notes for formulas

This commit is contained in:
dudleycu 2021-09-01 00:38:04 +09:00
parent 4945bc99fc
commit 2d3893309e

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@ -5,34 +5,85 @@ useEffect(()=>{
**Hello** **Hello**
**Min** =
(
(
( Weapon Attack Power + Weapon Enhancement)
* Minimum Damage Variance
)
+ Base Attack Power
- Enemy Defense
)
* Multipliers
/ 5
**Max** =
(
Weapon Attack Power
+ Weapon Enhancement
+ Base Attack Power
- Enemy Defense
)
* Multipliers
/ 5
**Average Non-Crit** =
(
Min
+ Max
)
/ 2
**Crit Damage** =
Crit Damage Multipliers *Innate 1.2, Fixa Termina*
* Max
**Crit Rate** =
Innate 0.05
+ Resurgir Potential (Checkbox)
+ Fixa Fatale
**Effective Damage** =
Average Non-Crit
+ Crit Rate
* (
Max
* Crit Damage
- Average Non-Crit
)
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 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? **Checkbox** Part Multiplier Usually 1 or 1.5 CUSTOM FIELD - db way later?
Elemental Weakness Multiplier 1.2 CHECKBOX - db way later? **Checkbox** Elemental Weakness Multiplier 1.2 CHECKBOX - db way later?
Main Class Weapon Boost 1.1 AUTO - already in db **Auto** Main Class Weapon Boost 1.1 AUTO - already in db
Class Skill Multiplier NEED TO ADD TO DB **Auto** Class Skill Multiplier NEED TO ADD TO DB
Equip Multipliers Equip Multipliers
Augment AUTO - already in db **Selector** Augment AUTO - already in db
Elemental Weapon 1.15 against weak, 1.1 against non-weak DROPDOWN **Dropdown** 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) **Auto** Crit Multis 1.2 base + whatever AUTO - (preset skill termina, already in db)
Appropriate Distance FOR UI, CHECK IF BELOW THEN SHOW DROPDOWN **Radio Button** Appropriate Distance FOR UI, CHECK IF BELOW THEN SHOW DROPDOWN
Assault Rifle Close Range 1.1, Mid Range 1.2, Long Range 1.0 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 TMG Close Range 1.1, Mid Range 1.2, Long Range 1.0
Wired Lance Short Range 1.0, Mid Range 1.2 Wired Lance Short Range 1.0, Mid Range 1.2
Food Boost AUTO - ALREADY IN DB **Selector** Food Boost AUTO - ALREADY IN DB
Field Effects Region Mag 1.05, Drone Boost 1.1 CHECKBOX **Need - Check Drome??** 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 Status Ailment to Player burn 0.9-0.95 IDC RN - IMPLEMENTED VIA CUSTOM BOX
Enemy Special Corrections Enemy Special Corrections
UQ Boss BREAK damage 2.0 CHECKBOX -> ENEMY **Radio Button** UQ Boss BREAK damage 2.0 CHECKBOX -> ENEMY
Gigantix 0.5 CHECKBOX -> ENEMY **Radio Button** Gigantix 0.5 CHECKBOX -> ENEMY
Enemy Shifta/Deband worry later Enemy Shifta/Deband worry later
High-Level Enemy Enemy level >=5 player level, dmg x 0 **Input Number** High-Level Enemy Enemy level >=5 player level, dmg x 0
**Input Number** Enemy Defense
Base Damage = (Attack Power - Enemy Defense)
* (all multipliers, including Attack Multiplier, Part Multiplier, Main Class Weapon Boost, Class Skill Multiplier, etc.)/5
@ -49,11 +100,6 @@ LATER Enemy Data
-> custom field [Level, Defense, Atk 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). 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. 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  Base Damage = (Attack Power - Enemy Defense) * (all multipliers, including Attack Multiplier, Part Multiplier, Main Class Weapon Boost, Class Skill Multiplier, etc.)/5