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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]]. |
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