Build planner for PSO2: New Genesis.
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ngsplanner/src/NOTES.md

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useEffect(()=>{
setRawDmg(((weaponTotalAtk*dmgVariance)+baseAtk-enemyDef)*multipliers/5)
},[weaponTotalAtk,dmgVariance,baseAtk,enemyDef,multipliers])
**Hello**
Base Damage = (Attack Power - Enemy Defense)
* (all multipliers, including Attack Multiplier, Part Multiplier, Main Class Weapon Boost, Class Skill Multiplier, etc.)/5
Attack Multiplier based on Normal Atk or PA used NEED TO ADD TO DB
Part Multiplier Usually 1 or 1.5 CUSTOM FIELD - db way later?
Elemental Weakness Multiplier 1.2 CHECKBOX - db way later?
Main Class Weapon Boost 1.1 AUTO - already in db
Class Skill Multiplier NEED TO ADD TO DB
Equip Multipliers
Augment AUTO - already in db
Elemental Weapon 1.15 against weak, 1.1 against non-weak DROPDOWN
Crit Multis 1.2 base + whatever AUTO - (preset skill termina, already in db)
Appropriate Distance FOR UI, CHECK IF BELOW THEN SHOW DROPDOWN
Assault Rifle Close Range 1.1, Mid Range 1.2, Long Range 1.0
TMG Close Range 1.1, Mid Range 1.2, Long Range 1.0
Wired Lance Short Range 1.0, Mid Range 1.2
Food Boost AUTO - ALREADY IN DB
Field Effects Region Mag 1.05, Drone Boost 1.1 CHECKBOX
Status Ailment to Player burn 0.9-0.95 IDC RN - IMPLEMENTED VIA CUSTOM BOX
Enemy Special Corrections
UQ Boss BREAK damage 2.0 CHECKBOX -> ENEMY
Gigantix 0.5 CHECKBOX -> ENEMY
Enemy Shifta/Deband worry later
High-Level Enemy Enemy level >=5 player level, dmg x 0
https://docs.google.com/spreadsheets/d/1F952a5BxqlbnB2DWQWWdjiCB_6xI70Gc6FQDU2OUOT4/edit#gid=0
Data Verfication Data
https://docs.google.com/spreadsheets/d/1_OgubzM5QFe4rua4Xu0GSMAI8Idoq8r2yI8Ioyec6oY/edit#gid=661779228
MORE DATABASE STUFF
LATER Enemy Data
Level
Defense
Attack Power
-> custom field [Level, Defense, Atk Power] <-
Patty Size
5oz
7oz
2. The players maximum Attack Power is determined by the level of the enemy. If the attack power is over a certain value, it will be corrected down (e.g. Lv1=900, Lv10=1068, Lv20=1292).
3. Calculate the Base Damage using the following formula.
 Base Damage = (Attack Power - Enemy Defense) * (all multipliers, including Attack Multiplier, Part Multiplier, Main Class Weapon Boost, Class Skill Multiplier, etc.)/5
4. Round the Base Damage to the nearest whole number to get the final damage."
___
**Edge Cases**
**Hunter** Volkraptor
**Gunner Sux** Chain Boost
**Force** Photon Flare Short Charge
**Techter** Deband PP Recovery Boost
Deband Ward Bad Condition
Chain Build Power = 60 * (Power when building 100 chain with that PA + (Power of 100 Chain, C Point Blank * 1 + Point Blank * 2 + Onslaught) + (Power of S Roll * 3))
÷ (Frame Count when building 100 chain with that PA + (Frame Count of C Point Blank * 1 + Point Blank * 2 + Onslaught) + (Frames of S Roll * 3)) = 60 * (PA power * (100 / hit count) + 2*(C Point*1 + Point*2 + Onslaught) + S Roll*3 power)/((PA frames / 1.2)*(100 / hit count)+30+(62*3+38+38*3)/1.2)
___
TABLE class_skill{
id int [pk,increment,unique]
name text
class_id int
icon text
description text
}
TABLE class_skill_data{
id int [pk,increment,unique]
name text
class_skill_id int
dependency text
level int
effect text
duration int
cooldown int
damage_taken float
pa_potency float
conditional_buff boolean
pp_recovery float
property text
all_damage_buff float
active_pp_recovery float
status_ailment_accum float
status_ailment_duration float
pp_consumption float
max_hp_decrease float
natural_pp_recovery float
added_pp int
pb_gauge_fortification float
}
*/