Statistics: Difference between revisions

 
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<div class="stats">
<div class="stats">
{{Segment
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|SectionCls=mw-collapsible section-border
|Title1=[[File:Stats 1.png]]&nbsp;&nbsp;Combat Stats
|Title1=[[File:Stats 1.png]]&nbsp;&nbsp;Combat Stats
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|Content1=<dfn>{{</dfn>
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{{Segment
{{Segment
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|SectionCls=mw-collapsible section-border
|Title1=[[File:Stats 2.png]] {{gap}}Defensive Stats
|Title1=[[File:Stats 2.png]] {{gap}}Defensive Stats
|Content1=<dfn>{{</dfn>
|Content1=<dfn>{{</dfn>
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==== Additively calculated ====
==== Additively calculated ====
{{Stat|A}}
{{Stat|A}}
Additive effects increase the base stat by adding into its multiplier before other effects. They are affected by maximum stat limits (also referred to as "the stat cap"). These increases show in the statistics window and affect your Combat Power (as long as they come from fixed options).
Additive effects increase the base stat by adding into its multiplier before other effects. They are affected by maximum stat limits (also referred to as "stat caps"). These increases show in the statistics window and affect your Combat Power (as long as they come from fixed options).
*Some stats are affected by normalization. Normalized increases for stats that normalize will be marked as {{Stat|N}} across the wiki.
*Some stats are affected by normalization. Normalized increases for stats that normalize will be marked as {{Stat|N}} across the wiki.


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===== Relative loss of efficiency =====
===== Relative loss of efficiency =====
The difference in real damage when obtaining an additive stat increase for stats like All Skill Damage, Adaptation, EXP or Boss Damage will naturally scale with your current value of the stat - the more you have, the less effective in comparison it gets<ref>https://ashal.eu/faq#effectiveness</ref> (for the same stat increase). This happens all the time and has no magic breakpoints. '''Not to be confused with normalization.'''
The difference in damage when obtaining an additive stat increase for stats like All Skill Damage, Adaptation, EXP or Boss Damage will naturally scale with the current value of the stat - the more you have, the less effective it gets in comparison<ref>https://ashal.eu/faq#effectiveness</ref> (for the same stat increase). This happens all the time and has no magic breakpoints. '''Not to be confused with normalization.'''


==== Multiplicatively calculated ====
==== Multiplicatively calculated ====
{{Stat|M}}
{{Stat|M}}
Such stats most commonly come from buffs. They are not affected by normalization and will ignore stat limits. These apply to your final stat and multiply it by the value. In most cases, the difference between damage with such effect and without equals the effect's value. The only exception is Critical Damage, where multiplicative effects apply to the 150% base before additive increases are added. Multiplicative effects do not show in the statistics window, but may affect your Combat Power if they come from gear.
Multiplicative increases are commonly associated with buffs. They are not affected by normalization and will ignore stat limits, applying to your final stat and multiplying it by their value. In most cases, the difference between damage with such effect and without equals the effect's value. The only exception is Critical Damage, where multiplicative effects apply to the 150% base before additive increases are added. Multiplicative effects do not show in the statistics window, but may affect your Combat Power if they come from gear.


==== Adaptation ====
==== Adaptation ====
Adaptation reduces the effect of the Environmental Debuff that decreases your Attack and HP. Since the debuff cannot exceed 0%, the relative effect of adaptation increases as the debuff value increases.<ref>https://ashal.eu/faq#adaptation</ref>
Adaptation reduces the effect of the Environmental Debuff that decreases your Attack and HP. Since the debuff cannot exceed 0%, the relative effect of adaptation increases as the debuff value increases.<ref>https://ashal.eu/faq#adaptation</ref>
Adaptation Effectiveness = (1 - Debuff + Adaptation) / (1 - Debuff)


<math>\text{Effectiveness} = 1 + \frac{{\text{Adaptation Increase}}}{{1 - \text{Debuff} + \text{Current Adaptation}}}</math>
* ''Debuff'' - Percentage of the Environmental Debuff dependent on the dungeon
* ''Debuff'' - Percentage of the Environmental Debuff dependent on the dungeon
*''Adaptation'' - The value of your Adaptation stat
*''Adaptation Increase'' - The value of your Adaptation stat increase
*''Current Adaptation'' - The value of your Adaptation stat


{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed"
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*[[Socketing Equipment|Sockets]]
*[[Socketing Equipment|Sockets]]
*[[Skill Traits]]
*innate effects, e.g. [[Double Slash]] or [[Skill Traits]]
*innate effects, e.g. [[Double Slash]]
*buffs, e.g. {{Mod|Phoenix Talon|1}}
*buffs, e.g. {{Mod|Phoenix Talon|1}}
*debuffs, e.g. [[Armor Break]]
*debuffs, e.g. [[Armor Break]]
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To calculate the damage increase effect of Defense Ignore, you can convert the Defense percentage to a number, decrease it by Defense Ignore, convert it back to a percentage and compare the values. However, a quick formula can be utilized<ref>https://ashal.eu/faq#defence_ignore</ref>:
To calculate the damage increase effect of Defense Ignore, you can convert the Defense percentage to a number, decrease it by Defense Ignore, convert it back to a percentage and compare the values. However, a quick formula can be utilized<ref>https://ashal.eu/faq#defence_ignore</ref>:
Damage increase from Defense Ignore = 1 / (1 - D × DI)


*''D'' - Defense percentage of the enemy
<math>\text{Damage increase from Defense Ignore} = \frac{1}{(1 - \text{Defense} \times \text{Defense Ignore})}</math>
*''DI'' - Defense Ignore value
*''Defense'' - Defense percentage of the enemy
*''Defense Ignore'' - Defense Ignore value


Different sources of Defense Ignore stack multiplicatively (mentioned above):
Different sources of Defense Ignore stack multiplicatively (mentioned above):
Defense Ignore = 1 - (1 - DI_1) × (1 - DI_2)


*''DI_n'' - Defense Ignore value from the n source<br />
<math>\text{Total Defense Ignore} = 1 - (1 - \text{Defense Ignore}_{1}) \times (1 - \text{Defense Ignore}_{2})</math>
 
*''Defense Ignore<sub>n</sub>'' - Defense Ignore value from the n source<br />
 
Some innate passive effects are additive to innate defense ignore from skills. These include:
*[[Counter Wave]]
*[[Moonlight System|Blood Moon]] persistent effect
*[[Death Wish]] Phantom's Mark / Hunter's Mark effect
-----
-----


Unlike Defense Ignore, Defense Pierce reduces the percentage value of Defense.
Unlike Defense Ignore, Defense Pierce reduces the percentage value of Defense.
Damage Increase from Defense Pierce = (1 - D × (1 - DP)) / (1 - D)


*''D'' - Defense percentage of the enemy (base, '''not''' decreased by Defense Ignore)
<math>\text{Damage Increase from Defense Pierce} = (1 - \text{Defense} \times (1 - \text{Defense Pierce})) / (1 - \text{Defense})</math>
*''DP'' - Defense Pierce value


Different sources of Defense Pierce also stack multiplicatively. These include:
*''Defense'' - Defense percentage of the enemy (base, '''not''' decreased by Defense Ignore)
*''Defense Pierce'' - Defense Pierce value


Different sources of Defense Pierce also stack multiplicatively (there might be exceptions). The currently known sources of Defense Pierce are:
*[[Attributing Equipment|Water Attribute]]
*[[Attributing Equipment|Water Attribute]]
* [[Chivalry System|Annihilation Mode]]
*[[Chivalry System|Annihilation Mode]]
*[[Spell: Spiritual Eye]]
*[[Spell: Spiritual Eye]]
*[[Infernal Blade]]'s effect relative to [[Attributing Equipment|Fire Resistance]]
*[[The Justiciar]]'s effect on enemies under [Freeze] or [Holy Shackles]


====Other interactions====
====Other interactions====
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===Skill Damage ===
===Skill Damage ===
The formula for calculating '''Skill Damage''' is:
The formula for calculating '''Skill Damage''' is:
Skill Damage = (1 + ASD) × (1 + STD + SSD) × (1 + STSD)
 
<math>\text{Skill Damage} = (1 + \text{ASD}) \times (1 + \text{STD} + \text{SSD}) \times (1 + \text{STSD})</math>
*''ASD'' = Sum of all increase in damage from the "All Skill Damage +𝑥%" effect from equipment and accessories
*''ASD'' = Sum of all increase in damage from the "All Skill Damage +𝑥%" effect from equipment and accessories
* ''STD'' = Sum of all increase in damage towards a specific Skill Tier (Flexibility/Tenacity/Strength/Bravery)
* ''STD'' = Sum of all increase in damage towards a specific Skill Tier (Flexibility/Tenacity/Strength/Bravery)
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===Critical Damage===
===Critical Damage===
The formula for calculating '''Critical Damage''' is:
The formula for calculating '''Critical Damage''' is:
Critical Damage = ((1.5 × (1 + MI) + EI) × DI
 
*''MI'' = Product of all multiplicative increase in Critical Damage from passives and buffs
<math>\text{Critical Damage} = ((1.5 \times \text{Multiplicative}) + \text{Additive}) \times \text{Debuff}</math>
*''EI'' = Sum of all increase in Critical Damage from equipment, accessories, passives and buffs
*''Multiplicative'' = Product of all multiplicative increase in Critical Damage from passives and buffs
*''DI'' = Product of all increase in Critical Damage from debuffs
*''Additive'' = Sum of all increase in Critical Damage from equipment, accessories, passives and buffs
*''Debuff'' = Product of all increase in Critical Damage from debuffs


===Additional Damage===
===Additional Damage===
The formula for the '''Additional Damage''' stat is:
The formula for the '''Additional Damage''' stat is:
Additional Damage = A × 0.5 × S × P
 
*''A'' = Attack Stat
<math>\text{Additional Damage} = \text{Attack} \times 0.5 \times \text{Stat Increase} \times \text{Damage Percentage}</math>
* ''S'' = Percentage of Additional Damage stat
*''Attack'' - Physical or Magical Attack stat displayed in the stat window
*''P'' = Damage percentage of Attack
*''Stat Increase'' = Additional Damage stat percentage increase displayed in the stat window
*''Damage Percentage'' = Damage percentage of an attack (combo, skill)
 
===Base Stats===
===Base Stats===
The formulas for calculating base stats are:
The formulas for calculating base stats are:
Base HP = (L × 1500 + 8500) × BCM
 
*''L'' = Your character's current level
<math>\text{Base HP} = (\text{Level} \times 1500 + 8500) \times \text{BCM}</math>
*''BCM'' = Base HP Class Modifier of your base class
*''Level'' = Your character's current level
Base Attack/Defense = ((L - 1) × 0.1125 + 4) ×  (BCM + ICM)
*''BCM'' = Base HP Class Modifier of your base class<br/>
*''L'' = Your character's current level
 
 
<math>\text{Base Attack/Defense} = ((\text{Level} - 1) \times 0.1125 + 4) \times (\text{BCM} + \text{ICM})</math>
*''Level'' = Your character's current level
*''BCM'' = Base Attack/Defense Class Modifier of your base class
*''BCM'' = Base Attack/Defense Class Modifier of your base class
*''ICM'' = Incremental Attack/Defense Class Modifier of your base class
*''ICM'' = Incremental Attack/Defense Class Modifier of your base class
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=== Attack ===
=== Attack ===
Attack = A × P × E
<math>\text{Attack} = \text{Base Attack Stat} \times \text{Passive} \times \text{Additive} \times \text{Multiplicative}</math>


* ''A'' - The Attack stat before modifications, can be calculated using the formulas above
* ''Base Attack Stat'' - The Attack stat before modifications, can be calculated using the formulas above
* ''P'' - Sum of all Passive skill bonuses
* ''Passive'' - Sum of all unconditional Passive skill bonuses (such as [[Awakened One]] or [[Energy Enhancement]]) and Guild Passives
* ''E'' - Sum of all Equipment bonuses
** The decrease from [[Head Hunter]] also applies here.
* ''Additive'' - Sum of all Additive bonuses
* ''Multiplicative'' - Product of all Multiplicative bonuses


=== Equipment Stats===
=== Equipment Stats===
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Attack and Defense of weapons and armors:
Attack and Defense of weapons and armors:
Weapon/Armor Attack/Defense = (BCM + (Level + Item_Level + Bonus_Level) × ICM) × SM × EM + RB
HP of weapons and armors:
Weapon/Armor HP = (110 + 18.7 × (Level - 1)) × BCM × Item_Level × ICM × SM × EM / (BCM + ICM × 0.1) + RB × 10


<math>(\text{BCM} + (\text{Level} + \text{Item Level} + \text{Bonus Level}) \times \text{ICM}) \times \text{SM} \times \text{EM} + \text{RB}</math><br/>
HP of weapons and armors:<br/>
<math>(110 + 18.7 \times (\text{Level} - 1)) \times \text{BCM} \times \text{Item Level} \times \text{ICM} \times \text{SM} \times \frac{\text{EM}}{\text{BCM} + \text{ICM} \times 0.1} + \text{RB} \times 10</math>
*''BCM'' = Base Attack/Defense Class Modifier of your base class
*''BCM'' = Base Attack/Defense Class Modifier of your base class
*''ICM'' = Incremental Attack/Defense Class Modifier of your base class
*''ICM'' = Incremental Attack/Defense Class Modifier of your base class
*''Level'' = The equipment's level required to equip
*''Level'' = The equipment's level required to equip
*''Item_Level'' = Balance El Tear level or Heroic Equipment Level
*''Item Level'' = Balance El Tear level or Heroic Equipment Level
*''Bonus_Level'' = Attack/Defense Level coming from your statistics
*''Bonus Level'' = Attack/Defense Level coming from your statistics
*''SM''  - Slot Modifier
*''SM''  - Slot Modifier
*''EM''  - Enhancement Modifier
*''EM''  - Enhancement Modifier
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*''L'' = The enemy's level. Enemies from [[Elrianode]] onwards have level 99, and 100 from [[Plegas's Gaze]] onwards.
*''L'' = The enemy's level. Enemies from [[Elrianode]] onwards have level 99, and 100 from [[Plegas's Gaze]] onwards.
*''H'' = A hidden HP Modifier depending on the enemy
*''H'' = A hidden HP Modifier depending on the enemy
*''M'' = {{tt|Game mode multiplier| A function that determines an extra multiplier for certain game modes.<hr><p>Utilizes special formulas for the following:</p>• '''Secret Dungeon''': <pre>0.9 × (1.8 × ((H - 70) / 36)^(2.5) + 0.7)</pre>• '''Luto Mode''': <pre>0.9 * (1 × ((L - 70) / 36)^(3.5) + 1.5)</pre>Otherwise equals to 1.}}
*''M'' = {{tt|Game mode multiplier| A function that determines an extra multiplier for certain game modes.<hr><p>Utilizes special formulas for the following:</p>• '''Secret Dungeon''': <pre>0.9 × (1.8 × ((L - 70) / 36)^(2.5) + 0.7)</pre>• '''Luto Mode''': <pre>0.9 * (1 × ((L - 70) / 36)^(3.5) + 1.5)</pre>Otherwise equals to 1.}}
  Attack = FLOOR((340 + 60 × L) × (0.98 + 0.02 × L) × A × M)
  Attack = FLOOR((340 + 60 × L) × (0.98 + 0.02 × L) × A × M)
*''FLOOR'' = This function rounds the input number down to the closest integer.
*''FLOOR'' = This function rounds the input number down to the closest integer.
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*{{nerf|Master Skill Size stat now capped to 40%.}}
*{{nerf|Master Skill Size stat now capped to 40%.}}
|-
|-
| rowspan="2" |07/08/2021|| rowspan="2" |08/04/2021|| colspan="2" align="left" |
| rowspan="2" |07/08/2021|| rowspan="3" |08/04/2021|| colspan="2" align="left" |
*{{nerf|Physical/Magical Attack Power buffs cannot exceed +200% when summed up.}}
*{{nerf|Physical/Magical Attack Power buffs cannot exceed +200% when summed up.}}
*{{nerf|Multiplicative Action Speed buffs cannot exceed +40% when summed up.}}
*{{nerf|Multiplicative Action Speed buffs cannot exceed +40% when summed up.}}
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*None
*None
| align="left" |
| align="left" |
*{{nerf|Action Speed does not affect animation for taking a hit.}}
*{{nerf|Action Speed no longer affects the animation for taking a hit.}}
|-
|-
|07/09/2021||-|| colspan="2" align="left" |
|07/09/2021|| colspan="2" align="left" |
*{{buff|Physical/Magical Attack Power cap removed.}}
*{{buff|Physical/Magical Attack Power cap removed.}}
|-
|-