Hey!
I have to report this problem. When I have an active Wu-Kong (lets say, for titan fights), every hero has an improved attack stat. For example, lets say, Joon hast 1000 basic attack and +1600 (approximately) stats from Wu-Kong. Means, 2600 in total. But if I fire Joons special, he does only damage calculated to the 1000 attack and not to the 2600. Otherwise, nearly every opponent will be roasted from Joon, Lianna or other snipers.
But - Wu Kong says, Attack is improved, and chances to miss is also possible on special skill. So for me, special skill shold work in this and this way!
So What?!
u2371
August 6, 2022, 10:56am
2
Stabinovsky:
I have to report this problem. When I have an active Wu-Kong (lets say, for titan fights), every hero has an improved attack stat. For example, lets say, Joon hast 1000 basic attack and +1600 (approximately) stats from Wu-Kong. Means, 2600 in total. But if I fire Joons special, he does only damage calculated to the 1000 attack and not to the 2600. Otherwise, nearly every opponent will be roasted from Joon, Lianna or other snipers.
No, it doesn’t work like that.
Joon special skill with Wu Kong buff will be 468%+185% = 653%. Joon with Wu Kong buff will do 653% damage for his special skill.
2 Likes
Radar1
August 6, 2022, 11:45am
3
It doesn’t work like that, what you said here is Glenda/Qunell buff and its different from other attack buffs.
Wu-Kong buff buffs attack statistic and then damage is calculated on that increased statistic.
On topic, works fine for me. Because of how damage ia calculated don’t expect double/triple damage. Tested with Russel because he can’t miss.
No buff
With buff
3 Likes
u2371
August 6, 2022, 12:20pm
4
Ok, I don’t want to go more deep detail about the damage calculation.
It is really 468%+185% = 653% but the damage isn’t really x(653/468) = x1.3953
But since you post the picture, so I will go for you.
The basic formula should be something like this:
if A1/A2≤0.94, then
single tile damage = FLOOR[(25.5 x A1/A2) x A3,1] ± variance
if A1/A2>0.94, then
single tile damage =FLOOR((25.5 x A1/A2 + 0.04 x (A1 - A2 x 0.94)) x A3,1) ± variance
A1 is total attack = ATK1 x (1 + Troop1ATK%) x (attack type bonus + ATK1Buff + Wu + ElATK1Buff) x (1 - ATK1Debuff) + ATK2 x (1 + Troop2ATK%) x (1 + ATK2Buff + Wu + ElATK2Buff) x (1 - ATK2Debuff) +…
attack type bonus = 1 for tile damage and slash damage; for specials and enemy specials it’s the special% (e.g. for Magni it’s 420%)
A2 is total def = DEF x (1 + TroopDEF%) x (1 + DEFBuff + ElDEFBuff) x (1 + DEFDebuff + ElDEFDebuff + LimiterToBeFound)
A3 is [1 + (crit Bonus) + (element bonus) + (combo bonus)] x (1 + tiebreaker bonus) x attack type modifier
attack type modifier = 1 for tile damage; x3 x 90% for special attacks; x3 x 110% for slash attacks and enemy special attacks
Note : " variance = Floor[5% of average damage,1] " with minimum " variance = 1 "
Note (2) : This formula doesn’t work well with Elemental Def Down.
Radar1:
No buff
With buff
What is the Atk of your Russel and Def of the Gullinbursti (all with troop bonus) ?
3 Likes
Radar1
August 6, 2022, 2:02pm
5
I just checked it and you are right. I never really checked if my assumption about attack buffs was right but I thought it was. The way it works is weird for me personally.
It doesn’t change much in gameplay but its good to know how exactly it works, thanks for explanation.
2 Likes
u2371
August 6, 2022, 2:16pm
6
In fact, this is pretty common in E&P logic. Many thing in E&P is weird in normal aspect.
Like the Ancient Koi can live on foggy land .
I think this is an issue.
How could the Koi swim when we are not underwater? When a stage is Ashore, there shall be no Kois or other underwater creatures.
2 Likes
system
Closed
September 5, 2022, 2:16pm
7
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