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Revision as of 18:03, 10 June 2021 by Blead (talk | contribs) (Add Talis WA hit count, use non-asian slashes)
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Tests were done against lv.15 Pedas Sword in Great Wall Tower quest (587 defense). Again, the damage formula is referenced from ものさし's spreadsheet.

I might edit these info into the actual wiki pages later under their respective Skills/Photon Arts/Techniques.

The power notation is basically a percentage multiplier in the damage formula. For example, an uncharged Barta deals 250 * 0.6 = 150% damage, which is a 1.5 multiplier in calculation

If you notice any errors or get different results, feel free to poke me for corrections. Lastly, if anyone with a good PC is willing to record and count frames for any of these (or any other attacks in the game really), I would be very grateful.


Rod

Nothing has changed for Rod from CBT. Cancel timings have been noticeably improved though.

Name Power Distribution Effective Power Notes
Normal Attack
通常攻撃
120 1.0 120 All 3 normals do the same damage.
Step Attack
ステップアタック
170 1.0 170
Step Counter
ステップカウンター
300 1.0 300
Dash Attack
ダッシュアタック
250 1.0 250
Dive Attack
ダイブアタック
200 1.0 200
Elemental Bullet
エレメンタルバレット
200 1.0 200 Fires 2 bullets of the same element of the technique cast.
Considered as an uncharged tech counting towards Barta Blot/Zonde-clad.
Only hits once per enemy.

Talis

Talis received a full rework. Its PAs set the cards in different formations around the player, significantly altering subsequent technique casts.

Name Power Distribution Effective Power Notes
Normal Attack 1
通常攻撃1段
85 1.0 85
Normal Attack 2
通常攻撃2段
90 1.0 90
Normal Attack 3
通常攻撃3段
120 1.0 120
Step Attack
ステップアタック
120 1.0 120
Step Counter
ステップカウンター
250 1.0 250
Dash Attack
ダッシュアタック
250 1.0 250
Dive Attack
ダイブアタック
200 1.0 200
Weapon Action
武器アクション
9 1.0 * 18 9 Places a stationary card which will continuously attack a nearby or targeted enemy.
Each shot recovers PP.
Weapon Action (Multi-lock)
武器アクション(マルチロック)
3 1.0 * 18 3 Places a stationary card which will continuously attack multiple nearby enemies.
Each shot recovers PP.
Perforated Shoot
パーフォレイトシュート
150 1.0 150
Perforated Shoot/Technique
パーフォレイトシュート/テクニック
128 1.0 128 Replace technique casts with single elemental bullets of the same element.
Spread Feather
スプレッドフェザー
410 0.38 + 0.62 155.8 + 254.2 Second hit can be cancelled.
Spread Feather (1st Stage)/Technique
スプレッドフェザー1段/テクニック
123 1.0 123 Replace technique casts with triple elemental bullets of the same element.
Only hits once per enemy.
Spread Feather (2nd Stage)/Technique
スプレッドフェザー2段/テクニック
127 1.0 127 Replace technique casts with radial elemental bullets of the same element around the player.
Only hits once per enemy.

Wand

I have not tested Wand yet.

Fire Techs

Fire received straight power buffs compared to CBT, except charged Gifoie.

Name Power Distribution Effective Power Notes
UINGSTechFoie.png
Foie
フォイエ
240 Uncharged: 0.6 + 0.05 * 3
Charged: 1.0
Uncharged: 144 + 12 * 3
Charged: 240
UINGSTechGifoie.png
Gifoie
ギ・フォイエ
380 Uncharged: 0.15 * 3
Charged: 0.33 * 3
Uncharged: 57 * 3
Charged: 125.4 * 3

Ice Techs

Ice techs have stacking mechanic similar to Ilbarta in PSO2 from the skill "Barta Blot" (バータブロット). Using uncharged ice techs on an enemy multiple times will create an ice marker (4 times for first level, 7 times for second level). Barta Blot can be detonated for an additional damage with a charged ice tech. The additional damage occurs on the location hit by the charged tech, regardless of where the marker is.

Compared to CBT, Ice received overall power buffs, and Barta Blot detonations now deal the same damage regardless of the tech used. I am quite surprised that the changes make sense.

Name Power Distribution Effective Power Notes
UINGSTechBarta.png
Barta
バータ
250 Uncharged: 0.6
Charged: 1.0
Uncharged: 150
Charged: 250
UINGSTechGibarta.png
Gibarta
ギ・バータ
225 Uncharged: 0.6
Charged: 1.0
Uncharged: 135
Charged: 225
Barta Blot 4
バータブロット4
200 1.0 200
Barta Blot 7
バータブロット7
400 1.0 400

Lightning Techs

Lightning techs also got a unique gimmick with the skill "Zonde-clad" (ゾンデクラッド). Landing 10 hits with uncharged lightning techs will give the player a lightning aura effect. This can be accumulated over multiple enemies as only the number of hits matter. With Zonde-clad aura, the next charged lightning tech will deal more damage. Zonde-clad is consumed after a single charged cast and needs to be reaccumulated.

Compared to CBT, Lightning also got power buffs. Not much to say here honestly.

Name Power Distribution Effective Power Notes
UINGSTechZonde.png
Zonde
ゾンデ
260 Uncharged: 0.6
Charged: 0.25 * 2 + 0.5
Zonde-clad: 0.25 * 2 + 1.0
Chain: 0.54
Uncharged: 156
Charged: 65 * 2 + 130
Zonde-clad: 65 * 2 + 260
Chain: 140.4
Uncharged and Zonde-clad Zonde produce chain lightning to nearby enemies.
The damage is the same.
UINGSTechGizonde.png
Gizonde
ギ・ゾンデ
270 Uncharged: 0.06 * 10
Charged: 0.25 * 2 + 0.5
Zonde-clad: 0.25 * 2 + 1.0
Uncharged: 16.2 * 10
Charged: 67.5 * 2 + 135
Zonde-clad: 67.5 * 2 + 270


Old writeup from Global CBT. Click button on the right to expand.

All tests were done during Global CBT (May 14th to 16th) against lv.10 enemies with 534 defense. The damage formula is referenced from ものさし's spreadsheet. Damage notations have also been cross-checked against said sheet and I can confirm that the values listed there are all correct for wand actions and techs.

For actual (still incomplete as of now) information, see the actual pages from the linked navigation. Table layouts are also modified from those pages. Thanks. I might edit these info into the actual pages later on the official launch once we have a better understanding of how things work.

Note for those unfamiliar to how power notation works. It is basically expressed as a percentage multiplier for damage in practice. For example, an uncharged Barta deals 150 * 0.8 = 120% damage, while a charged Barta deals 150 * 1.0 = 150% damage.

If you notice any errors or get different results, feel free to poke me for corrections. Lastly, if anyone with a good PC is willing to record and count frames for any of these (or any other attacks in the game really), I would be very grateful.

Rod

Name Power Distribution Notes
Rod Actions
ロッドアクション
(100) Normal Attack: 1.2
Step Attack: 1.7
Step Counter: 3.0
Dash Attack: 2.5
Dive Attack: 2.0
All 3 normals do the same damage.

Wand

Name Power Distribution Notes
Wand Actions
ウォンド
アクション
(100) 1st Normal Attack: 1.0
2nd Normal Attack: 1.05
3rd Normal Attack: 1.25
Step Attack: 1.6
Step Counter: 4.2
Guard Counter: 3.8
Tech Explosion: 0.4
Dash Attack: 2.8
Dive Attack: 2.0
UINGSPhotonArtRapidSmash.png
Rapid Smash
ラピッドスマッシュ
550 Uncharged: 0.32
Charged: 1.0
UINGSPhotonArtWaveHit.png
Wave Hit
ウェーブヒット
400 0.46 + 0.54 Second hit can be cancelled.

Fire Techs

Name Power Distribution Notes
UINGSTechFoie.png
Foie
フォイエ
220 Uncharged: 0.6 + 0.05 * 3
Charged: 1.0
UINGSTechGifoie.png
Gifoie
ギ・フォイエ
430 Uncharged: 0.12 * 3
Charged: 0.33 * 3

Ice Techs

Ice techs have stacking mechanic similar to Ilbarta in PSO2. Using uncharged ice techs on an enemy multiple times will create an ice marker called "Barta Blot" (バータブロット) (4 times for first level, 7 times for second level). Barta Blot can be detonated for an additional damage with a charged ice tech. The additional damage occurs on the location hit by the charged tech, regardless of where the marker is.

Name Power Distribution Notes
UINGSTechBarta.png
Barta
バータ
150 Uncharged: 0.8
Charged: 1.0
Blot 4: 1.0 + 1.33
Blot 7: 1.0 + 2.33
The detonations probably have their own power notations instead of being tied to Barta which would give us round numbers (4: 200, 7: 350).
UINGSTechGibarta.png
Gibarta
ギ・バータ
170 Uncharged: 0.8
Charged: 1.0
Blot 4: 1.0 + 0.88
Blot 7: 1.0 + 1.53
Same as Barta, if we multiply the detonate notations with Gibarta power we get nice numbers (4: 150, 7: 260). I don't really get why they made this weaker but okay.

Lightning Techs

Lightning techs also got a unique gimmick. Landing 10 hits with uncharged lightning techs will give the player a lightning aura effect. This can be accumulated over multiple enemies as only the number of hits matter. This state is called "Zonde-clad" (ゾンデクラッド). With Zonde-clad, the next charged lightning tech will deal more damage. Zonde-clad is consumed after a single charged cast and needs to be reaccumulated.

Name Power Distribution Notes
UINGSTechZonde.png
Zonde
ゾンデ
210 Uncharged: 0.64
Charged: 0.25 * 2 + 0.5
Zonde-clad: 0.25 * 2 + 1.25
Chain: 0.576
Uncharged and Zonde-clad Zonde produce chain lightning to nearby enemies. The damage is the same at 0.576.
UINGSTechGizonde.png
Gizonde
ギ・ゾンデ
185 Uncharged: 0.09 * 10
Charged: 0.25 * 2 + 0.5
Zonde-clad: 0.25 * 2 + 1.0