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**
**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] <-
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
}
*/