Difference between revisions of "ATK"
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''This article is a stub. You can help by expanding it. | ''This article is a stub. You can help by expanding it. | ||
'''ATK''' is a card property that determines how much a successful attack from a card inflicts '''damage''' (equivalent to [[HP]] subtracted) of the card it hits. A card's ATK is determined by the card base ATK at Lv 1, the ATK growth rate per Lv Up, and the current Lv of the card: | '''ATK''' is a card property that determines how much a successful attack from a card inflicts '''damage''' (not a formal term used in game; equivalent to [[HP]] subtracted) of the card it hits. | ||
=ATK calculation= | |||
A card's ATK is determined by the card base ATK at Lv 1, the ATK growth rate per Lv Up, and the current Lv of the card: | |||
ATK = ATK<sub>base</sub> + (rate<sub>ATK/Lv</sub>×(Lv-1))+seed<sub>ATK</sub>×status<sub>AR</sub> | ATK = ATK<sub>base</sub> + (rate<sub>ATK/Lv</sub>×(Lv-1))+seed<sub>ATK</sub>×status<sub>AR</sub> | ||
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* ATK<sub>base</sub> is the base ATK at Lv 1 of the attacking unit | * ATK<sub>base</sub> is the base ATK at Lv 1 of the attacking unit | ||
* rate<sub>ATK/Lv</sub> is the rate at which ATK increases per level of the attacking unit | * rate<sub>ATK/Lv</sub> is the rate at which ATK increases per level of the attacking unit | ||
* seed<sub>ATK</sub> is the amount of ATK | * seed<sub>ATK</sub> is the amount of ATK [[seed]]ing of the attacking unit | ||
* status<sub>AR</sub> is the ATK addend conferred by [[AR card]]s equipped to the attacking unit | * status<sub>AR</sub> is the ATK addend conferred by [[AR card]]s equipped to the attacking unit | ||
'''Example''' | |||
The maximum amount of ATK seeding is 1000. {{Transient icon|Licht|rarity=5}}'s base ATK is 1601 and ATK growth rate is 95.878. The maximum Lv of this card of Licht is 80 (with max Lv seeding 10). The [[Shard of the Abyssal Gatekeeper]] AR card increases ATK by 250 at Lv 100. Thus, the card's ATK is calculated as follows: | |||
ATK = 1601 + 95.878×(80 - 1) + 1000 + 250 | |||
= 10425.362 | |||
Note that in-game it would only show the rounded value without decimals; however, damage calculation still keeps track of these decimals. | |||
=Damage calculation= | =Damage calculation= | ||
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The CS<sub>total</sub> calculation is below: | The CS<sub>total</sub> calculation is below: | ||
CS<sub>total</sub> = CS | CS<sub>total</sub> = CS × (1 + 0.5×log<sub>10</sub>SALv) | ||
where: | where: | ||
* CS is a multiplier applied only during charge attacks, and whose value is strongly correlated to (but not perfectly predicted by) the [[rarity]] of the attacking card | * CS is a multiplier applied only during charge attacks, and whose value is strongly correlated to (but not perfectly predicted by) the [[rarity]] of the attacking card | ||
* SALv is the [[Sacred Artifact Lv]] of the attacking card | * SALv is the [[Sacred Artifact Lv]] of the attacking card | ||
Note that after calculation, the damage is rounded to the nearest 1. | |||
'''Example''' | |||
As an example, suppose we use the Licht card described above, with an ATK of 10425.362 . Licht has {{Weapon|Shot}} weapon type, which has a damage multiplier of 0.45. The card he attacks is an {{Transient icon|Aether Mobster}}, who has {{Weapon|Aether}} attribute, which Licht's {{Weapon|Nether}} attribute has an advantage against, conferring a multiplier of 2. Suppose Licht has three statuses, Lv 100 [[Bind]] and Lv 100 [[Ardor]], which give damage multipliers of 0.45 and 2.4 respectively; and Lv100 Spirit, which gives a flat damage bonus of 800. The attacked mobster has [[Danger Spotter]], which gives a multiplier to Shot-type attacks of 0.80 . Suppose this mobster also has the status Lv 100 [[Unction]], which gives a damage multiplier 0.425 . The calculation for damage this card of Licht would inflict on this mobster is as follows: | |||
(Π[i=1,a]skill<sub>i</sub>×Π[j=1,b]status<sub>j</sub>)<sub>self</sub> | |||
<br/>= 0.45×2.4 | |||
<br/>= 1.056 | |||
(Π[k=1,c]skill<sub>k</sub>×Π[l=1,d]status<sub>l</sub>)<sub>target</sub> | |||
<br/>= 0.80×0.425 | |||
<br/>= 0.34 | |||
Σ[m=1,e]status<sub>fixed</sub> = 800 | |||
Damage<sub>normal</sub> | |||
<br/>= 10425.362×0.45×2×1.056×0.34 + 800 | |||
<br/>= 4168.80978 | |||
The damage after rounding would be 4169. | |||
Suppose this card of Licht instead unleashed his CS in this situation. He has a CS multiplier of 4 (like most other cards of rarity ☆5). Lastly, suppose he has a Sacred Artifact Lv of 41. The calculation for the damage would then be as follows: | |||
Damage<sub>CS</sub> | |||
<br/>= 10425.362×0.45×2×1.056×0.34×4×(1 + 0.5×log<sub>10</sub>41) + 800 | |||
<br/>= 25141.5631 | |||
It can be calculated from the output of normal damage dealt; however, the flat damage from Spirit would have to be subtracted first before being added in after the CS term is multiplied. | |||
Damage<sub>CS</sub> | |||
<br/>= (4168.80978 - 800)×4×(1 + 0.5×log<sub>10</sub>41) + 800 | |||
<br/>= 25141.5631 | |||
The damage after rounding would be 25142. | |||
=Damage outside of an attack= | =Damage outside of an attack= | ||
Certain skills and statuses damage cards, and this form of damage is not considered as part of an attack (and so would not influence the damage displayed during an attack). A card cannot leave the battle from damage done without an attack, and a card damaged in such a way will remain at 1 HP if such damage exceeds the remaining HP of that card. | Certain skills and statuses damage cards, and this form of damage is not considered as part of an attack (and so would not influence the damage displayed during an attack). A card cannot leave the battle from damage done without an attack, and a card damaged in such a way will remain at 1 HP if such damage exceeds the remaining HP of that card. For the same reason, this sort of damage cannot trigger the exhaustion of [[Guts]]. |
Revision as of 15:55, 21 August 2019
Transient card properties |
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This article is a stub. You can help by expanding it.
ATK is a card property that determines how much a successful attack from a card inflicts damage (not a formal term used in game; equivalent to HP subtracted) of the card it hits.
ATK calculation
A card's ATK is determined by the card base ATK at Lv 1, the ATK growth rate per Lv Up, and the current Lv of the card:
ATK = ATKbase + (rateATK/Lv×(Lv-1))+seedATK×statusAR
where:
- ATKbase is the base ATK at Lv 1 of the attacking unit
- rateATK/Lv is the rate at which ATK increases per level of the attacking unit
- seedATK is the amount of ATK seeding of the attacking unit
- statusAR is the ATK addend conferred by AR cards equipped to the attacking unit
Example
The maximum amount of ATK seeding is 1000. Licht's base ATK is 1601 and ATK growth rate is 95.878. The maximum Lv of this card of Licht is 80 (with max Lv seeding 10). The Shard of the Abyssal Gatekeeper AR card increases ATK by 250 at Lv 100. Thus, the card's ATK is calculated as follows:
ATK = 1601 + 95.878×(80 - 1) + 1000 + 250
= 10425.362
Note that in-game it would only show the rounded value without decimals; however, damage calculation still keeps track of these decimals.
Damage calculation
The total damage inflicted on a struck card is displayed by white text over that card's square during the attack. The calculation for damage of an attack is below:
Damage = ATK
× Weapon × Attribute
× (Π[i=1,a]skilli×Π[j=1,b]statusj)self
× (Π[k=1,c]skillk×Π[l=1,d]statusl)target
× CStotal
+ Σ[m=1,e]statusfixed
where:
- Weapon is the weapon type damage multiplier of the attacking unit
- Attribute is the multiplier assigned to the interaction between the attribute of the card's attack and the attribute of the struck card
- (Π[i=1,a]skilli×Π[j=1,b]statusj)self is the product of the ATK multipliers from skills and statuses the attacking card has
- (Π[k=1,c]skillk×Π[l=1,d]statusl)target is the product of the ATK multipliers from skills and statuses the struck card has
- Σ[m=1,e]statusfixed is the sum of the ATK addends from statuses (such as Spirit) the attacker has
- CStotal is a term that is included only if the unit unleashes their charge attack. Otherwise, this term is omitted (or replaced with the multiplier 1)
The CStotal calculation is below:
CStotal = CS × (1 + 0.5×log10SALv)
where:
- CS is a multiplier applied only during charge attacks, and whose value is strongly correlated to (but not perfectly predicted by) the rarity of the attacking card
- SALv is the Sacred Artifact Lv of the attacking card
Note that after calculation, the damage is rounded to the nearest 1.
Example
As an example, suppose we use the Licht card described above, with an ATK of 10425.362 . Licht has Shot weapon type, which has a damage multiplier of 0.45. The card he attacks is an Aether Mobster, who has Typeless attribute, which Licht's Typeless attribute has an advantage against, conferring a multiplier of 2. Suppose Licht has three statuses, Lv 100 Bind and Lv 100 Ardor, which give damage multipliers of 0.45 and 2.4 respectively; and Lv100 Spirit, which gives a flat damage bonus of 800. The attacked mobster has Danger Spotter, which gives a multiplier to Shot-type attacks of 0.80 . Suppose this mobster also has the status Lv 100 Unction, which gives a damage multiplier 0.425 . The calculation for damage this card of Licht would inflict on this mobster is as follows:
(Π[i=1,a]skilli×Π[j=1,b]statusj)self
= 0.45×2.4
= 1.056
(Π[k=1,c]skillk×Π[l=1,d]statusl)target
= 0.80×0.425
= 0.34
Σ[m=1,e]statusfixed = 800
Damagenormal
= 10425.362×0.45×2×1.056×0.34 + 800
= 4168.80978
The damage after rounding would be 4169.
Suppose this card of Licht instead unleashed his CS in this situation. He has a CS multiplier of 4 (like most other cards of rarity ☆5). Lastly, suppose he has a Sacred Artifact Lv of 41. The calculation for the damage would then be as follows:
DamageCS
= 10425.362×0.45×2×1.056×0.34×4×(1 + 0.5×log1041) + 800
= 25141.5631
It can be calculated from the output of normal damage dealt; however, the flat damage from Spirit would have to be subtracted first before being added in after the CS term is multiplied.
DamageCS
= (4168.80978 - 800)×4×(1 + 0.5×log1041) + 800
= 25141.5631
The damage after rounding would be 25142.
Damage outside of an attack
Certain skills and statuses damage cards, and this form of damage is not considered as part of an attack (and so would not influence the damage displayed during an attack). A card cannot leave the battle from damage done without an attack, and a card damaged in such a way will remain at 1 HP if such damage exceeds the remaining HP of that card. For the same reason, this sort of damage cannot trigger the exhaustion of Guts.