3%, B=2%, C=?, D=? | ||
**MVP BONUS: 12%? ('''requires test''') | **MVP BONUS: 12%? ('''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'''). | *'''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.
|
- 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.
|
- MOB MULTIPLIER = [(SUM OF TYPE1 IN DECIMAL)+1] x [(TYPE2 IN DECIMAL)+1]
|
- 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)
|
- 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).