Main Page

Portal:Essence/Damage Formula

From Arks-Visiphone
Revision as of 19:37, 17 April 2021 by Frey8914 (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Final damage = (total attack power + additional chip attack power-enemy defense power) x action multiplier x multiplication chip multiplier x PSE multiplier x random number?

Total attack power = bare hand attack power + 1.45 × (weapon attack power + attribute attack power)

Elemental Attribute

Attribute attack power = Weapon attack power x Attribute value multiplier

Magnification of attribute value = (4 x weakness attribute value + 300) / 500

For non-weakness attributes, attribute value multiplier = non-weakness attribute value / 500

Pursuit

Also known as "chase" damage where the initial damage dealt is followed up by a second damage number that is based on the initial damage.

Pursuit Damage = Final Damage x Total Multiplier of Activated Pursuit Chips

Frame Stacking

Chips have different multiplier frames that are additive within the same frame type but multiplicative with different frame types. How this is calculated is as follows:

Base F Frame Multiplier: 100%

With +120% F Frame Chip : 100% + 120% = 220%

With another 140% F frame Chip : 100% + 120% + 140% = 360%

With a 100% E Frame Chip: 360% x (100%+100%) = 360% F Frame x 200% E Frame = 720%

Multiplication chip magnification = (1 + A frame chip total magnification) x (1 + B frame chip total magnification) x C frame x D frame x E frame x ……

Deck Score

Palette Evaluation Formula
Palette Score = A x B x C + D

Where
A = ATK + ("ATK Boost" x 0.23)
B = (1 + "A Frame %" / 100) x (1 + "B Frame %" / 100) x (1 + "C Frame % / 100) x etc...
C = (1 + "Bonus Effect 1" / 100) x (1 + "Bonus Effect 2" / 100) x (1 + "Bonus Effect 3" /100) x etc...
D = HP + CP + Total Attribute Value + Quest Matching Attribute Value


Bonus Effects:
Bonus Effects are calculated differently from Frame multipliers depending on the specific effect.

CP Cost Reduction: Use % value of Cost Reduction
Recover CP on Activation: (Recovery Value x 0.5)%
Enhance CP Recovery: 2%
Recover CP at Regular Intervals: (Recovery Value x 0.6)%
Recover CP every 3 JAs: Use Recovery Value %
Enhance Attack Speed: 3%
All Attacks JA: 300%