Difference between revisions of "Status"

1,202 bytes added ,  05:14, 8 November 2019
→‎Status Level and status efficacy: updated formula for attenuating multipliers, which was previously incorrectly non-linearly scaling with Status Lv before
(Created page with "'''Statuses''' are in-battle game mechanics that modify a character card's properties or abilities for a certain amount of turns. When these allotted turns are exhausted, the...")
 
(→‎Status Level and status efficacy: updated formula for attenuating multipliers, which was previously incorrectly non-linearly scaling with Status Lv before)
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The final modifier (referring to either a multiplier for damage buffs/debuffs, or an addend for Health Point restoration/depletion) is dependent on the Status Level as well as the minimum and maximum modifiers.
The final modifier (referring to either a multiplier for damage buffs/debuffs, or an addend for Health Point restoration/depletion) is dependent on the Status Level as well as the minimum and maximum modifiers.


Modifier<sub>final</sub> = m×(1 + (Lv<sub>status</sub>/100)×(M/m - 1))
===Formula for statuses with amplifying multipliers===
 
For amplifying multiplier, the formula of the modifier is below:
 
Multiplier<sub>amplifying</sub> = m×(1 + (Lv<sub>status</sub>/100)×(M/m - 1))


where:
where:
* Lv<sub>status</sub> is the Status Level
* Lv<sub>status</sub> is the Status Level
* m is the minimum modifier (technically inaccessible at Status Lv 0)
* m is the minimum multiplier at Status Lv 0 (technically inaccessible)
* M is the maximum modifier at Status Lv 100
* M is the maximum multiplier at Status Lv 100


{| class="mw-collapsible mw-collapsed wikitable"
{| class="mw-collapsible mw-collapsed wikitable"
! Example status modifier calculation
! Example status amplifying multiplier calculation
|-
|-
|
|
The status {{status|滋養}} has a minimum damage multiplier of 1.1 and a maximum of 1.5 . If the Status Lv is 100, then the multiplier would be calculated as follows:
The status {{status|滋養}} has a minimum damage multiplier of 1.1 and a maximum of 1.5 . If the Status Lv is 75, then the multiplier would be calculated as follows:


Multiplier = 1.1×(1 + (75/100)×(1.5/1.1 - 1))
Multiplier = 1.1×(1 + (75/100)×(1.5/1.1 - 1))
<br/>= 1.4
<br/>= 1.4


Thus, a Level 75 Nourishment will multiply a card's damage by 1.4.
Thus, a Level 75 Nourishment will multiply a card's attacking damage by 1.4.
|}
|}


Usually, the maximum modifier is simply double the minimum modifier. In this case, the calculation would be simplified as below:
Usually, the maximum modifier is simply double the minimum modifier. In this case, the formula would be simplified as below:


Modifier = m*(1+(Lv<sub>status</sub>/100))
Multiplier<sub>attenuating</sub> = m*(1+(Lv<sub>status</sub>/100))
 
===Formula for statuses with attenuating multipliers===
 
For attenuating multipliers, the formula of the modifier is below:
 
Multiplier<sub>attenuating</sub> = M×(1 - (Lv<sub>status</sub>/100)×(1 - m/M))
 
where:
* Lv<sub>status</sub> is the Status Level
* M is the maximum multiplier at Status Lv 0 (technically inaccessible)
* m is the minimum multiplier at Status Lv 100
 
Usually, the minimum modifier is simply half the maximum modifier. In this case, the formula would be simplified as below:
 
Multiplier<sub>attenuating</sub> = M×(1 - 0.5×(Lv<sub>status</sub>/100))
 
{| class="mw-collapsible mw-collapsed wikitable"
! Example status attenuating multiplier calculation
|-
|
The status {{status|頑強}} has a maximum damage multiplier of 0.9 and a minimum of 0.45, exactly half the maximum. If the Status Lv is 75, then the multiplier would be calculated as follows:
 
Multiplier = 0.9×(1 - 0.5×(75/100))
<br/>= 0.5625
 
Thus, a Level 75 Tenacity will multiply the damage a card receives from an attack by 0.5625.
|}


==List of statuses==
==List of statuses==
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