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==== 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. | 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> | ||
(1 - Debuff + Adaptation) / (1 - Debuff) | Adaptation Effectiveness = (1 - Debuff + Adaptation) / (1 - Debuff) | ||
* ''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'' - The value of your Adaptation stat | ||
{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" | ||
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|200% | |200% | ||
|- | |- | ||
|60% | | 60% | ||
|250% | |250% | ||
|- | |- | ||
|70% | | 70% | ||
|333.33% | |333.33% | ||
|- | |- | ||
|80% | |80% | ||
|500% | |500% | ||
|- | |- | ||
|90% | |90% | ||
|1000% | | 1000% | ||
|} | |} | ||
The effect of Adaptation is that it reduces the debuff value '''directly''', thus still making the same increase less effective the more you have. | The effect of Adaptation is that it reduces the debuff value '''directly''', thus still making the same increase less effective the more you have. | ||
==== Other interactions ==== | ====Defense Ignore & Defense Pierce==== | ||
Elsword utilizes numeric Defense values. Defense can be partially ignored using: | |||
*[[Socketing Equipment|Sockets]] | |||
*[[Skill Traits]] | |||
*innately, e.g. [[Double Slash]] | |||
*debuffs, e.g. [[Armor Break]] | |||
Defense Ignore reduces the numeric value of Defense, making the outcome generally unexpected due to its formula. When the enemy's Defense is high, even low Defense ignore stats might have a big effect. Conversely, these might not be as helpful when the Defense is low. Also, there might be a considerable difference of damage dealt to the enemy when increasing the value of Defense Ignore by the same percentage but much contrasted starting Defense Ignore. | |||
To calculate the damage increase effect of Defense Ignore, you can either 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 | |||
*''DI'' - Defense Ignore value | |||
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 | |||
----- | |||
Unlike Defense Ignore, Defense Pierce reduces the percentage value of Defense. | |||
Damage Increase from Defense Pierce = (1 - D × DP) / (1 - D) | |||
*''D'' - Defense percentage of the enemy | |||
*''DP'' - Defense Pierce value | |||
Different sources of Defense Pierce also stack multiplicatively. These include: | |||
*[[Attributing Equipment|Water Attribute]] | |||
* [[Chivalry System|Annihilation Mode]] | |||
*[[Spell: Spiritual Eye]] | |||
====Other interactions==== | |||
The product of '''All Damage''' stat increases (not to be confused with '''Physical/Magical Attack''') contributes to the same multiplier as the product of '''Received Damage'''. | The product of '''All Damage''' stat increases (not to be confused with '''Physical/Magical Attack''') contributes to the same multiplier as the product of '''Received Damage'''. | ||
For example, [[Awakening Mode]] and [[Giga Drive - Limiter]] '''All Damage Increase''' will multiply each other, as well as [[Fire Lotus]] and {{Mod|Dragon Stance 3: Eight Trigram Palm|1}} '''Damage Received Increase''', but when combining both of these, their products will be added. | For example, [[Awakening Mode]] and [[Giga Drive - Limiter]] '''All Damage Increase''' will multiply each other, as well as [[Fire Lotus]] and {{Mod|Dragon Stance 3: Eight Trigram Palm|1}} '''Damage Received Increase''', but when combining both of these, their products will be added. | ||
=== 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) | Skill Damage = (1 + ASD) × (1 + STD + SSD) × (1 + STSD) | ||
* ''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) | ||
*''SSD'' = Sum of all increase in damage towards a specific Skill due to the effect of a [[Elrianode Equipment|Destruction El Tear]] or certain passive skills | * ''SSD'' = Sum of all increase in damage towards a specific Skill due to the effect of a [[Elrianode Equipment|Destruction El Tear]] or certain passive skills | ||
* ''STSD'' = Sum of all increase in damage towards a specific Skill Tier due to the "Upon Using a [Skill Tier] Skill, increase [Skill Tier] Skill's damage for 𝑥 sec. by 𝑥%" effect from <font color="red">old Heroic/Elrianode Gloves</font>. | *''STSD'' = Sum of all increase in damage towards a specific Skill Tier due to the "Upon Using a [Skill Tier] Skill, increase [Skill Tier] Skill's damage for 𝑥 sec. by 𝑥%" effect from <font color="red">old Heroic/Elrianode Gloves</font>. | ||
===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 | Critical Damage = ((1.5 × (1 + MI) + EI) × DI | ||
* ''MI'' = Product of all multiplicative increase in Critical Damage from passives and buffs | *''MI'' = Product of all multiplicative increase in Critical Damage from passives and buffs | ||
*''EI'' = Sum of all increase in Critical Damage from equipment, accessories, passives and buffs | *''EI'' = Sum of all increase in Critical Damage from equipment, accessories, passives and buffs | ||
*''DI'' = Sum of all increase in Critical Damage from debuffs | *''DI'' = Sum of all increase in Critical Damage from debuffs | ||
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The formula for the '''Additional Damage''' stat is: | The formula for the '''Additional Damage''' stat is: | ||
Additional Damage = A × 0.5 × S × P | Additional Damage = A × 0.5 × S × P | ||
* ''A'' = Attack Stat | *''A'' = Attack Stat | ||
* ''S'' = Percentage of Additional Damage stat | * ''S'' = Percentage of Additional Damage stat | ||
*''P'' = Damage percentage of Attack | *''P'' = Damage percentage of Attack | ||
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*''ICM'' = Incremental Attack/Defense Class Modifier of your base class | *''ICM'' = Incremental Attack/Defense Class Modifier of your base class | ||
=== Equipment Stats === | === Equipment Stats=== | ||
The stats for each equipment piece are determined by the following formulas.<ref>https://ashal.eu/faq#attack_defense</ref> | |||
Attack and Defense of weapons and armors: | Attack and Defense of weapons and armors: | ||
Weapon/Armor Attack/Defense = (BCM + (Level + Item_Level + Bonus_Level) | Weapon/Armor Attack/Defense = (BCM + (Level + Item_Level + Bonus_Level) × ICM) × SM × EM × RB | ||
HP of weapons and armors: | HP of weapons and armors: | ||
Weapon/Armor HP = (110 + 18.7 | Weapon/Armor HP = (110 + 18.7 × (Level - 1)) × BCM × Item_Level × ICM × SM × EM / (BCM + ICM × 0.1) + RB × 10 | ||
* ''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 | ||
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*''RB'' - Reforge Bonus Stat | *''RB'' - Reforge Bonus Stat | ||
==== Slot Modifiers ==== | ====Slot Modifiers==== | ||
{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" | ||
|+ | |+ | ||
!Slot | !Slot | ||
!Physical Attack | !Physical Attack | ||
!Magical Attack | ! Magical Attack | ||
!Physical Defense | !Physical Defense | ||
!Magical Defense | !Magical Defense | ||
!HP | !HP | ||
|- | |- | ||
|Weapon | | Weapon | ||
|1 | |1 | ||
|1 | |1 | ||
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|0.1 | |0.1 | ||
|- | |- | ||
|Top | |Top | ||
|0.03 | |0.03 | ||
|0 | |0 | ||
|0.3 | | 0.3 | ||
|0.25 | | 0.25 | ||
|0.35 | |0.35 | ||
|- | |- | ||
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|0.25 | |0.25 | ||
|0.3 | |0.3 | ||
|0.3 | | 0.3 | ||
|- | |- | ||
|Gloves | |Gloves | ||
|0.05 | |0.05 | ||
|0 | | 0 | ||
|0.2 | |0.2 | ||
|0.25 | |0.25 | ||
|0.1 | |0.1 | ||
|- | |- | ||
|Shoes | | Shoes | ||
|0 | |0 | ||
|0.03 | |0.03 | ||
|0.25 | |0.25 | ||
|0.2 | |0.2 | ||
|0.15 | |0.15 | ||
|} | |} | ||
==== Enhancement Modifiers ==== | ====Enhancement Modifiers==== | ||
{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" | ||
|+ | |+ | ||
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|- | |- | ||
| + 0 | | + 0 | ||
|1 | | 1 | ||
|- | |- | ||
| + 1 | | + 1 | ||
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|- | |- | ||
| + 6 | | + 6 | ||
|1.3 | |1.3 | ||
|- | |- | ||
| + 7 | | + 7 | ||
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|- | |- | ||
| + 8 | | + 8 | ||
|1.6 | |1.6 | ||
|- | |- | ||
| + 9 | | + 9 | ||
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|} | |} | ||
==== Reforge Bonus ==== | ====Reforge Bonus ==== | ||
{| class="wikitable mw-collapsible mw-collapsed" | {| class="wikitable mw-collapsible mw-collapsed" | ||
|+ | |+ | ||
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|- | |- | ||
| + 0 | | + 0 | ||
|0 | | 0 | ||
|- | |- | ||
| + 1 | | + 1 | ||
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|- | |- | ||
| + 3 | | + 3 | ||
|240 | | 240 | ||
|- | |- | ||
| + 4 | | + 4 | ||
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|- | |- | ||
| + 12 | | + 12 | ||
|724 | | 724 | ||
|- | |- | ||
| + 13 | | + 13 | ||
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|- | |- | ||
| + 20 | | + 20 | ||
|975 | | 975 | ||
|- | |- | ||
| + 21 | | + 21 | ||
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|} | |} | ||
====Class Modifiers ==== | ====Class Modifiers==== | ||
{{Class Modifiers}} | {{Class Modifiers}} | ||
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The formulas for calculating enemy stats are: | The formulas for calculating enemy stats are: | ||
Base Defense = FLOOR((D × (258.65 + 39.35 × L) × (67.215 + 12.554 × L) / ((258.65 + 39.35 × L) - (D - 1) × (67.215 + 12.554 × L))) × M) | Base Defense = FLOOR((D × (258.65 + 39.35 × L) × (67.215 + 12.554 × L) / ((258.65 + 39.35 × L) - (D - 1) × (67.215 + 12.554 × L))) × 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. | ||
* ''D'' = A hidden Defense Modifier depending on the enemy, usually between 0 and 4. Mostly identical between Physical and Magical Defense. | *''D'' = A hidden Defense Modifier depending on the enemy, usually between 0 and 4. Mostly identical between Physical and Magical Defense. | ||
*''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. | ||
* ''M'' = 1.2 if Luto Mode, 1 otherwise | *''M'' = 1.2 if Luto Mode, 1 otherwise | ||
Max HP = FLOOR((340 + 60 × L) × (9.994 + 0.006 × L²) × H × M) | Max HP = FLOOR((340 + 60 × L) × (9.994 + 0.006 × L²) × H × 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. | ||
*''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 × ((H - 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 × ((H - 70) / 36)^(2.5) + 0.7)</pre>• '''Luto Mode''': <pre>0.9 * (1 × ((H - 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. | ||
*''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. | ||
*''A'' = A hidden Attack Modifier depending on the enemy. Typically, enemies have equal Physical and Magical Attack, but deal only one type of damage. | * ''A'' = A hidden Attack Modifier depending on the enemy. Typically, enemies have equal Physical and Magical Attack, but deal only one type of damage. | ||
*''M'' = 2 if Luto Mode, 1 otherwise | *''M'' = 2 if Luto Mode, 1 otherwise<br /> | ||
<br /> | |||
<!-- | <!-- | ||
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! colspan="2" |Date!! colspan="2" |Changes | ! colspan="2" |Date!! colspan="2" |Changes | ||
|- style="background-color: {{ColorSel|Misc}}" | |- style="background-color: {{ColorSel|Misc}}" | ||
! KR!!NA!!PvE!! PvP | !KR!!NA!!PvE!!PvP | ||
|- | |- | ||
| ??/??/2016|| ??/??/2016|| colspan="2" align="left" | | | ??/??/2016|| ??/??/2016|| colspan="2" align="left" | | ||
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*{{buff|Adaptation and Polarize cap increased to 55%.}} | *{{buff|Adaptation and Polarize cap increased to 55%.}} | ||
|} | |} | ||
==References== | |||
<references /> | |||
<br> | <br> | ||
{{Guides}} | {{Guides}} |