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''' (abbreviation for '''Attack''') 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''' (abbreviation for '''Attack''') 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. The maximum damage that can be dealt on a single hit is 2 147 483 647, equal to the maximum positive value in 32 bits.


=ATK calculation=
=ATK calculation=
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A card's ATK is determined by intrinsic properties of the card as well as extrinsic factors.
A card's ATK is determined by intrinsic properties of the card as well as extrinsic factors.


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>


where:
where:
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The maximum amount of ATK seeding is 1000. {{Transient icon|Licht|rarity=5|frame=y}}'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:
{{Transient icon|Licht|rarity=5|frame=y}}'s base ATK is 799 and ATK growth rate is 58.173. Suppose the Lv of him is 80 (with max Lv seeding 10), his ATK seeding is at 1000, and he has equipped the [[Shard of the Abyssal Gatekeeper]] AR card, which increases ATK by 150 at Lv 100. Thus, the card's ATK is calculated as follows:


ATK = 1601 + 95.878×(80 - 1) + 1000 + 250
ATK = 799 + 58.173×(80 - 1) + 1000 + 150


= 10425.362
= 6544.667
 
Due to rounding, Licht's ATK will be displayed as 6545. However, the decimals are still factored in during damage calculation.


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* (Π[k=1,c]skill<sub>k</sub>×Π[l=1,d]status<sub>l</sub>)<sub>target</sub> is the product of the ATK multipliers from skills and statuses the struck card has
* (Π[k=1,c]skill<sub>k</sub>×Π[l=1,d]status<sub>l</sub>)<sub>target</sub> is the product of the ATK multipliers from skills and statuses the struck card has
* Σ[m=1,e]status<sub>fixed</sub> is the sum of the ATK addends from statuses (such as [[Spirit]]) the attacker has
* Σ[m=1,e]status<sub>fixed</sub> is the sum of the ATK addends from statuses (such as [[Spirit]]) the attacker has
* CS<sub>total</sub> 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)
* CS<sub>total</sub> is a term that is included only if the unit unleashes their [[Skills#Charge_Skill_Mechanics|charge attack]]. Otherwise, this term is omitted (or replaced with the multiplier 1)


The CS<sub>total</sub> calculation is below:
The CS<sub>total</sub> calculation is below:


CS<sub>total</sub> = CS × (1 + 0.5×log<sub>10</sub>SALv)
CS<sub>total</sub> = (CS<sub>innate</sub> + CS<sub>AR</sub>) × (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<sub>innate</sub> 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<sub>AR</sub> is the bonus multiplier modifier to charge attack damage conferred by certain AR cards
* SALv is the [[Sacred Artifact Lv]] of the attacking card
* SALv is the [[Sacred Artifact Lv]] of the attacking card
** (1 + 0.5×log<sub>10</sub>SALv) is a term that increases the CS damage less the greater the SALv already is: SA Lv 1, it equals to 1; at SALv10, it equals to 1.5; and SALv100, it equals to 2


Note that after calculation, the damage is rounded to the nearest 1.
Note that after calculation, the damage is rounded to the nearest 1.
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As an example, suppose we use the {{Transient icon|Licht|rarity=5|frame=y}} card described in the previous example, 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|frame=y}}, who has {{Attribute|Aether}} attribute, which Licht's {{Attribute|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:  
As an example, suppose we use the {{Transient icon|Licht|rarity=5|frame=y}} card described in the previous example, with an ATK of 6544.667 . Licht has {{Weapon|Shot}} weapon type, which has a damage multiplier of 0.45. The card he attacks is an {{Transient icon|Aether Mobster|frame=y}}, who has {{Attribute|Aether}} attribute, which Licht's {{Attribute|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>  
(Π[i=1,a]skill<sub>i</sub>×Π[j=1,b]status<sub>j</sub>)<sub>self</sub>  
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Damage<sub>normal</sub>  
Damage<sub>normal</sub>  
<br/>= 10425.362×0.45×2×1.056×0.34 + 800  
<br/>= 6544.667×0.45×2×1.056×0.34 + 800  
<br/>= 4168.80978
<br/>= 2914.81752


The damage after rounding would be 4169.  
The damage after rounding would be 2915.  


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:
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>  
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/>= 6544.667×0.45×2×1.056×0.34×4×(1 + 0.5×log<sub>10</sub>41) + 800  
<br/>= 25141.5631
<br/>= 16080.7572


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.
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>  
Damage<sub>CS</sub>  
<br/>= (4168.80978 - 800)×4×(1 + 0.5×log<sub>10</sub>41) + 800  
<br/>= (2914.81752 - 800)×4×(1 + 0.5×log<sub>10</sub>41) + 800  
<br/>= 25141.5631
<br/>= 16080.7572


The damage after rounding would be 25142.
The damage dealt by the charge attack after rounding would be 16081.
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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]].
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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{{Guide}}
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