# Mining for Bits

#### How is damage calculated?

by , August 22nd, 2015 at 04:20 PM (56053 Views)
Damage.

damage for this card = [servantAtk * npDamageMultiplier * (firstCardBonus + (cardDamageValue * (1 + cardMod))) * classAtkBonus * triangleModifier * attributeModifier * randomModifier * 0.23 * (1 + atkMod - defMod) * criticalModifier * extraCardModifier * (1 - specialDefMod) * {1 + powerMod + selfDamageMod + (critDamageMod * isCrit) + (npDamageMod * isNP)} * {1 + ((superEffectiveModifier - 1) * isSuperEffective)}] + dmgPlusAdd + selfDmgCutAdd + (servantAtk * busterChainMod)

* servantAtk = {Your servant's current Atk value}
* classAtkBonus = {class bonus}
* triangleModifier = {triangle bonus}
* attributeModifier = {attribute bonus}

FROM CARDS
* firstCardBonus = {0.5 if first card is a Buster card, 0 otherwise. No bonus to NPs}
* cardDamageValue
 First Second Third Arts 100% 120% 140% Buster 150% 180% 210% Quick 80% 96% 112%
** cardDamageValue for Extra card is 1
** NP cards act as a First card of the appropriate type.
* busterChainMod = {0.2 if it's a Buster Chain, 0 otherwise}
* extraCardModifier = {2 if Extra card in a Brave Chain, 3.5 if Extra card in a Buster/Quick/Arts Brave Chain, 1 if neither}

FROM RNG
* randomModifier = {random from 0.9 to 1.1}
* criticalModifier = {2 if crit, 1 if not}

FROM NP PROPERTIES
* npDamageMultiplier = {NP's damage multiplier (or 1 if it's not an NP)}
* superEffectiveModifier = {NP super effective modifier}
* isSuperEffective = {1 if the enemy qualifies (via trait or status), 0 otherwise}

FROM BUFFS
For those dumbasses that can't use basic logic, you add up all buffs of a given type before including the term. This obviously means they'll stack additively.
* cardMod = {X% [Card] Power Up/Down}
* atkMod = {X% Attack Up/Down}
* defMod = {X% Defense Up/Down), Def Up (but not Def Down) is skipped if the NP ignores defense}
* specialDefMod = Given to some enemies like Quetz's in Babylon or Gawain in Camelot. Defense Ignore NPs do not bypass this value.
* powerMod = {X% Power Up/Down}
* selfDamageMod = {No buff currently uses this. It's like Power Up but on the enemy's side.}

* isCrit = {1 if crit, 0 otherwise}
* critDamageMod = {X% Critical Damage Up/Down}

* isNP = {1 if NP attack, 0 otherwise}
* npDamageMod = {X% NP Power Up/Down}

* dmgPlusAdd = {X Damage Plus/Minus} // Note the lack of %. Divinity and Waver's 3rd skill, for example.
* selfDmgCutAdd = {X Damage Up/Cut} // Also a straight number. Waver's 2nd skill and Mashu's first, for example.

Remember, 10% = 0.1.
* You'll note Attack and Defense buffs are direct and opposite buffs. +10% attack is straight +10% damage and +10% def is -10% damage.
* [Anti-X] buffs will obviously only count if they match you/the enemy. So Power Up [Anti-Dragon] only works if you're hitting an enemy with the Dragon trait and so on.
* Minimum damage is 1 lol. (But only if Atk > Def)

Updated July 23rd, 2017 at 05:44 AM by Kyte

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(firstCardBonus + (cardDamageValue * cardMod))
cardMod is multiplied directly to the damagevalue? not (1 + cardMod )?
Whoops.
btw.. I'm still confuse with this if you can help me clarify.

* dmgPlusAdd = {+-X Extra Damage (Damage Plus, Damage Minus)} // Note the lack of %

Is this refer to damage plus skill like class skill 'divinity' ?
Yes
According to the test of our Chinese players, here is the NP dmg of Lu Bu Feng Xian
Where G is the NP card , green number count for random low dmg, Red count for random high dmg.

It sims that NPs is not affected by these two properties

* firstCardBonus = {0.5 if first card is Buster, 0 otherwise}
* cardDamageValue = {1 if Arts, 0.8 if Quick, 1.5 if Buster} * {1 if first, 1.2 if second, 1.4 if third}

Do you have any idea about it ?

portal gate(if you can read Chinese) : http://forum.gamer.com.tw/C.php?bsn=...nA=4832&tnum=2
I'll have to re-read the code, but it kinda makes sense. I'll confirm once I have time.
Originally Posted by PhantasyMind
According to the test of our Chinese players, here is the NP dmg of Lu Bu Feng Xian
Where G is the NP card , green number count for random low dmg, Red count for random high dmg.

It sims that NPs is not affected by these two properties

* firstCardBonus = {0.5 if first card is Buster, 0 otherwise}
* cardDamageValue = {1 if Arts, 0.8 if Quick, 1.5 if Buster} * {1 if first, 1.2 if second, 1.4 if third}

Do you have any idea about it ?

portal gate(if you can read Chinese) : http://forum.gamer.com.tw/C.php?bsn=...nA=4832&tnum=2
Tested mine after seeing your post. Got the similar result as well.. (Though, I haven't test different NP with the same NPmodifer value but different type e.g. Q/A/B type and same atk on top of that, I only tested the card order and first card bonus)

Now testing with the cardMod buff using the reset trick with 1 buff cast random multiplier (fix the random by reset thing and buff 1 time to outset the new random#). Damage is increase according to cardMod accordingly
(Saber Alter NP on chimera lv20 (daily) for 31,748 and 41,273 after use her skill )

Also, another founding I got from reset trick for testing (since when reset, the random value seems to be fixed)

It seems NP damage is not affected by the chain bonus too.
Updated August 28th, 2015 at 09:45 AM by Aedra
Ok, I checked. I didn't notice at first 'cause it was a side effect of how the system works (namely, the NP damage function calls the normal damage function with an 'empty' card which makes a bunch of lookups and calculations fail and default to 1 or 0) rather than an explicit effect.
But yes.
cardDamageValue, cardMod both default to 1 and no Buster Chain bonus either.
NPs can never critical, either (although this much is obvious since they don't get stars).
Updated August 29th, 2015 at 03:18 AM by Kyte
Originally Posted by Kyte
Ok, I checked. I didn't notice at first 'cause it was a side effect of how the system works (namely, the NP damage function calls the normal damage function with an 'empty' card which makes a bunch of lookups and calculations fail and default to 1 or 0) rather than an explicit effect.
But yes.
cardDamageValue, cardMod both default to 1 and no Buster Chain bonus either.
NPs can never critical, either (although this much is obvious since they don't get stars).

They also don't build NP% or drop crit stars.

Does that mean the type of the NP (red ,green or blue) does not affect the damage output?

Also, how about the first card bonus? Do you mean the hole " (firstCardBonus + (cardDamageValue * (1 + cardMod)))" is default to 1 ?

LOL, GOOD JOB DW!
Well, yeah. NPs have their own multipliers. Most AoE NPs do 300% attack, for example.
Updated August 29th, 2015 at 03:23 AM by Kyte
How is that dumb, anyways?
(I think the first card bonus does apply, though)

When I meant it was a side-effect I meant coding-wise, I strongly doubt it was accidental.
Regarding cardMod I think it might affect the NP dmg..

Did a multiple 'reset the game' testing (random modifier is fixed unless certain action is taken such as buff, masterbuff , order of attack http://i.imgur.com/hpkOIJU.png)
(from the pic, I can change buff to various servant buff and result is the same excluding attack buff which change the dmg)

From what I tested to find cardMod effectiveness, I have Heracles [email protected] 100% saber alter [email protected]%
1st: I buff heracles dodge(self), then use NP to see his dmg = X. (I deleted the value) (NP sth sth)
2nd: I buff alter with buster (self), then use heracles's NP to see his dmg.. still the same as before e.g. X dmg (NP sth sth)
3rd: I use another servant buff that is not attack-related (once per testing), use heracles NP still got the same X dmg

my first conclusion is that alter's buster buff trigger the same random modifier as other servant buff.

Then,
I test alter's NP after using other servant buff (2-3 times). NP dmg = Y (same every time)
after that, I test with alter's buster then use her NP. got NP dmg = Y + 30%

What I conclude from this is that buster performance buff (cardMod) affect NP.

I'll try testing again and post my data later.
Updated August 29th, 2015 at 07:33 AM by Aedra
Another testing to find the first card bonus with resetting method

the result I got is this..

Though, there are some unknown which i'm not sure.. that either trigger new random modifier or reduce dmg .
That unknown is saber alter's buster card, which if used before using NP then damage is lower from the pic
Well, after a few moment, I realized this coding is fine. I'm just shocked by the news and become too excited.

BTW, after I input both cardDamageValue, cardMod as 1, the result is a bit too low compare to the reality.

After reading the post of Aedra,, I change my equation and the result fit with my test.
My observation is the first card bonus does not apply on NP , but the cardMod does apply on NPs.

Might you help us clarify the NP equation ? I am trying to use the data of http://www9.atwiki.jp/f_go/pages/172.html to compare the damage output of Heracles and Vlad III ( which is quite a discussion in Chinese forum.)
Originally Posted by Aedra
Another testing to find the first card bonus with resetting method

the result I got is this..

Though, there are some unknown which i'm not sure.. that either trigger new random modifier or reduce dmg .
That unknown is saber alter's buster card, which if used before using NP then damage is lower from the pic
how did you get the exact same value of DMG LOL
Originally Posted by PhantasyMind
how did you get the exact same value of DMG LOL

The random modifier will be the same. these modifiers seem to be predetermined ahead first.

The thing is, these random modifier will be change according to action you do in group.

Buff(servant)
Buff(master)
Attack (order)

sth like this
I'll believe your testing, that part of the code is too complex to follow just by reading so I don't fully trust my interpretation. If it's so easy to replicate then it's pretty clear what's going on, anyways.
Originally Posted by Aedra

The random modifier will be the same. these modifiers seem to be predetermined ahead first.

The thing is, these random modifier will be change according to action you do in group.

Buff(servant)
Buff(master)
Attack (order)

sth like this
Yeah this is because the game always rolls for success chance even if the chance is 100%. Since it uses the same pRNG for all actions, it'll advance the pRNG's state at different rates.

Originally Posted by PhantasyMind
Well, after a few moment, I realized this coding is fine. I'm just shocked by the news and become too excited.

BTW, after I input both cardDamageValue, cardMod as 1, the result is a bit too low compare to the reality.

After reading the post of Aedra,, I change my equation and the result fit with my test.
My observation is the first card bonus does not apply on NP , but the cardMod does apply on NPs.

Might you help us clarify the NP equation ? I am trying to use the data of http://www9.atwiki.jp/f_go/pages/172.html to compare the damage output of Heracles and Vlad III ( which is quite a discussion in Chinese forum.)
NPs use the same function as normal damage, but don't use card-based modifiers, as you guys have already proven. (Except Buster/Quick/Arts Up)
They also don't crit.

So it should simplify to:
damage for this card = [servantAtk * npDamageMultiplier * (1 + cardMod) * classAtkBonus * triangleModifier * attributeModifier * randomModifier * 0.23 * (1 + atkMod - defMod) * {1 + powerMod + selfDamageMod + npDamageMod} * {1 + (traitModifier * hasSuperEffectiveTrait) + (statusTraitModifier * hasSuperEffectiveStatus)}] + dmgPlusAdd + selfDmgCutAdd
Updated August 29th, 2015 at 02:50 PM by Kyte
Still there's something I'm still not sure about the type of NP (art , quick, bust )

regarding to my testing this
http://i.imgur.com/hpkOIJU.png

Heracles ATK = 7281 (Earth) against Wyvern (Sky)
His NP damage if simplify by ignoring all trait bonus and damage plus / damage cut

dmg = 7281 x 600% (I got from JP site unless it is wrong) x (1+0.08) x 1.5 x 1.1 x 0.9 x (1 from random) x 0.23 since no buff other parts are ignored
at random = 1
np damage would be 16,114 (while from testing show that he is at least 22k to 26k dmg)

If I multiply 16,114 by 1.5 it would be 24,171 which would make more sense...

so it would be either
1) the NP type for multipler ( 1 , 0.8 , 1.5) has affect
2) the part {1 + (traitModifier * hasSuperEffectiveTrait) + (statusTraitModifier * hasSuperEffectiveStatus)}] + dmgPlusAdd can be replace by ~8000 dmg (1.5 times)
3) NP modifier is not 600% and mad enhancement rank B is not 8%
4) idk the dmgplus from heracles's divinity but 8,000 is too outrageous

I'll try testing with quick / art NP type first, but if possible
phantasymind plz share your NP dmg calculation you spoke of earlier
Kyte, if possible and if u have time, can u check heracle's mad enhancement modifier? base on JP it is 8%
Updated August 29th, 2015 at 05:03 PM by Aedra
What about divinity? I've seen the % on the japanese wiki, but how does it actually affect my damage?
Updated August 29th, 2015 at 06:04 PM by epherion
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