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 seeding of the attacking unit
* 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 ×log<sub>10</sub>(1 + 0.5×SALv)
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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