(This is part 2 of the article.)
Example: "Drains"
This same formula affects "drains" in a different way, so here's an example:
Near the end of a battle in Devilfish Hollow, I used a Jobu's Embrace on a Spider with 0 Resist.
I landed a Mega hit and had 2661 / 2875 Health prior to the cast.
In this case, I also have 327 Spell Power and 118 Will.
This scenario’s HP% Comp is….
HP% Comp = 0.125 × (MaxHP / HP - 1)
= 0.125 × (2875 / 2661 - 1)
~ 0.01005
Then, here’s the formula for the healing part of Jobu’s Embrace:
heal = 0.75 × ([Spell Power] × (1 + 0.002 * Will) × multi - [Enemy Resist]) × (1 + [HP% Comp]),
where
- HP% Comp refers to the value from above,
- Spell Power refers to the caster's Spell Power,
- Will refers to the caster's Will,
- Multi refers to the multiplier used, and
- Enemy Resist refers to the Resist roll used.
Plugging in 0.01005 for HP% Comp, as well as 327 for Spell Power, 118 for Will, 1.66 for multi (Mega Critical), and 0 for Enemy Resist:
heal = 0.75 × ([Spell Power] × (1 + 0.002 * Will) × multi - [Enemy Resist]) × (1 + [HP% Comp])
= 0.75 × (327 × (1 + 0.002 × 118) × 1.66 - 0) × (1 + 0.01005)
~ 508.2512 → 508
…which is the exact amount I healed for:
Example: Second Wind (25%)
In the case of Second Wind, this formula applies as a direct multiplier to the target ally's total Health.
This result is doubled if using the 50% version of Second Wind.
As an example....
At the end of a fight, I have 2269 / 3149 Health.
I have Bonnie Anne heal me with Second Wind (25%).
The HP% Comp for this scenario becomes....
HP% Comp = 0.125 × (MaxHP / HP - 1)
= 0.125 × (3149 / 2269 - 1)
~ 0.04848
Then, Second Wind's healing becomes....
Healing = MaxHP × [HP% Comp]
= 3149 × 0.04848
= 152.6620 → 152 Health
...which is the exact amount shown here:
Explosive!
Interestingly enough, this Epic Talent uses a different variant of that hidden formula.
Specifically, it compares the user's maximum Health to the target's Health to determine the multiplier used.
This variant of the formula looks like this:
ExplComp = 0.125 × ([user's MaxHP] / [target's HP] - 1),
where
- ExplComp is the result, short for Explosive! Comparison (as this is the only place where this specific comparison is used),
- user's MaxHP refers to the maximum Health of the unit with this Epic Talent (typically an Iron Golem or Terror-Cotta Warrior), and
- target's HP refers to the target's Health when the Epic Talent activates.
Here's one more example:
Suppose you're bored, and you want to explode a few Barricades in the middle of a fight.
A Level 62 Golem will be used, with 220 Weapon Power and a ×0.5 innate multiplier (for now, just note that it exists).
The target will be some Barricades, with 967 Health, and the Iron Golem's maximum Health is 1130.
The Explosive! Comparison results in...
ExplComp = 0.125 × ([user's MaxHP] / [target's HP] - 1)
= 0.125 × (1130 / 967 - 1) = 0.02107
Then, the base formula for Explosive! is:
base = [Weapon Power] × (1 + ExplComp) × [innate multi],
where
- base refers to base Damage,
- Weapon Power refers to the user's Weapon Power,
- ExplComp refers to the result we got earlier, and
- innate multi refers to a special number used in Damage calculation (mostly important for summons).
Plugging in 0.02107 for ExplComp, 220 for Weapon Power, and 0.5 for innate multi, we get:
base = [Weapon Power] × (1 + ExplComp) × [innate multi]
= 220 × (1 + 0.02107) × 0.5 = 112.3177
Finally, the Epic Talent landed a Super Critical hit, so the actual Damage dealt becomes...
112.3177 × 2 = 224.6354 → 224
...which is the exact amount shown here:
A General Statement on this Formula
The four formulas listed above are nearly identical.
The only difference is that each variation uses a different pair of numbers.
Therefore, it's possible to define a general equation for these calculations.
Generally, this formula compares two stats:
- bonus Critical Chance: attacker's main stat amount, defender's amount of same stat
- hidden multi (Mojo Storm, etc.): attacker's Accuracy, target's Dodge
- hidden multi (heals): receiver's max. HP, receiver's current HP
- Explosive!: user's max. HP, target's current HP
For easier understanding, I'll define this comparison function:
compare (stat1, stat2) = 0.125 × (stat1 / stat2 - 1)
where:
- compare (stat1, stat2) is the result, obtained by comparing stat1 to stat2,
- stat1 is the first stat to compare, and
- stat2 is the second stat to compare.
stat1 is compared to stat2.
Notes:
- This formula is not commutative, so please make sure you remember which stat goes first if you do use these formulas.
For example, stat1: 75 vs stat2: 50 is not the same as stat1: 50 vs stat2: 75.
stat1: 75 vs stat2: 50 yields:
comp(75, 50) = 0.125 × (75 / 50 - 1)
= 0.0625
Meanwhile, stat1: 50 vs stat2: 75 yields:
comp(50, 75) = 0.125 × (50 / 75 - 1)
= -0.0416666.... → 0
- This function is bounded between 0 and 0.25.
- Bonus Critical Chance has an issue with lossy data conversion, but I am unsure if it is the same case with damage / heal usage.
(Note: I have noted one case of inaccuracy with healing.)
Using this definition, you can define the other formulas easily:
- Crit+ = compare (ATK, DEF),
where
- ATK = attacker's main stat amount
- DEF = defender's amount of the same stat
- Acc-Dodge Comp = compare (Accuracy, Dodge),
where
- Accuracy = attacker's Accuracy
- Dodge = defender's Dodge
- HP% Comp = compare (MaxHP, HP),
where
- MaxHP = receiver's max. health
- HP = receiver's current health
- ExplComp = compare([user MaxHP], [target HP]),
where
- user MaxHP = user's max. Health
- target HP = target's current Health
Summary
This article dives into an explanation for bonus Critical Chance, as well as variation in some abilities' base Damage / healing.
- We defined a comparison function, which compares two stats, bounded between 0 and 0.25.
- Bonus Critical Chance compares the attacker's main stat amount to the defender's amount of that same stat.
- Base Damage for various Powers compares the user's Accuracy to the target's Dodge for a base Damage boost.
- Healing compares the receiver's maximum Health to their current Health for a healing boost.
- Explosive! compares the user's maximum Health to the target's current Health for a base Damage boost.
Special Thanks
Special thanks go to:
- Willowdreamer and Jester, for helping with image embeds (Thank goodness, that issue got fixed....)
- ultimatewizardx, for notifying me about Mojo Storm's damage being off
- You, for reading this article
Thank you for reading!
If there are any further questions, please leave a comment below, and I will try to answer to the best of my ability!
Well then, until the next post, happy Piratin', and stay safe out there!~
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