Jan
07
2010
2:13 am

Landing Rate of Status Effects

The Devs apparently stated the Support/Int-CoTW correlation, and it was passed onto us via Finella.

Never knew that Cave actually have dev that knew how their game works, much less be able to explain to their users how their system works.

Anyway, if you guys bothered to look at the skill section, you’ll discover that there’s a lot more details to them compared to pre-”ragequit” days.

Reason for this is because I’ve finally managed to figured out which part of the client files contain details like animation speed etc… a couple of weeks before the “ragequit” post.

One of the other thing that was uncovered was the base landing rate of the various status effect spells, and this allows some stuff to be tested out.

Current result of tests:

CoTW:

Success = [(skill base% + 1%/2 ranks) * mob resistance] + (affinity boost/2) + effect boost

MB:

Success = (skill base%) + (affinity boost/2) + effect boost

Other Skills:

Sucess = [skill base% + (affinity boost/2)] * mob resistance + effect boost

Stats have been proven to do either nothing, or close to nothing to affect the final landing chance.

Stone – Death
Muddle – Mystical
Mute – Mystical
Confuse – Mind
Charm – Mind
Sleep – Mind
Paralyse – Nerve
Bind – Nerve
Hexes – Support
Rage – Support

Affinity boost excludes weapon modification.

e.g. Death boost from Arahabaki, Inugami, Cursebringer etc… contributes to the landing rate for stone, but modding a weapon for death damage won’t increase the chance to land stone.

Devil features do contribute to the landing chance if they have the appropriate affinity boost.

17 Comments »

  • Royce says:

    This might be a strange question, but based on the example given with stone/Cursebringer, would this mean that an Enka no Hanamichi (which has +10% almighty) would make talk skills have a greater success rate since Talk-skills are almighty affinity?

    • Alca says:

      Sounds right. It is shaped like a microphone; something you talk into~

    • 守護霊母Finella says:

      Well, talk skills are a different thing altogether.

      Let’s go through this in detail.

      Talk skills technically have a 100% landing rate internally.

      The numbers listed in my skills section are “damage” values for lack of a better term.

      Once a talk skill is “inflicted” on a devil, a check is done to see if a positive or a negative effect is generated.

      Positive effect = number on the left, negative effect = number on the right.

      e.g. Lilith’s Alluring Whisper.

      Before you talk to a devil, their Talk and Threaten Gauge are set to 0.

      If the skill lands for a positive effect, you will contribute 25 points to the devil’s Talk gauge and 40 points to the devil’s Threaten Gauge.

      If the skill lands for a negative effect, you will remove 3 points from the devil’s talk gauge and 4 points from the devil’s Threaten Gauge.

      Whether you land for a negative or positive effect is fixed on a devil by devil basis.

      Unfortunately I don’t have precise data for this yet. Need to rank up my Client File Hacking chain expert further T_T.

      When a devil’s Talk or Threaten Gauge hit -100, they will become aggressive and attack you.

      Each devil also have a specific maximum Talk/Threaten Gauge amount.

      When you reach that amount, one of the following 3 actions will happen: truce, gift, egged or escape.

      e.g. Leader Pixie have a max Talk/Threaten Gauge of 1 each after a patch which shifts their location around.

      This means that pretty much 1 successful talk/threaten skill will trigger the truce/gift/egged/escape option.

      Affinity boost don’t affect any of the above rates since talk-based skills are treated differently from other skills.

      Things that affect talk skill chances increase the chance of landing a positive effect.

  • Royce says:

    Double posties-

    Since Rage status effect is support-based, I’m assuming that as long as no crystals or CP/AP items boost (for lack of a better term) “support defense”, Rage isn’t something that can be nulled or have a lowered hit rate?

    • 守護霊母Finella says:

      Pretty much.

      The bad status protection status triggered by Silver Moon’s Protection from Artemis’ crystal is one of the few things that can reduce chance of rage from landing.

      Out of that, Ganga’s +20 bad status prevention etc… are the only other source to reduce the chance of it landing.

      But those +20 etc… are arbitrary values like crit defense and actual effect is relatively unknown still.

  • Alca says:

    Regarding the ailment landing rates of MB, does mob resistance not matter?

    With MB 5-6 and Abyss Gloves + Nekomata Crystal (138%?), my Charm shot doesn’t always work on Jikokuten.

    • 守護霊母Finella says:

      Slight error on the MB bit. Class/Rank doesn’t affect the landing rate of status effects.

      The rest is accurate though.

      MB status infliction has been observed for a long time to ignore mob’s resistance here.

      Tested and proved against Daisoujou (1% mind) and Lilith (0% mystical)

      In all of my Daisoujou fights, which number somewhere in the thousands, I’ve yet to see charm failed as long as the gunner has both abyss glove and Nekomata on.

      Charm only fail if the gunner only have Nekomata.

      Nekomata with +10% charm earring or necklace produce the same 100% charm landing rate on Daisoujou.

      Similarly, 100% muddle rate have been observed on Lilith with Mothman/the +20% mystical damage gloves.

      Something iffy might be going on Aeria (as usual) if failures are observed.

  • Alca says:

    Do the Doggie and Frost SS sets increase chances of Aflame / Freeze?

    • 守護霊母Finella says:

      They do.

      I’ve mentioned this before, but aflame etc… are not considered as status effects per se. They have a 100% landing chance, but a variable trigger chance.

      Trigger chance is roughly (base + affinity boost) x mob’s resistance and modification do affect this trigger chance.

  • Shiki_Tohno says:

    Another one for the syndicate.

    What influences the landing rate of Hex spells? Slash Hex, Spell Hex and suchlike?

    • 守護霊母Finella says:

      Same as other CotW skills, except curative boost don’t exist(yet), so it’s only base + class/rank based.

      • 遠野志貴 says:

        Stupid question of the kind nobody asks until somebody does, related to the current topic:

        Is there any way to reduce the chances of Slash/Spell/Bullet Hex landing on you? M.Def, maybe?

        • 守護霊母Finella says:

          No. Even if you have 32k m.def, a level 1 player will still have around 50% chance to land hex on you.

          • Pumps says:

            how about if you got shinto set + deneb ss + caterina. shinto set gives roughly 60% status ailment resistance while Caterina +10% or Caterina upgraded + 20% + deneb soul stone gives 30 status ailment resistance. can you clarify this out please?

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