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Attacker / Defender Man Sky Earth Star Beast Man 1.0x 1.1x 0.9x 1.0x 1.0x Sky 0.9x 1.0x 1.1x 1.0x 1.0x ...
Updated March 30th, 2016 at 08:42 PM by Kyte
Now for crit star drop rate. Fairly simple, really. dropChancePerHit = (baseStarRate + firstCardBonus + (cardStarValue * (1 + cardMod)) + serverRate + starDropMod - enemyStarDropMod + criticalModifier) * overkillModifier + overkillAdd firstCardBonus = {20% if it's there, 0% otherwise. 0% for NPs} cardStarValue = First Second Third Arts 0% 0% 0% Buster 10% 15% 20% Quick 80% 130% 180% ...
Updated October 6th, 2016 at 07:38 PM by Kyte
More spelunking through the game code. This time I'll see how much NP you charge from a single hit (remember that attacks may hit more than once). tl;dr: WHEN ATTACKING: NP% per hit = Round Down(Round Down(offensiveNPRate * (firstCardBonus + (cardNpValue * (1 + cardMod))) * enemyServerMod * (1 + npChargeRateMod) * criticalModifier) * overkillModifier) firstCardBonus = {1 if Arts was first card, 0 otherwise. 0 if it's an NP card} ...
Updated October 1st, 2016 at 07:27 PM by Kyte
GUESS WHO STARTED LOOKING STRAIGHT INTO THE COMBAT CODE. Me, of course. I need a place to write down my observations. tl;dr: It uses a weighed table based on each servant's personal criticalWeight and 3 random cards are given 50, 20 and 20 extra criticalWeight. FIRST OFF. There's a concept of 'critical weight'. It's called that because it's used for a weighed table. Tally up all the results and you get 100%, and each value is a fraction of the ...
Updated September 4th, 2015 at 12:55 AM by Kyte
Defender / Attacker Base Multiplier Saber Archer Lancer Rider Caster Assassin Berserker Shielder Ruler Alter-Ego Avenger Beast Saber 1.0x 1.0x 0.5x 2.0x 1.0x 1.0x 1.0x 2.0x 1.0x 0.5x 2.0x 1.0x 1.0x ...
Updated March 16th, 2016 at 03:38 AM by Kyte