ooo ic, just now was thinking if 14* Apprentice grudge with 2pcs TAJA Bonus SSA can outdamage 14* Lumiere with 3pcs Crit Damage SSA
ooo ic, just now was thinking if 14* Apprentice grudge with 2pcs TAJA Bonus SSA can outdamage 14* Lumiere with 3pcs Crit Damage SSA
I'm not a math wizard but doing the most basic math, App TD outdoes Lumiere but not by a massive amount (unless I'm calculating wrong).
Lumiere 3/4/4 -> 1539
App TD 3/3 -> 1556 (the TAJA SSA's)
alternatively add Crit SSA+TAJA instead and its still higher (App TD). I think I did my math wrong because Skill vs Crit but ya, someone feel free to correct me with better math because im super lazy
Lumiere: 1252 s-atk, 12% pot, 3/4/4
App: 1297, 14% pot, 3/3
When you look at solely the weapon, App is very slightly stronger.
1297 * 1.6 * 1.14 * 1.03 * 1.03 / 5 = 501.96
VS
1252 * 1.6 * 1.12 * 1.03 * 1.04 * 1.04 / 5 = 499.89
However, that’s looking only at the weapon. Everyone has atk that comes from other sources, like the base, affixes, skill tree, etc. At the very minimum, you should have at least 700 atk. Once we add that to the equation this happens.
(700 + 1297 * 1.6) * 1.14 * 1.03 * 1.03 / 5 = 671.28
VS
(700 + 1252 * 1.6) * 1.12 * 1.03 * 1.04 * 1.04 / 5 = 674.57
The difference will increase as your attack stat that doesn’t come from your weapon increases.
i.e 2500 atk -> 1106.67 vs 1123.76 | a 1.5% difference in lumiere’s favor.
App 4/4 vs Lum 4/4/4 with 2500 ? -> 1128.27 vs 1134.67 | 0.5% in lumiere’s favor
How about we attack something like deus’s core. 1.2x attack modifier and 1.44x element weakness modifier
Lum: ((2500 + 1252) * 1.2 + (1252 * 0.6 * 1.44)) * 1.12 * 1.04 * 1.04 * 1.04 / 5 = ~1407
App: ((2500 + 1297) * 1.2 + (1297 * 0.6 * 1.44)) * 1.14 * 1.04 * 1.04 / 5 = ~1400
Still only 0.5%. However it can be higher or lower than that depending on your overall attack.
Only have 700 atk total from other sources? -> 867.31 vs 862.76 | 0.5% in App’s favor
However, I doubt anyone doesn’t invest in any atk ups, go unitless, and magless, so you’d never be at 700 + 1297 total atk.
Thank you for the full elaboration, it would be nice to get a new thread going with stuff like this stickied at the front.
PSO, PSU, PS:Po, PSZ | PSO2: Jergraw (All classes 90) Lunaeris Demoria (Fo/Te 90) Onlak (Hr 90)
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Damage break down, how attack affects everything and downscales in effectiveness. I guess a blanket spread of a thread of questions that get asked repeatedly.
PSO, PSU, PS:Po, PSZ | PSO2: Jergraw (All classes 90) Lunaeris Demoria (Fo/Te 90) Onlak (Hr 90)
-**Tech crafting max- message me for crafts**-
Forum Rules - Read it!
The damage formula is the following:
((Total attack - total defense) * location modifier + element attack) * all other multipliers * 1.05 / 5 = final damage
Total attack: (base attack * shifta drink * shifta * tree attack boost + affix) * katana gear + (weapon attack * damage variance) + temporary attack up
Total defense: base defense * deband drink * deband * tree defense boost + affix + units + temporary defense up
Element attack: weapon attack * element value * element modifier
For mob defense, it’s the same but it’s mostly just base defense.
Location modifier is called site magnification on swiki. This is the specific spot you attack on a mob. (i.e. rockbear body or head, deus core, loser clock). Anything above a 1.15x location modifier is considered a weak point, and weak bullet applies directly to this location modifier.
Element modifier is... well the multiplier for an element for your weapon. (i.e. a oodan is weak to fire. If your weapon is fire element, then the element modifier is 20% or 1.2x. If your weapon is light element, then the element modifier is 0% or 1x, aka it doesn’t apply.)
Believe it or not, damage variance only applies to the weapon’s attack value, not your entire damage. This is usually 90% ~ 100%. There’s a whole formula for it dealing wih dex but it’s not important until SEGA increases the mob’s dex by an insane amount.
All techs do not get this section of the damage formula: element attack
The “element attack” is considered 0. Instead, their location modifier IS the element modifier.
All other multipiers are stuff like JA, PA, Potential, skill tree, etc.
PAs are considered like percentages. A PA with 1150 on it is 1150% or 11.5x.
Damage is divided by 5 at the end and rounded up if it’s above X.5 and rounded down if below X.5
The random 1.05 multiplier at the end applies to almost all attack types. The only ones that have been shown not to apply to is Zonde and the crafted version. Zonde has a special multiplier instead and with a specific requirement (must hit lock on for 1.15x instead of 1.05 and your position must be above target for the crafted version).
You can refer to the swiki page about damage formula and enemy status for more information.
Last edited by Reilet; Jul 13, 2018 at 05:45 PM.
Woah thanks a lot for a detail breakdown, on App part 3/3, thats critical damage SSA or TAJA bonus SSA? both of them working the same way? i mean if i compare between 2 potential that has same function sure its easy, but if the 2 of them different like my case before, can we calculate it straight? ( boost damage crit 11% equal with boost damage 11% and boost TAJA bonus 20% equal with boost damage 20%, like this? )
Last edited by FebiZehn; Jul 13, 2018 at 09:10 PM.
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