OLD [Info] Damage Calculations and Stat Maximization
Feb 22, 2016 11:30:18 GMT -6
3ternity, DarkVoltage, and 2 more like this
Post by wolfpackpb on Feb 22, 2016 11:30:18 GMT -6
This information has not been verified or updated since Feb 2016
I've not been actively playing the game / mining the APK / etc so it won't be updated.
*All of this information is extracted from the APK as well as the DB file which is cached on the host Device*
Damage Calculations
Normal Attacks = (((Attack - Defense) * Magnification) * Critical & Element) * Random Variance
Strong Attack 1 = ((((Attack - Defense) + (Spiritual Pressure * 1.2)) * Magnification) * Critical & Element) * Random Variance
Strong Attack 2 = ((((Attack - Defense) + (Spiritual Pressure * 1.5)) * Magnification) * Critical & Element) * Random Variance
Strong Attack 3 = ((((Attack - Defense) + (Spiritual Pressure * 1.8)) * Magnification) * Critical & Element) * Random Variance
Special Attack = ((((Attack - Defense) + (Spiritual Pressure * 5)) * Magnification) * Critical & Element) * Random Variance
*BIG NOTE* In PvP your HP is about 10 * Stamina and your Defense is divided by 3!!! So Defense is not very valuable but stamina is VERY valuable.
Variable Breakdown
Attack = Your Character's Attack
Defense = Your Opponent's Defense
Spiritual Pressure = Your Character's SP
Magnification
-A decimal value which splits the final damage equally across attack animation. IE if your Special 1 has 3 seperate swings this value will be .33
-Special: the final strike of your normal attack string, IE if you get the full Normal Attack combo is normally a 1.2 Magnitude, so your final strike does 20% more damage.
-Magnification is specific to the character, you can find a listing here: Character Data by Mac2492
Critical & Element
-This is the additive bonus from Critical Hits and Elemental Strength/Weakness.
-Opponent is Weak to Own Element and it's a Critical? 170% Damage
-Opponent is Strong to Own Element and It's a Critical? 90% Damage
-Opponent is Weak to Own Element and It's a Normal Hit? 150% Damage
-Opponent is Strong to Own Element and It's a Normal Hit? 70% Damage
Random Variance
This is a random number between .95 and 1.05 which is used to create a range of possible damage.
Stat Breakdown
+1 Attack grants +1 Damage to ALL attacks.
+1 Defense reduces Damage Received by 1 for ALL attacks (Note: Defense Divided by 3 for PvP)
+1 SP adds damage to Strong Attacks only, but does so at an increased rate, 120%, 150%, 180% and 500% of your SP is added onto your Strong Attacks.
Buffs, Purchased and Skill-Based
The purchased buff before any PvP or PvE match applies to your Base Attack + Defense before combat; IE the Attack and Defense variables in the above calculations.
The Skill based buffs are multiplied After the Random Variance, so Skill based are increases based on the Normal Final Damage
General Rules for Accessories
Don't be a slave to the "Stack Attack All day with 2 Gloves and a Chappy", think smart and maximize your effectiveness! Remember accessory is an increase in % of a stat, so if you have 200 attack and 400 Spirit Pressure you will be gaining a lot more stats out of a Shinten then a Glove. This also applies to Stamina, which is always our highest stat by a decent margin.
Does the Accessory match your Character's Color? No? Then you probably don't want to use it.
Is your character's SP higher than their Attack? Are their strong attacks used often and effectively? Then you gain a lot more benefit from grabbing a 2 or 3* Spirit Pressure Accessory and you should NEVER use a Chappy. Tessai is a good example of this type of character.
When you get that spirit orb do you smash the face of this character like it will save your life? Definitely don't use a chappy and focus on Spirit Pressure.
Does your character attack quickly and mainly use Strongs to close the gap? Then go for a Chappy and Glove combo! Grimmjow is a good example of this one.
What do I use? Any Combination of Glove, Cookie and Shinten 2 - 3*, always matching Color.
Obviously there are 4 and 5* accessory that take special consideration, but the majority of players won't need to worry about it for a long time or ever.
General Rules for Soul Links
Generally speaking the only useful Soul links are Normal Attack+, Strong Attack+, Cool-down Reduction and Evasion. But it's not as simple as using only these, generally you want to try and stack 1 if possible and usually it really depends on your character's current soul trait.
Normal Attack + : If you have a high attack and fast attacking character this is extremely valuable, this is a % based so having +50 Normal Attack gives 50% more damage on Normal Attacks.
Strong Attack + : If you have a character with high attack and very useful Strong Attacks this could be even more valuable than normal. Since it's also % based you could get a 30 second CD Special that almost one shots an opponent. High burst characters like arrancar orohime love stacking this.
Cool-Down Reduction : this one is honestly very lackluster unless your character already has it as their base, if you are able to stack this to it's maximum it is VERY effective combined with a high Spirit Pressure.
Evasion : This one is by far the best assuming your character has evasion already and you can stack it above 35%. If you can't reach 35% don't bother with it.
Damage Reduction : With Defense being a very poor way to cut down on damage taken this link is extremely useful. Currently the max you can get is 32% but that's quite a bit and can make or break a match.
*Note, these general rules are my own opinions and what I have found through experience / number crunching. Do not take it as cold hard fact.*
Thanks for reading, I hope you leave this post with some good information!
I've not been actively playing the game / mining the APK / etc so it won't be updated.
*All of this information is extracted from the APK as well as the DB file which is cached on the host Device*
Damage Calculations
Normal Attacks = (((Attack - Defense) * Magnification) * Critical & Element) * Random Variance
Strong Attack 1 = ((((Attack - Defense) + (Spiritual Pressure * 1.2)) * Magnification) * Critical & Element) * Random Variance
Strong Attack 2 = ((((Attack - Defense) + (Spiritual Pressure * 1.5)) * Magnification) * Critical & Element) * Random Variance
Strong Attack 3 = ((((Attack - Defense) + (Spiritual Pressure * 1.8)) * Magnification) * Critical & Element) * Random Variance
Special Attack = ((((Attack - Defense) + (Spiritual Pressure * 5)) * Magnification) * Critical & Element) * Random Variance
*BIG NOTE* In PvP your HP is about 10 * Stamina and your Defense is divided by 3!!! So Defense is not very valuable but stamina is VERY valuable.
Variable Breakdown
Attack = Your Character's Attack
Defense = Your Opponent's Defense
Spiritual Pressure = Your Character's SP
Magnification
-A decimal value which splits the final damage equally across attack animation. IE if your Special 1 has 3 seperate swings this value will be .33
-Special: the final strike of your normal attack string, IE if you get the full Normal Attack combo is normally a 1.2 Magnitude, so your final strike does 20% more damage.
-Magnification is specific to the character, you can find a listing here: Character Data by Mac2492
Critical & Element
-This is the additive bonus from Critical Hits and Elemental Strength/Weakness.
-Opponent is Weak to Own Element and it's a Critical? 170% Damage
-Opponent is Strong to Own Element and It's a Critical? 90% Damage
-Opponent is Weak to Own Element and It's a Normal Hit? 150% Damage
-Opponent is Strong to Own Element and It's a Normal Hit? 70% Damage
Random Variance
This is a random number between .95 and 1.05 which is used to create a range of possible damage.
Stat Breakdown
+1 Attack grants +1 Damage to ALL attacks.
+1 Defense reduces Damage Received by 1 for ALL attacks (Note: Defense Divided by 3 for PvP)
+1 SP adds damage to Strong Attacks only, but does so at an increased rate, 120%, 150%, 180% and 500% of your SP is added onto your Strong Attacks.
Buffs, Purchased and Skill-Based
The purchased buff before any PvP or PvE match applies to your Base Attack + Defense before combat; IE the Attack and Defense variables in the above calculations.
The Skill based buffs are multiplied After the Random Variance, so Skill based are increases based on the Normal Final Damage
General Rules for Accessories
Don't be a slave to the "Stack Attack All day with 2 Gloves and a Chappy", think smart and maximize your effectiveness! Remember accessory is an increase in % of a stat, so if you have 200 attack and 400 Spirit Pressure you will be gaining a lot more stats out of a Shinten then a Glove. This also applies to Stamina, which is always our highest stat by a decent margin.
Does the Accessory match your Character's Color? No? Then you probably don't want to use it.
Is your character's SP higher than their Attack? Are their strong attacks used often and effectively? Then you gain a lot more benefit from grabbing a 2 or 3* Spirit Pressure Accessory and you should NEVER use a Chappy. Tessai is a good example of this type of character.
When you get that spirit orb do you smash the face of this character like it will save your life? Definitely don't use a chappy and focus on Spirit Pressure.
Does your character attack quickly and mainly use Strongs to close the gap? Then go for a Chappy and Glove combo! Grimmjow is a good example of this one.
What do I use? Any Combination of Glove, Cookie and Shinten 2 - 3*, always matching Color.
Obviously there are 4 and 5* accessory that take special consideration, but the majority of players won't need to worry about it for a long time or ever.
General Rules for Soul Links
Generally speaking the only useful Soul links are Normal Attack+, Strong Attack+, Cool-down Reduction and Evasion. But it's not as simple as using only these, generally you want to try and stack 1 if possible and usually it really depends on your character's current soul trait.
Normal Attack + : If you have a high attack and fast attacking character this is extremely valuable, this is a % based so having +50 Normal Attack gives 50% more damage on Normal Attacks.
Strong Attack + : If you have a character with high attack and very useful Strong Attacks this could be even more valuable than normal. Since it's also % based you could get a 30 second CD Special that almost one shots an opponent. High burst characters like arrancar orohime love stacking this.
Cool-Down Reduction : this one is honestly very lackluster unless your character already has it as their base, if you are able to stack this to it's maximum it is VERY effective combined with a high Spirit Pressure.
Evasion : This one is by far the best assuming your character has evasion already and you can stack it above 35%. If you can't reach 35% don't bother with it.
Damage Reduction : With Defense being a very poor way to cut down on damage taken this link is extremely useful. Currently the max you can get is 32% but that's quite a bit and can make or break a match.
*Note, these general rules are my own opinions and what I have found through experience / number crunching. Do not take it as cold hard fact.*
Thanks for reading, I hope you leave this post with some good information!