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
- Note that this is incomplete.
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- TYPE1: EXP gain from equipment, titles, El Resonance and EXP events. These are additive with one another.
- This affects mob kill EXP.
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- TYPE2: EXP gain from sockets. This is additive with itself.
- This affects mob kill EXP.
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- TYPE3: EXP gain medal and EXP events. These are additive with one another. Only one EXP medal applies at any given time.
- This affects dungeon clear bonus and mob kill EXP (in fields only).
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- TYPE4: Random mission EXP modifier. The is multiplicative with the result.
- This affects dungeon clear bonus.
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- TYPE5: Party bonus. Party bonus is +112.5% per additional party member.
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- TOTAL EXP MULTIPLIER (fields) = (TYPE1 * TYPE2 * TYPE3) + TYPE5
- Note that TYPE2 EXP gives a 0.8% EXP gain per 0.5% EXP gain socket. Multiply accordingly and remember the base 1.
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- TOTAL EXP MULTIPLIER (dungeons) = (TYPE1 * TYPE2 * TYPE3 + 0.30 + RANK/MVP) * TYPE4
- 30% is added from sucessfully clearing a dungeon.
- RANK BONUS: SS=?, S=?, A=?, B=?, C=?, D=?
- MVP BONUS: ?
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- Missing: Guild EXP skill.
- Dungeons lack enough data regarding multipliers.