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(Created page with "{{Header Notch|Elemental DMG Factors}} For the following section on Elemental DMG, they share many similarities with their counterpart Physical DMG, but have very noticeable differences too. <h6><u>2.1 Character’s ATK Stat</u></h6> Total ATK Stat is mostly composed of base ATK Stat, memory Stats, weapon Stats and relevant memory resonances. Fixed increases of ATK goes here.<br><br> Electricity Add-ons from Norman: Revival Plan is an example here.<br><br> <i>“'''Attac...")
 
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{{Header Notch|Elemental DMG Factors}}
For the following section on Elemental DMG, they share many similarities with their counterpart Physical DMG, but have very noticeable differences too.
<h6><u>2.1 Character’s ATK Stat</u></h6>
Total ATK Stat is mostly composed of base ATK Stat, memory Stats, weapon Stats and relevant memory resonances. Fixed increases of ATK goes here.<br><br>
Electricity Add-ons from Norman: Revival Plan is an example here.<br><br>
<i>“'''Attack''' of the entire team '''increases by 50'''”</i>
<h6><u>2.2 Skill Scaling</u></h6>
The base percentage of DMG dealt by the specific skill.<br><br>
Karenina: Ember Basic Attack is an example here.<br><br>
<i>“Enhanced: Basic Attacks deal '''720%''' Fire DMG.”</i>
<h6><u>2.3 {{o|Buffs}}</u></h6>
Different types of buff factors are typically '''multiplicative''' and <u>NOT</u> '''additive'''. An exception is Final ATK. Remember that the formula for most buff factors is (1 + {{o|Buff}}).<br><br>
To calculate Elemental DMG, please consult [[#1|this section]].<br><br>
However if 2 separate buffs are part of the same factor (e.g. both are considered Extra DMG Bonus buffs), they are '''additive'''. <br><br>
To add on, if 2 buffs have the same origin (e.g. apply 2-piece Guinevere twice from 2 different characters’ healing), they do <u>NOT</u> stack, and the duration of the buff is refreshed.<br><br>
The buffs (for Elemental DMG) are as follows:
<h6><u>2.3.1 {{o|ATK Increase}}</u></h6>
Any percentage increase to ATK Stat. <br><br>
Luna: Laurel Leader skill is an example here.<br><br>
<i>“Dark DMG of all members increases by 10% and Attacker’s '''ATK increases by 5%'''.”</i><br>
For this case only <i>“'''ATK increases by 5%'''”</i> is relevant to this buff.
<h6><u>2.3.2 {{o|Final ATK}}</u></h6>
Found in any fixed increases to ATK in CUBs passive skills.<br><br>
Noctua Passive Skill: Resonance is an example here.<br><br>
<i>“'''Increases''' the carrier’s '''Attack by 60'''.”</i><br>
(The skill does not specify Final ATK but it is certainly classified under Final ATK, not under ATK Stat.)<br><br>
Also found in 2 of the weapon resonances, specifically:<br>
<span style="color:#FF1694;">Incandescence</span> (Weapon's '''final ATK''' is '''increased by 15%''' at the start of battle. No duration limit.)<br>
<span style="color:#FF1694;">Glorious Afterglow</span> ('''Final ATK''' of the weapon '''increases by 30%''' for 8s upon a 3-ping. Duration resets upon a repeated trigger.)<br><br>
Final ATK is always a fixed value, as its nature is slightly similar to Base ATK Stat, and should not be converted to its decimal form. If you don’t understand, check [[#1|Elemental DMG Full Formula]].<br><br>
Final ATK <u>DOES NOT</u> directly affect the final DMG output (after all calculations), it only affects ATK Stat. In other words, Final ATK is a further increase in ATK, but the value of Final ATK is unaffected by ATK Increase.<br><br>
Yet, a strange feature of these weapon resonances across many, if not all, 6★ weapons is that they are not calculated by using the weapon’s real ATK Stat, but collectively use an artificial ATK Stat of 500.<br>(i.e. <span style="color:#FF1694;">Incandescence</span> will increase ATK Stat by 75, since 15% x 500 = 75; there is a small chance this info is outdated.)
<h6><u>2.3.3 {{o|Elemental DMG Increase}}</u></h6>
Any percentage increase that specifically applies to Elemental / Dark / Fire / Ice / Lightning DMG.<br><br>
Bathlon 2-piece memory set skill and Samantha 2-piece memory set skill are examples here.<br><br>
''“All ATK increases by 3% and '''Dark DMG increases by 7%.'''”''
''“Next healing effect '''increases''' the target’s '''Elemental DMG by 8%''' for 4s.”''
<h6><u>2.3.4 {{o|Basic DMG Increase}}</u></h6>
<h6><u>2.3.5 {{o|Extra DMG Bonus}}</u></h6>
Any percentage increase to DMG not covered by those above falls under this category.<br>
Most typically defined as “Extra DMG Bonus increases by...”<br><br>
Levi-Gun Type Zero skill and Vanguard Class skill are examples here. <br><br>
''“Laser Shot's '''Extra DMG Bonus increases by 50%'''.”''<br>
''“Gain '''+20% DMG''' and 20% HP worth of shield for 10s whenever the character enters the battle.”''
<h6><u>2.4 {{b|Debuffs}}</u></h6>
Likewise, different types of debuff factors are '''multiplicative''' and <u>NOT</u> '''additive''', and vice versa if the same type. Remember that the formula for any given debuff factor is (1 - {{b|Debuff}}). All debuffs are protective numbers that reduce DMG taken.<br><br>
To add on, if 2 debuffs have the same origin (e.g. apply 2-piece Einsteina twice from 2 different characters’ QTE), they do <u>NOT</u> stack, and the duration of the debuff is refreshed.
<h6><u>2.4.1 {{b|Physical Resistance}}</u></h6>
A typically unknown percentage of Elemental / Dark / Fire / Ice / Lightning Resistance exists for all mobs.<br>
This stat is difficult to determine, as there are no explicit values in-game for reference. Players must obtain this value by continuous testing on the same specific mob to acquire a rough estimate of what this value is.<br>
'''This value may vary from mob to mob, difficulty to difficulty.'''<br><br>
Nanami: Pulse Leader skill and Einsteina 2-piece memory set skill are examples here.<br><br>
''“DEF and '''Fire Resistance''' of all party members '''increases by''' 15% and '''10%'''.”''<br>
''“QTE and 3-Ping skills '''reduce''' the target's corresponding '''Elemental Resistance by 15%''' for 8s.”''<br>
This value can also be affected by relevant buffs / debuffs in [[Guides/Buff List|Buff List]].<br><br>
e.g. Lightning Weakness, (PRes ↓) ''“'''Lightning Resistance decreases by 40%.'''”''
<h6><u>2.4.2 {{b|Extra DMG Reduction}}</u></h6>
A typically unknown percentage of Physical Resistance exists for all mobs.<br>
This stat is difficult to determine, as there are no explicit values in-game for reference. Players must obtain this value by continuous testing on the same specific mob to acquire a rough estimate of what this value is.<br>
'''This value may vary from mob to mob, difficulty to difficulty.'''<br>
There are relatively fewer ways of decreasing this debuff.<br><br>
Tank Class skill and Liv: Empyrea Core skill are examples here.<br><br>
''“Attacks '''lower''' the target's '''Extra DMG Reduction by 20%''' for 5 seconds.”''<br>
''“When it is full, double tapping the dodge button triggers Divine Prayer with '''70% DMG Reduction'''.”''<br>
(The word “Extra” is not specified but it still refers to the same factor. Take note, not all descriptions of Extra DMG Reduction are applied to mobs, it may be applied to your character as seen in Liv: Empyrea’s Core skill!)<br><br>
This value can also be affected by relevant buffs / debuffs in [[Guides/Buff List|Buff List]].<br><br>
e.g. Fused Armor (FArmor) ''“For Damage from Tank Construct, '''Extra Damage Reduction -50%'''.”''<br><br>
Read the skill carefully, there are many instances where changes in (Extra) DMG Reduction is applied to your characters and not the mobs!
<h4>ELEMENTAL DMG IMPORTANT SIDE NOTES</h4>
*Elemental DMG is unaffected by DEF Stats and Armor (the yellow bar).
*Elemental DMG cannot deal CRIT DMG.
*Elemental DMG is a fixed value; unlike Physical DMG, the final DMG output has only 1 possibility given that the factors in the calculation give the same value (as compared to Physical DMG varying from 95% to 105% of the intended DMG).
<span id="1"></span><h4>Elemental DMG Full Formula</h4>
Skill Scaling * (Base ATK Stat * (1 + {{o|ATK Increase}}) + {{o|Final ATK}}) * (1 + {{o|Elemental / Dark / Fire / Ice / Lightning DMG Increase}}) * (1 + {{o|Basic DMG Increase}}) * (1 + {{o|Extra DMG Bonus}}) * (1 - {{b|Elemental Resistance}}) * (1 - {{b|Extra DMG Reduction}}) = DMG Output

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Latest revision as of 17:36, 6 April 2023