>Megidolaon
We can calculate status of enemy from damage and player status.
There are not many people that are doing this research.
Examine the defense is barely easy. Because all we need is critical damage.
Dex would be tedious. We takes long time to when it pick up the minimum of damage.
Players who have published the large data researched may be less than 10.
I am one of them, but it is not much research recently.
The large part of information after EP3 is documented in oi_tea's research work.
oi_tea's sheets
PA power, normal attack multiplier, enemy's multiplier, enemy def multiplier, dex, etc
https://docs.google.com/spreadsheets...gid=1175920578
my sheets
https://docs.google.com/spreadsheets...#gid=189523933
damage formula (mainly I edited, EP3 edition)
http://pso2.swiki.jp/index.php?%E3%8...A8%88%E7%AE%97
To read enemy defence from oi_tea's sheet, you will need to understand about defense multiplier method.
This method is breakthrough, but I do not have the ability to explain this in English.
Here is a page of swiki. (by oi_tea and me)
http://pso2.swiki.jp/index.php?%E3%8...82%BF%E3%82%B9
Caution! This page not have back links.
It is so underconstruction. The contents of the chart is incomplete.
I do not know finish it. Because that is completely up to the mood of us.
I take up such link so there is the description of defense multiplier method.
defense multiplier method:
http://pso2.swiki.jp/index.php?%E3%8...82%B9#h6da246d
quote:
防御倍率とは、エネミーの防御力を合理的に説明できるように考えられた仮説である。
エネミーの防御には Lv ごとに基準値がある。
その基準値は整数である。 (100 倍近くの倍率では小数点第二位あたりまでの精度で防御力を逆算できる)
基準値の中で標準となる所を 100% とすると、エネミーの防御力は 80% 90% 95% 100%(標準) 105% 110% 120% に割り当てることができる。これを防御倍率とする。
防御倍率が 100% 以外でも、防御力は整数になっている。簡易的には 100%(標準) * 防御倍率 の小数点以下を切り捨てることで代用できる。
が、一部切り捨てではなく四捨五入のものもあるので、極めて正確にダメージを求めるのであれば実値を求める 必要がある。
Lv ごとの基準値及び各防御倍率における実値は 有志による検証 を参考にされたい。このシートでは法撃の防御倍率を調べているが、レベルと防御倍率から実値を引くのに使わ れるテーブルは、打撃・射撃でも同じものであると検証結果から考えられる。
極めて正確にダメージを求める必要がある場合 高倍率においては、防御倍率により簡易的に求めた敵防御や buff による小数点以下の攻撃力でさえ最終ダメージで数十~数百の差となることに留意したい。
rough translation:
Defense multiplier method is a hypothesis that rationalize the explanation of defense of enemy.
In the defense of enemy, there is a reference value for each Lv.
The reference value is an integer.
(We can calculate the defense with an accuracy of up to 0.01 if have nearly 100 times magnification)
Assuming that the standard is 100%, defense can be assigned to 80% 90% 95% 100%(standard) 105% 110% 120%.
This is called defense multiplier.
Even when defense is not 100%, the actual defense is an integer.
The defense simply can be determined by the following: floor(standard * defense multiplier)
But some cases are rounded not floor.
Therefore, we need to know the actual value when need very accurate calculation.
For the reference of each Lv and the actual value in each defense multiplier.
The table that used to look up the actual value from Lv and defense multiplier is considered same in meele, ranged and tech.
(Only table is the same. Please be aware that enemies can have different defense multiplier in meele, ranged and tech.)
In the very large magnification, less than 1 difference of attack power and defense will be several tens or hundreds difference in the final damage.
If you want to completely reproduce the damage in PSO2, consider the method of defense multiplier and the fractional part caused by buff.
--
Added:
erosion multiplier (for enemy def): Lv1 1.1, Lv2 1.2, Lv3 1.3
The fractional part caused by erosion multiplier, buff (shifta, drink, etc) and skills(craft mastery etc) are not truncated.
Example:
t-def of Lv65 Quartz Dragon erosion Lv1
Lv65 standard def = 258
t-def multiplier of Quartz Dragon = 1.1
(This is t-def. s-def multiplier of Quartz Dragon is 1.0)
simplified calculation is floor(258 * 1.1) = 283
We confirm the refer cheat sheet because some cases are not floor...
ok, it is 283.
then, multiply the erosion multiplier.
283 * 1.1 = 311.3
311.3 is t-def of Lv65 Quartz Dragon erosion Lv1
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I have no confidence which has been exactly translated.
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