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

5.0 KiB

useEffect(()=>{ setRawDmg(((weaponTotalAtk*dmgVariance)+baseAtk-enemyDef)*multipliers/5) },[weaponTotalAtk,dmgVariance,baseAtk,enemyDef,multipliers])

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 )

                      Attack Multiplier 				based on Normal Atk or PA used						NEED TO ADD TO DB
      

Checkbox Part Multiplier Usually 1 or 1.5 CUSTOM FIELD - db way later? Checkbox Elemental Weakness Multiplier 1.2 CHECKBOX - db way later? Auto Main Class Weapon Boost 1.1 AUTO - already in db Auto Class Skill Multiplier NEED TO ADD TO DB Equip Multipliers Selector Augment AUTO - already in db Dropdown Elemental Weapon 1.15 against weak, 1.1 against non-weak DROPDOWN Auto Crit Multis 1.2 base + whatever AUTO - (preset skill termina, already in db) 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 TMG Close Range 1.1, Mid Range 1.2, Long Range 1.0 Wired Lance Short Range 1.0, Mid Range 1.2 Selector Food Boost AUTO - ALREADY IN DB 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 Enemy Special Corrections Radio Button UQ Boss BREAK damage 2.0 CHECKBOX -> ENEMY Radio Button Gigantix 0.5 CHECKBOX -> ENEMY Enemy Shifta/Deband worry later

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

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] <-

  1. 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. 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
  3. 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 Point1 + Point2 + Onslaught) + S Roll3 power)/((PA frames / 1.2)(100 / hit count)+30+(623+38+383)/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 }

*/