Calculations
Landing Rate of Status Effects
See this.
Repair Cost Calculations
See this.
Durability Consumption
See this.
Cooldown
Cooldown now have an absolute hard cap of 95%.
i.e. Megidolaon = 360sec cooldown. Lowest you can reduced it, no matter how you stack is 18second.
Stat x Affinity x General x (A x B x C ….. x N)
e.g. 100 vit, 10 ganga, mystic skirt, maid top, lnc head, lnc shoe.
100 vit = 25%
10 Ganga = 30%
Mystic Skirt + Fighting Maid Top = 15 + 25 = 40%
LNC head = 3%
LNC shoe = 6%
(1 – 0.25) * (1 – 0.4) * (1-0.3) (1-0.03) * (1-0.06) = 0.75 * 0.6 * 0.7 * 0.97 * 0.94 = 0.28
This makes cooldown reduction that aren’t stat, affinity or general cooldown to be pretty crappy.
Cast Time
Stat x affinity x specific x magic control x (A x B x C … N)
Specific = cast time reduction for specific skill. e.g. 7-0 gun knowledge.
Magic control = 0.3%/rank
Damage Calculation
Finella: This is basically copy/paste from my old post on Globe’ forum. How damage boost works can be found here.
A spreadsheet with the damage formulas etc… can be found here.
Damage is widely believed to be calculated on the following formula:
((Derived combat stat x modifier/100 + Expert Skill Modifier – Defense) * Enemy Weakness * Damage Boasts) x 0.8 ~ 0.99
For every 2 rank, there’s a plus 1 expert skill modifier for normal expert skills.
For every rank, there’s a plus 1 expert skill modifier for chain expert skills.
Ignoring the damage boasts for now, this is how you calculate damage for the following situation:
Combat Stat: 80 p.attack
Skill Used: Normal Attack
Modifier for Skill: 100
Expert Skill Class: Class 5 (50 rank)
Expert Skill Modifier: +25
Mob’s Physical Defense: 20
(80 x 100/100) + 25 – 20 * 100% = 85
Min Damage: 85 x 0.8 = 68
Max Damage 85 x 0.99 = 84
If 81p.attack:
(81 x 100/100) + 25 – 20 * 100% = 86
Min Damage: 86 x 0.8 = 68
Max Damage 86 x 0.99 = 85
If we assume that the one attacking is a devil instead of a PC, i.e. 0 expert skill:
Combat Stat: 80 p.attack
Skill Used: Normal Attack
Modifier for Skill: 100
Mob’s Physical Defense: 20
(80 x 100/100) – 20 * 100% = 60
Min Damage: 60 x 0.8 = 48
Max Damage 60 x 0.99 = 54
If 25 p.def
(80 x 100/100) – 25 * 100% = 56
Min Damage: 56 x 0.8 = 44
Max Damage 56 x 0.99 = 50
Now that we have some examples, we’ll examine some skills that people think are good:
Basic Attack (Base attack skill) vs Combo Attack(Class 5 attack skill)
Basic Attack, player 80 p.attack, mob 20 p.def:
Combat Stat: 80 p.attack
Skill Used: Normal Attack
Modifier for Skill: 100
Expert Skill Class: Class 5 (50 rank)
Expert Skill Modifier: +25
Mob’s Physical Defence: 20
(80 x 100/100) + 25 – 20 * 100% = 85
Min Damage: 85 x 0.8 = 68
Max Damage 85 x 0.99 = 84
Average Damage = (84 + 68)/2 = 76
3 Attacks = 76 x 3 = 228
Basic Attack, player 80 p.attack, mob 30 p.def:
Combat Stat: 80 p.attack
Skill Used: Normal Attack
Modifier for Skill: 100
Expert Skill Class: Class 5 (50 rank)
Expert Skill Modifier: +25
Mob’s Physical Defence: 20
(80 x 100/100) + 25 – 30 * 100% = 75
Min Damage: 75 x 0.8 = 60
Max Damage 75 x 0.99 = 74
Average Damage = (84 + 68)/2 = 67
3 Attacks = 76 x 3 = 201
Combo Attack, player 80 p.attack, mob 20 p.def:
Combat Stat: 80 p.attack
Skill Used: Normal Attack
Modifier for Skill: 100
Expert Skill Class: Class 5 (50 rank)
Expert Skill Modifier: +25
Mob’s Physical Defence: 20
(80 x 100/100) + 25 – 20 * 75% = 63.75
Min Damage: 63 x 0.8 = 50
Max Damage 63 x 0.99 = 62
Average Damage = (50+62)/2 = 56
4 Attacks = 56 x 4 = 224
Combo Attack, player 80 p.attack, mob 30 p.def:
Combat Stat: 80 p.attack
Skill Used: Normal Attack
Modifier for Skill: 100
Expert Skill Class: Class 5 (50 rank)
Expert Skill Modifier: +25
Mob’s Physical Defence: 20
(80 x 100/100) + 25 – 30 * 75% = 86
Min Damage: 56 x 0.8 = 44
Max Damage 56 x 0.99 = 55
Average Damage = (55+44)/2 = 49
4 Attacks = 49 x 4 = 196
Conclusion: Don’t bother using combo attack. The higher the p.def of the mob, the less damage it does compare to basic attack.
The difference in damage is small but the time needed to do 3 attacks is much shorter than the time needed to do 4.
You don’t always get to do your maximum amount of hits either.
Friendship Calculation for Devils
Each devil has a friendship/loyalty modifier attached to them. Friendship/Loyalty works on a scale from 0 to 10000.
Value are as follow:
0-499 寝首を狙う (Lowest)
500-999 隙を窺う
1000-1999 使役される
2000-3999 契約した (Default, no modifier to stats)
4000-5999 仲の良い
6000-7999 信頼する
8000-9999 心を通わせる
10000 絆で結ばれた (Highest)
Certain devils are coded to gain friendship/loyalty quickly by using the 思いやる command. Examples are pixie which gain 4000/2000 depending on whether you are neutral or not. On the other hand, Uriel gains only 75/40.
Certain devils are coded to gain friendship/loyalty quickly by leveling them. Uriel gains (level x 150) points when he levels, which means he will gain 81 x 150= 12150 points, instantly maxing his friendship/loyaly upon leveling. On the other hand, Pixie only gains (Level x 15) from leveling, and even if you level one from 80 to 81, the amount gain is only 81 x 15 = 1215 point.
Devils are also coded to gain friendship/loyalty ranging from 20-50 upon a successful negotiation.
Pazuzu
Mot
Alice (Celebration ver)
Vetala
Arahabaki
Zouchouten
Bishamonten
Suzaku
The above devils are all coded to gain 50/25 point from using the 思いやる command and (Level x 10) from leveling. Unless you use CP melons, there are no practical way to raise their friendship. It will take 200/400 days of commands or 1000 combined levels before their friendship is maxed. Incidentally the 50/25 and (Level x 10) value are used for all unimplemented devils.
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