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= Physical =
== Attack ==
<br>
:<big>ATK = [ (WeaponAtk x SizePenalty + Variance + StatBonus + RefineBonus + OverUpgradeBonus) + EquipmentAtk + BuffAtk + AmmunitionAtk ] x EDP</big><br>
<br>
*WeaponAtk: Your RIGHT HAND weapon's Atk
*Variance = ± 0.05 x WeaponLevel x WeaponAtk
:*Maximize Power makes this go max
*StatBonus: Pseudo-elemental
:*StatBonus:
::*WeaponAtk x Dex/200 for bow/gun/instrument users
::*WeaponAtk x Str/200 for the rest
*OverUpgradeBonus: Does not exist for lvl 5 weapon (more info [https://hazyforest.com/equipment:refine#weapons| here])
<br>
*EquipmentAtk: Flat Atk from other gears (including those from the effect of Ice Pick/Memory of Thanatos card)
*BuffAtk: Buffs' Flat Atk originated from consumables and ALMOST ALL skills (those don't follow this rule are not too important/generally weaker)
*AmmunitionAtk: All except cannonballs
<br>
'''[ Pseudo-Elemental ]'''
:Pseudo-X = X + Neutral, your damage actually gets converted twice from default -> X -> Neutral<br>
However to simplify things, let's summarize it this way<br>
*Target = Ghost 4 -> Final element of your damage = Neutral
*Target = Other element -> Final element of your damage = X

== Physical Skill ==
:<big>PHYS SKILL DAMAGE =<br>
:::[ ATK x (1 + %race) x (1+ %size) x (1 + %against-property) x (1 + %mob-type) x (1 + %class)
:::x (%ele-table+%sage-field) x %ele-res x (1 + %Comet) + ATK + 2 x StatusAtk x MildWindCheck ]<br>
:::x (1 + %crit/2) x (1 + %melee-or-LR) x [ %skill-base-mod x (1 + %skill) + %BadBonus ]<br>
:::x (1.4 + C.Rate/100) x (1 + %DarkClaw/BossCheck + %RushQuake) x (1 + %AdvancedKatarMastery)<br></big>
<br>
*%mob-type: %damage against certain specific mobs (e.g. Kobold Leader card)
*%class: %normal is %class against mobs, %boss is %class against bosses, and the usual %atk is %against-all-class
*%ele-res: Element resistance debuff from All Bloom and Violent Quake
*%ele-table: Modifiers from the element table
*%sage-field: Deluge, Whirlwind, Volcano
*MildWindCheck: (%ele-table+%sage-field) with Mild Wind, 0 without
*StatusAtk: Neutral-locked unless Warm Wind is applied
*StatusAtk = BaseLvl/4 + Luk/3 + 5 x Pow + WeaponCheck
*WeaponCheck:
:*Str/5 + Dex for bow/gun/instrument users<br>
:*Str + Dex/5 for the rest
*%BadBonus: Falcon Eyes, Frenzy, Heat Barrel, Power Thrust, Spear Dynamo
*BossCheck: 2 for boss, 1 for mob
<br>

= Magic =
== MATK ==
<br>
:<big>MATK = (WeaponMatk + Variance + RefineBonus + OverUpgradeBonus) + EquipmentMatk + ConsumableMatk + BuffMatk + StatusMatk</big><br>
<br>
*Variance = ± 0.1 x WeaponLevel x (WeaponMatk + RefineBonus)
:*Regconized Spell makes this go max
*OverUpgradeBonus: Non-existent for lvl 5 weapon
*StatusMatk = BaseLvl/4 + floor(Int x 1.5) + floor(Dex/5) + floor(Luk/3) + 5 x SPL
*ConsumableMatk:
:*I grouped ConsumableAtk into BuffAtk for phys because they are the same
:*But BuffMatk behaves differently, hence the split
*BuffMatk: No element, not even Neutral. Coming from skills like Chattering, Odin's Power, ect.

== Magical Skill ==
:<big>MAGIC SKILL DAMAGE =
:::MATK x (1 + %race) x (1+ %size) x (1 + %against-property) x (1 + %mob-type) x (1+ %matk)
:::x (1+ %element) x (1 + %class) x (%ele-table+%sage-field) x %ele-mres x (1 + %Comet)</big>
<br>
*%matk: Its own mod, not %class like %atk
*%class: %normal is %class against mobs, %boss is %class against bosses
*%mob-type: %damage against certain specific mobs (e.g. Kobold Leader card)
*%class: %normal is %class against mobs, %boss is %class against bosses
*%ele-table: Modifiers from the element table
*%sage-field: Deluge, Whirlwind, Volcano
*%ele-mres: Element resistance debuff from All Bloom and Violent Quake

= Credits =
made by '''Last Order'''<br>
verified by '''Blank'''
writer
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