Xerte's Mechanics Analysis: How damage is calculated

Discussion in 'Guides' started by blackrobe, Dec 30, 2014.

  1. blackrobe

    blackrobe Level 50

    Joined:
    May 18, 2014
    Messages:
    2,805
    Likes Received:
    4,593
    Location:
    City of Jakarta, Indonesia
    Medals:
    Click Display to read my greetings, but not so important so just skip it

    Nah welcome people of AppInvasion. I might remind you that AI (short for AppInvasion) have their own (similar) guide about this -- here, made by @Burr a long long long time ago. Shorter, deadly useful (albeit less detailed and missing quite a lot part compared to this guide by Xerte)

    But this complex stuff written by Xerte might give you... more detailed explanation. So from what I know (maybe obvious) this guide is based on the "datamine" (the game's codes, can't find better word).

    Anyway, if you're onto this "how the game works" stuff and want to find out more, or if this is the first thread where you see "Xerte" name on the title, you might want to check these out: (link to original Reddit thread also included inside each thread)
    Xerte's Mechanics Analysis: BC and Drop Checks
    Xerte's Mechanics Analysis: HC, REC, and Healing

    Before we start, please read the disclaimer:
    1. This thread is merely a copy of the original one on Reddit. Original Reddit thread can be found here.
    2. The Reddit thread is created by u/Xerte, one of the moderators and guide authors on Reddit's Brave Frontier community. I am not Xerte, and I absolutely take no credit from this guide. All credit goes to original author.
    3. The purpose of this cross-posting from Reddit is to further inform players that is not registered or rarely around on Reddit and for reading-convenience purposes.
    Contents
    1. Overview [OVR]
    2. Stat Calculation [STC]
    3. Conversion Buffs [CNB]
    4. DEF Reduction [DFR]
    5. Critical Damage and RNG [CRD]
    6. Elemental Multiplier [ELM]
    7. Mitigation [MTG]
    8. Guarding [GRD]
    9. Distribution [DST]
    10. Extra Hits [EXH]
    11. Sparking [SPR]
    12. Exceptions [EXP]
    Some of the Reddit thread's comments (Questions and Answers)

    reposter's note
    : Just click the link for specific topic and you'll be taken there in no time. Scroll down if you wish to read it all

    Overview [OVR]


    This is the damage formula, in its entirety, to my knowledge. Note that some parts don't currently have related buffs in existence, but they're already coded in for when they do exist.

    reposter's note:
    How I feel like when I saw this




    So, uh, that's nice. I kinda expect you all to skip it and move on to the parts where I explain it, because I'm going to break it down into lots of chunks.

    Now for the super-simplified version!

    Of course, now it's simplified so far you don't know what each part means... and it still scrolls off the page. Unless you have some ridiculously high resolution on your monitor. (reposter's note: thanks to AppInvasion's quote system here you don't have to)

    I'm gonna have to break this down piece by piece.
     
    Last edited: Jan 22, 2015
  2. blackrobe

    blackrobe Level 50

    Joined:
    May 18, 2014
    Messages:
    2,805
    Likes Received:
    4,593
    Location:
    City of Jakarta, Indonesia
    Medals:
    Stat Calculation [STC]

    This one's pretty major. When I refer to Total (ATK/DEF/REC) I mean the result of this formula as applied to that stat:


    Total Stat = RoundDown((Base Stat + Flat Stat) * (1.0 + LS1 + LS2 + Sphere1 + Sphere2 + Elemental Item Buff + Non-elemental Item Buff + Elemental BB Buff + Non-elemental BB Buff + Taunt Buff + Extra Skill + Status Effects + BB Mod) + OverDrive)


    As some or all of those variables may mean nothing to you:
    • Base Stat - This is the unit's base stat value (un-sphered). Imps are part of a unit's base stat values.
    • Flat Stat - This is a bonus included as part of a BB/SBB/UBB. As such, it'll pretty much always be 0 for DEF and REC, and should usually be 0 for basic attacks. Refer to the unit's datamine entry to find out what its flat ATK bonus is at a given BB level.
    • LS1/LS2 - bonuses from leader skills. Most leader skills stack. Notable exceptions are leader skills which grant a buff for a certain amount of turns - these and spheres like them don't stack (the buffs overwrite each other)
    • Sphere1/Sphere2 - bonuses from spheres. Should all stack, except for the exception noted above. Though there are only a few cases where you can use multiple spheres for the core stats.
    • Elemental/Non-Elemental Item Buff - Buffs from consumables. You're allowed one element-specific buff (Ores/Seals) and one non-specific buff (Potions/Elixirs)
    • Elemental/Non-Elemental BB Buff - Buffs from BB effects. You're allowed one element-specific buff and one non-element-specific buff.
    • Taunt Buff - the bonus DEF from Ultor's taunt just happens to stack with normal effects due to it having a unique buff ID.
    • Extra Skill - the passive effect that 7* units gain upon reaching SBB10 and unlocking UBB.
    • Status Effects - Injury, Weakness and Sickness add a -50% penalty to the related stat. ATK Down, DEF Down and REC down aren't fixed effects and depend on the source.
    • BB Mod - the bonus damage modifier when using BB/SBB/UBB. Naturally, this is never going to apply to any stats while defending.
    • OverDrive - this is the bonus a unit gets for being in Over Drive. Notably, when deathmax looked up how the code handles this, the function for it returns 0 instead of the stat it's supposed to look for (which should be 1000 for all the 7* starters ATK, DEF and REC) - so OverDrive currently does nothing statwise. Could be a bug or oversight.
    In JPBF, ATK buffs have a maximum stack value of 500% - this does not appear to include any purely passive effect, or BB mods (so it only applies to buffs that actually have a buff icon). The game's buff stacking is actually kinda weird - each buff has an ID, and units can have one buff for each ID. Some buffs have unique ID which lead to cases like Ultor's taunt DEF bonus stacking with all other DEF buffs. At this point I'm not aware of any other exceptions, but they may exist (the buff ID isn't displayed in the datamine, so I've asked Deathmax to add it when he has time to)

    Again, when I refer to Total ATK/DEF/REC, I mean the result of that formula. It pops up no less than 6 times in the damage formula (but at the moment the buffs to make 2 of those occurences matter aren't available to players)



    < Back to Contents list >
     
    Last edited: Dec 30, 2014
    xZixz likes this.
  3. blackrobe

    blackrobe Level 50

    Joined:
    May 18, 2014
    Messages:
    2,805
    Likes Received:
    4,593
    Location:
    City of Jakarta, Indonesia
    Medals:
    Conversion Buffs [CNB]

    First, I'll say it here: Stat conversion does not add to the base stats, it adds a flat bonus after total stat calculations. That means the bonus is not affected by multipliers to the stat it's being added to, but is affected by multipliers to the stat that's being converted from. This means that part of the formula looks like this:


    Damage = Total ATK + (Total DEF * DEF Conversion) + (Total REC * REC Conversion)


    If you have multiple forms of stacking conversion effects, the game should use the sum total to determine the final multiplier used. There aren't currently any cases where this can happen even in JPBF.

    Stat conversions are actually coded for every possible variation between ATK, DEF and REC. I'm not aware of one existing for HP, but it might exist somewhere in the game code as well...



    < Back to Contents list >
     
    Last edited: Jan 20, 2015
    xZixz likes this.
  4. blackrobe

    blackrobe Level 50

    Joined:
    May 18, 2014
    Messages:
    2,805
    Likes Received:
    4,593
    Location:
    City of Jakarta, Indonesia
    Medals:
    DEF Reduction [DFR]

    Damage is reduced by the Total DEF + DEF Conversion buffs, divided by 3. If the attacking unit has DEF Ignore, the final value of DEF is set to 0. Shields, such as Tridon's BB effect, have their own DEF stat and ignore all DEF buffs.


    Damage = Damage - IfDEFIgnore(0 , (Total DEF + REC->DEF Conversion + ATK->DEF Conversion)/3)


    When a part of the formula contains If[Something](x, y), it means that if [Something] is true, use x, and if not, use y. In this case it's asking if the attacker has DEF Ignore.

    The DEF formula is pretty flat. It results in small amounts of DEF not making a huge difference in the face of heavy damage situations such as arena and GGC. There aren't currently any buffs which convert from another stat to DEF, but it's a possibility in the future.



    < Back to Contents list >
     
    Last edited: Dec 30, 2014
    xZixz likes this.
  5. blackrobe

    blackrobe Level 50

    Joined:
    May 18, 2014
    Messages:
    2,805
    Likes Received:
    4,593
    Location:
    City of Jakarta, Indonesia
    Medals:
    Critical Damage and RNG [CRD]

    If the attack crits, damage is multiplied by the total Critical Damage multiplier. All bonuses to critical damage stack additively; there are no cases where Critical Damage bonuses don't stack at present (as it doesn't exist as a buff effect right now). Critical Damage is capped at +600%, which cannot be reached in either JP or Global. If the attack does not crit, the damage is instead multiplied by RNG between 90-100%. Regardless of whether or not the attack crits, you also get a minor boost to damage at this point equal to the unit's ATK divided by a random number between 25 and 32 - this increased damage is not affected by the element or crit multipliers, but is affected by any future multipliers.


    Damage = Damage * IfCrit((Random(150%, 160%) + LS1 + LS2 + Sphere1 + Sphere2 + Extra Skill) , Random
    (90%, 100%)) + ATK/Random(25, 32)


    Whenever I use Random(x, y), the code is generating a random number between x and y inclusive.



    < Back to Contents list >
     
    Last edited: Dec 30, 2014
    xZixz likes this.
  6. blackrobe

    blackrobe Level 50

    Joined:
    May 18, 2014
    Messages:
    2,805
    Likes Received:
    4,593
    Location:
    City of Jakarta, Indonesia
    Medals:
    Elemental Multiplier [ELM]

    This one's got some weirdness to it, though there's already details on it in the sub's menu. Regardless, it's worth repeating.
    • If the unit deals damage in an element the target is weak to due to any reason (base element, elemental buffs, extra elements on BB), it gets +50% damage.
    • If the unit's base element is strong against the target, you also benefit from any elemental weakness damage bonuses from leader skills, spheres and extra skills. This means that you only get those bonuses if you're attacking a dark unit with a light unit, or a water unit with a thunder unit, and so on.
    • If the unit attacking is only attacking with the element the target resists, it instead gets a 50% damage reduction.
    • Shields, such as Tridon's BB effect, have their own element. The shield has weaknesses and resistances of its own, without changing the attacking element of the unit with the shield (so a thunder unit with an earth shield takes additional damage from fire, resists thunder damage, deals effective damage against water and is resisted by earth)


    Damage = Damage * IfElemResistance(50% , IfElemWeakness(150% + IfBaseElemWeakness(LS1 + LS2 + Sphere1 + Sphere2 + Extra Skill , 0) , 100%) , 100%)


    The weirdness with base elements being different to buff elements makes that part of the formula a little more finicky than I'd like.



    < Back to Contents list >
     
    Last edited: Dec 30, 2014
    xZixz likes this.
  7. blackrobe

    blackrobe Level 50

    Joined:
    May 18, 2014
    Messages:
    2,805
    Likes Received:
    4,593
    Location:
    City of Jakarta, Indonesia
    Medals:
    Mitigation [MTG]

    Mitigation effects are those such as Darvanshel's BB buff, Grah's leader skill and the elemental mail spheres, as well as numerous other BB, LS and Sphere effects. All Mitigation effects that apply stack additively for a total Mitigation %. Elemental Resistance and Guarding are not types of Mitigation as far as stacking is concerned. They multiply in separately.


    Damage = Damage * (100% - (Mitigation Buff + Mitigation LS1 + Mitigation LS2 + Mitigation Sphere1 + Mitigation Sphere2 + Mitigation Extra Skill))


    It's pretty simple, but the results can be overpowered - enough mitigation to hit 100% will reduce attack damage to 1.



    < Back to Contents list >
     
    Last edited: Dec 30, 2014
    xZixz likes this.
  8. blackrobe

    blackrobe Level 50

    Joined:
    May 18, 2014
    Messages:
    2,805
    Likes Received:
    4,593
    Location:
    City of Jakarta, Indonesia
    Medals:
    Guarding [GRD]

    In global, guarding has the simple effect of halving damage. In JPBF, there are actually spheres that can increase the damage resistance from guarding, which should reach global around the time we get Bariura. Guard bonus spheres subtract their value directly from the 50% multiplier, so a 10% sphere reduces damage taken from 50% to 40%, and so on. This effect is capped at reaching a 0% multiplier (though the game handles damage below 0 by increasing it to 1 in the next step)


    Damage = Damage * IfGuarding( 50% - (Guard Sphere 1 + Guard Sphere 2) , 100% )


    There's potential for other effects from LS, EX skills and buffs to add guard mitigation as well. Right now it's just spheres.



    < Back to Contents list >
     
    Last edited: Dec 30, 2014
  9. blackrobe

    blackrobe Level 50

    Joined:
    May 18, 2014
    Messages:
    2,805
    Likes Received:
    4,593
    Location:
    City of Jakarta, Indonesia
    Medals:
    Distribution [DST]

    Each hit of an attack has a predetermined % multiplier of the total damage calculation up to this point. For example, an attack might be calculated as dealing 50%, 30%, 20% damage - this means the first hit will deal 50% of the total damage calculation, the second will deal 30%, and the third will deal 20%. The game doesn't actually care if this value totals 100% or not - attacks can deal a final damage both above and below 100%.


    Hit Damage = Max( Damage * Hit Distribution Multiplier , 1 )


    At this point if the damage is below 1 for the hit, it's raised up to 1 damage. After this, this does not happen again.



    < Back to Contents list >
     
    Last edited: Dec 30, 2014
    xZixz likes this.
  10. blackrobe

    blackrobe Level 50

    Joined:
    May 18, 2014
    Messages:
    2,805
    Likes Received:
    4,593
    Location:
    City of Jakarta, Indonesia
    Medals:
    Extra Hits [EXH]

    Extra hits are clones of the original hits of the attack. Some sources of extra hits have damage penalties on the cloned hits, and because damage is not raised to 1 any more at this point, this results in those hits dealing 0 damage to units with enough DEF or mitigation to reduce damage to 1. Deathmax has informed me that Selena's UBB sphere adds 2 hits, so it's working additively with other hit count increases.


    Damage = Damage * IfExtraHit( ExtraHitPenalty, 100% )


    Because damage will no longer be increased to 1 at this point, any penalty that reduces damage below 1 will result in 0 damage hits (because the game always rounds down). This is easily seen in metal parade using Hallowed Skull/Sinister Orb.



    < Back to Contents list >
     
    Last edited: Dec 30, 2014
    xZixz likes this.
  11. blackrobe

    blackrobe Level 50

    Joined:
    May 18, 2014
    Messages:
    2,805
    Likes Received:
    4,593
    Location:
    City of Jakarta, Indonesia
    Medals:
    Sparking [SPR]

    Sparking occurs when two attacks land in the same exact frame. If hits spark, they get a bonus multiplier equal to 150% + the sum of all relevant spark bonuses. Like stat buffs, spark buffs only stack if they don't share an ID - which currently means there are no known cases of spark buffs actually stacking (though you can stack spheres and leader skills as normal).


    Damage = RoundDown( Damage * IfSpark((150% + Buff + Sphere1 + Sphere2 + LS1 + LS2) , 100%) )


    As you probably noticed reading that code snippet, damage is rounded down at this point. This means that sparking a 1 damage hit will only increase damage for each 100% total spark multiplier - you need +50% to make a 1 damage hit into a 2 damage hit, +150% to make it into a 3 damage hit, and so on.

    This concludes the normal damage formula. It's pretty complex.



    < Back to Contents list >
     
    Last edited: Dec 30, 2014
    xZixz likes this.
  12. blackrobe

    blackrobe Level 50

    Joined:
    May 18, 2014
    Messages:
    2,805
    Likes Received:
    4,593
    Location:
    City of Jakarta, Indonesia
    Medals:
    ======================================
    Exceptions [EXP]

    This section covers forms of damage which don't follow the normal rules.

    Poison

    Poison deals a fixed amount of damage at the end of each turn equal to 10% of the affected unit's HP. It's not affected by anything else.

    Fixed Damage and HP% Damage

    Fixed Damage attacks deal a certain predefined amount of damage in total, and include effects such as Grah's final attack which is fixed at 9999 damage. HP% Damage refers to effects like Grah's opening attack which deals around 110% of the receiving unit's HP in damage. These attacks are not affected by element or DEF, but are affected by guarding and mitigation. These attacks cannot crit, can spark, and don't care about the attacker's stats at all. (Sparking can matter because there's one unit available to players that has a HP% Damage effect on his BB)

    Damage Reflect

    Damage Reflect acts as a Fixed Damage attack with damage set to the amount of damage the reflect effect reflects (which can be a random % of damage taken).



    < Back to Contents list >
     
    Last edited: Dec 31, 2014
    xZixz likes this.
  13. blackrobe

    blackrobe Level 50

    Joined:
    May 18, 2014
    Messages:
    2,805
    Likes Received:
    4,593
    Location:
    City of Jakarta, Indonesia
    Medals:
    ======================================
    ======================================
    Questions and Answers

    Q: loliflavor
    does that other GGC sphere give an elemental resist thingy?
    A:
    Annnd you immediately point out the one sphere that does this. It grants total immunity to elemental weakness bonuses. Immunity is pretty understandable, I guess. You could just consider it skipping the elemental portion of the damage formula... although what it's actually doing is taking the sum of all elemental damage bonuses (e.g. 0.5 + 1.0 for Maxwell) and then saying "Yup, that's reduced by 100%" and just leaving you with the base 100% damage you had before going into that part of the formula.
    Edit: Apparently it's split into two parts, one which reduces the base 50%, and one which reduces the bonus damage from Mare/Maxwell LS type effects. Edea's GGC sphere just happens to contain both.

    -----------------------------------------
    Q: nopeandnothing

    So how does guarding work against fixed damage attacks? Like Zevalhua's 50k damage attacks. Is it a reduction off the multiplier, or mitigation/Grah type LS where it reduces damage taken by a certain %?
    A:
    Same way it works against normal attacks. Guarding works against everything except poison.
    Also, Zevalhua's big attack isn't 50k damage - it's 500% HP damage. Which is particularly nasty... you need more than 60% mitigation to survive it while guarding; the mitigator unit itself would need more than 80% mitigation as it can't guard in the same turn - and the attack is one of the ones which disable LS.
    So pretty much only Magress and those rare few spheres which have like a 10% chance of 100% mitigation will work. In Global, you could soak a lot of the damage using Tridon's shield - notably as the shield has fixed HP it would be easier for Oracle units to survive using that method.
    One thing you can do about Zevalhua's nuke is cancel it by hitting her hard enough, She'll cancel the first one if you drop her below 70% HP before it fires, and cancel the second if you drop her below 20% HP before it fires. Deathmax is still working on her AI to find out more specifics like what triggers her charging phase for it, though.

    -----------------------------------------
    Q: BFBooger
    If it disables the LS, does that mean +HP leader skills will not be used in the damage value calculation? Grah 6-star x2 would add 70% HP -- so would it be 500% x the base HP before that 70% (but with spheres?).
    The last boss in the holiday winter thing on global now does a 100% HP damage attack -- Tridon is very effective here -- and moreso for units with less HP.
    A:
    The 500% HP attack would remove Grah's bonus and then calculate damage, I expect. Though it's very likely at that point in the fight his LS has long been disabled unless your squad wiped...
    Hrungnir in the winter dungeon actually does 110% HP damage, and the reason Tridon makes you survive is because of his mitigation effect, which reduces it to 99% - increasing max HP also increases the damage %HP attacks deal. They look at your actual max HP at the time damage is calculated.

    -----------------------------------------
    Q: ceram89
    Thanks for the comprehensive guide!
    Have you figured out how sparks affect BC generation yet?
    I was wondering how sparks affect BC generation. To quote that guide:
    If the precise mechanic had been backed out from the code, I would love to know how it works. Or, if the code is available somewhere, I would love to have a look at it and try to figure it out myself.
    A:
    Sorry, we still don't know. The answer is believed to be either "Not at all" or "+1 Drop Check per spark", and I'm honestly starting to think it's more likely the former and we're being lead into bias because we didn't know about overkill bonus originally (sparking increases damage dealt, which accelerates the mob into overkill status which does affect BC drops)
    As for the code, what deathmax gets out of the game is nigh-unreadable to the vast majority of us. Even I struggle with the small parts he uploads for me to look at (and he doesn't upload all of it, so there's nothing I can really show you on the sparking part). Decompiled code can be really ugly to read.

    -----------------------------------------
    Q: cmc_serith
    Enemy units can spark, too. In fact, depending on animation, an enemy unit that attacks multiple times can even spark with itself.
    A: I'm not aware of any cases where enemy units with Fixed or HP% damage attacks get a chance to spark, though (Maybe Cardes if you let Luther/Phee live long enough?). It's only a rare few units with the boss style artwork that have no actual unit animation to lock into that can spark with themselves.

    -----------------------------------------
    Q: fifoez
    Great info. Should be added to the MENU of the subreddit.
    Which unit?
    A:
    The mock unit from raid battle. I don't actually remember his name, but his SBB has a 10% chance of doing 10% HP damage to monsters.
    Edit: He's called Noah. And at least, I think hes a mock unit from raid? Not really familiar with where he comes from.

    -----------------------------------------
    Q: Simhacantus
    This may be obvious, but just to clarify, does Damage Reflect return the damage taken before or after DEF and Mitigation calculations? It would be pretty interesting if it were before.
    A:
    It returns based on actual damage taken. If you reduce the damage taken via DEF or mitigation, you're reducing the damage you reflect as well.
    Makes a mildly interesting use for Tridon's shield, as it has a fixed DEF at a fairly low value, but nothing worth building around.

    -----------------------------------------
    Q: DarkHand
    Fantastic! Thanks for all your hard work.
    I find it interesting that level is not considered in the damage calculations at all. From a 'feels like' perspective it always seemed like the same squad and same items would hit harder when you returned to the same content many levels later, though now I see that it was probably just in my head.
    So does that mean that levels are strictly to gain cost/energy and nothing else?
    A:
    Well, they also increase friend capacity, but yeah. Player level has no bearing on actual gameplay.

    -----------------------------------------
    Q: Aryuto
    High quality as usual - well written and easy to read. I'll definitely be referring to this in the future when doublechecking my work.
    On the conversion bit - does that mean that Lance UBB doesn't work with, say, Priscilla/Bourg SBBs? I'll freely admit I'm dumber than a sack of hammers when it comes to that conversion stuff, though I understand it a lot better now that I've read this. Makes Bourg a lot worse in raids if you want to use Lance, I guess. Not that UBBs have really reliable uptime in the first place...
    A:
    Borgeus and Lance don't stack. They share the same buff ID.
    ...looking at the IDs, I'm wondering if Priscilla stacks with Lance, but it might be a case of the stat being converted from being different making it a unique buff (some buffs share IDs but don't overwrite each other, such as element buffs). It'll be ages before I can potentially test that, though.

    -----------------------------------------
    Q: R34PZ
    In JP, you have the ability to determine the buffs you have correct? Are we talking about the same thing or am I wrong?
    A:
    Some buffs share icons but actually do stack, and I'm not sure how JPBF handles that in the buff display. I don't have a JP account.
    The buff ID system is internal and only visible when datamined.

    -----------------------------------------
    Q: DarwishTheBoss
    Not sure where to ask,i have been wondering since i started in august.How are total sparks calculated?
    A:
    If you mean the actual number of sparks as per the FH bonus or player records, we haven't looked into the code on it, but I imagine it's the sum total of hits involved in each spark, as you can actually spark more than 2 hits at once.
    Not confirmed, but it's more logical than the other possibility in my mind.



    < Back to Contents list >
     
    Last edited: Dec 31, 2014
    xZixz likes this.
  14. HPX

    HPX Moderator

    Joined:
    Oct 20, 2014
    Messages:
    9,453
    Likes Received:
    41,005
    Location:
    VA, USA
    Medals:
    Smh at you

    But good read nonetheless
     
  15. Bryce

    Bryce Level 57

    Joined:
    Feb 6, 2014
    Messages:
    6,359
    Likes Received:
    12,667
    Medals:
    One thing i thought was interesting is how having an oracle typing + tridons elemental shield actually makes a unit more survivable against HP% attacks
     
  16. Burr

    Burr Level 60

    Joined:
    Dec 15, 2013
    Messages:
    8,789
    Likes Received:
    5,436
    Location:
    Canada
    Medals:
    Dang, (y)
     
  17. AngelLeonhart

    AngelLeonhart Level 11

    Joined:
    Aug 12, 2014
    Messages:
    43
    Likes Received:
    4
    Very comprehensive article. Thank you.
     
  18. xZixz

    xZixz Level 9

    Joined:
    Jul 16, 2014
    Messages:
    67
    Likes Received:
    18
    Super thanks for your thread ---
    I spent some of my time reading it carefully to understand as much as I can :p

    Just a fix in your typo or maybe my bad: the simple formula is missing the end-bracket at the end of the calculation of [ FinalCalculationOfATK - FinalCalculationOfDEF ], and a starting-bracket at the beginning of calculating of Critical-Part.
    Sound it should be like this:

    Thanks again for your super posts.
     
    blackrobe likes this.
  19. Rangoon

    Rangoon Level 11

    Joined:
    Mar 9, 2014
    Messages:
    75
    Likes Received:
    11
    so... for max damage output, do you still activate SBB in this order:

    1. Crit buff
    2. Spark buff
    3. Atk+ buff
    4. Def Ignore buff?
     
  20. blackrobe

    blackrobe Level 50

    Joined:
    May 18, 2014
    Messages:
    2,805
    Likes Received:
    4,593
    Location:
    City of Jakarta, Indonesia
    Medals:
    Ah, I see. Great eye and willpower you got there. Take my very thanks for pointing it out! :D

    Spark buff affect hits that isn't landed yet, so it can be casted 4th if you like.
    In short, it is still working if you cast it midway of attacking.
    It is so unlike ATK+ buff where if affect when an attack is ordered (if you cast it midway attacking, the units already attacking won't get the effect)
    But some units can or can't get their own ATK buff when they BB/SBB, I forgot which one can't but mostly can.
     

Share This Page