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Stats and Formulas


limeox

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Here, you'll find explanations for the in-game stats, calculations they are used in, and game mechanics they are tied to.

The important formulas are collected in the next post, so you can check that one for an overview.

Index:

 

Note that for stats that are referring to chances, percentage increases or reductions, I'll be referring to their percentage representation, even if they're mostly referenced as flat values in-game. This shouldn't be an issue since their conversion is trivial (100 = 1%). These stats are Evasions, Accuracies, Resistances, Pierces and all Crit-related stats.

Edited by limeox
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Formula Collection

A quick overview over all formulas in this topic. For more in-depth explanations, check the post that they appear in (click on the title).

 

In general, your Arkana's stats are simply a sum of their base stats and any bonuses gained from levels, gear and buffs.

In addition to that, offensive skills can have additional bonus effects (displayed after the skill's damage), such as being more likely to crit or being more accurate. These stats are simply added as well, but only for the use of that skill.

DeZfrsv.png

There is one issue with that however, namely Crit Attack, which has no effect at all. Instead, there is "Additional Crit", which gives both Crit Rate and Crit Attack. For example, this one has 20% bonus Crit Rate and Crit Attack, rather than 20% Crit Rate and 40% Crit Attack:

s9wLFjU.png

 

Arkana Base Values and Increments

  • Flat HP: 300 at level 1, +10-67 per level depending on level
  • Flat SP: 150 at level 1, +10 per level
  • Flat CP: 1000
  • HP Regen: 10/0 (idle/combat)
  • SP Regen: 1/0 (idle/combat)
  • CP Regen: 3/0 (idle/combat)
  • Physical ATK: 0~1 at level 1, +1 per level
  • Chakra ATK: 0~0 up to level 19, +1 per level thereafter
  • Accuracy: 95%
  • Chakra Accuracy: 80%
  • Defense: 0 at level 1, +1 per level
  • Movement Speed: 60

 

Resources

You start out with 300 Flat HP, 150 Flat SP and 1000 Flat CP at level 1. Each level increases your Flat SP by 10 and your Flat HP by 10 at level 2, 11 at level 3, 12 at level 4... 67 at level 59.

Flat HP = 291 + (17 * Level + Level ^ 2) / 2 + sum of all flat "Max HP" stats (gear)

Flat SP = 150 + 10 * Level + sum of all flat "Max SP" stats (gear)

Flat CP = 1000 + sum of all flat "Max CP" stats (gear)

%HP = sum of all % "Max HP" stats

Bonus HP = sum of all bonus "Max HP" stats (pet, buffs, passive effects)

Total HP = (Flat HP) * (100 + %HP) / 100 + Bonus HP

(SP and CP equivalent)

 

Healing

HP Healed = Instant HP + HR + (Target's Total HP) * (Instant %HP + %HR) / 100

If the skill doesn't feature Instant HP, HR takes no effect: HP Healed = (Target's Total HP) * (Instant %HP + %HR) / 100

If the skill doesn't feature Instant %HP, %HR takes no effect: HP Healed = Instant HP + HR

SP Healed = Instant SP

CP Healed = Instant CP

 

Skill Damage

Min ATK = Level - 1 + sum of all "Min ATK" values from gear and buffs

Max ATK = Level + sum of all "Max ATK" values from gear and buffs

CH-ATK = (Level - 19 or 0, whichever is higher) + sum of all "CH-ATK" values from gear and buffs

%ATK = sum of all "%ATK" values from gear and buffs

Damage = Base + ATK * (%Scaling + %ATK) / 100

 

Damage Reduction

DEF = Level - 1 + sum of all "DEF" stats from gear and buffs

Reduced Physical Damage = (Physical Damage) * (100 - %VOID) / 100 - DEF

Reduced Chakra Damage = (Chakra Damage) * (100 - %Chakra Resistance) / 100

Reduced PvP Physical Damage = (Reduced Physical Damage) / 3.5 * (100 + %PvP ATK - %PvP VOID) / 100 - PvP DEF

Reduced PvP Chakra Damage = Reduced Chakra Damage / 3.5

Reduced DoT = DoT * (100 - %DoT Redcution) / 100

Reduced PvP DoT = DoT / 2 * (100 - %DoT Redcution) / 100

 

Pierce

Reduced DEF = DEF * (100 - %DEF Pierce) / 100

Reduced %VOID = %VOID * (100 - %VOID Pierce) / 100

Reduced %Chakra Resistance = %Chakra Resistance * (100 - %CH Pierce) / 100

 

Accuracy and Evasion

%Accuracy = 95 + sum of all "%ACC" values + (sum of all "ACC" values) / 100

%Chakra Accuracy = 80 + sum of all "%CH-ACC" values + (sum of all "CH-ACC" values) / 100

%Evasion = sum of all "%EVA" values + (sum of all "EVA" values) / 100

%Chakra Evasion = sum of all "%CH-EVA" values + (sum of all "CH-EVA" values) / 100

%Physical Hit Chance = %Accuracy - %Evasion

%Chakra Hit Chance = %Chakra Accuracy - %Chakra Evasion

 

Crit

%Crit Chance = %Crit Rate - %Crit Evasion

%Crit Damage = 150 + (%Crit Attack - %Crit Avoidance)

 

Spotting

Render Distance (meters) = 40 + 50 * (%Character Setting) / 100

Spotting Distance (meters) = Detection - Concealment

 

Movement Speed

Running Speed (meters per second) = Movement Speed / 10

 

Attack Speed

Reduced Cooldown = Cooldown * 100 / (%Attack Speed)

Reduced Animation = Animation * 100 / (%Attack Speed)

Edited by limeox
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Resources

In this game, your Arkana has 3 resources:

aSvomED.png

  • HP (red, hit points) represent your health. They correspond to the amount of damage you can take before you die.
  • SP (dark blue, very unfortunately called skill points) are the main resource you consume to use skills. Almost all skills cost a set amount of SP to use.
  • CP (light blue, core points) are the resource that is required to keep your mech or cyberskin active. To activate them, you must at least have CP equal to the their idle CP consumption (even if you're in combat). When your CP reaches 0, they're automatically deactivated, regardless of their cooldown. There's only one basic Arkana skill that requires CP to use (Medic's revive, 50), but all ultimates cost CP (300, 400 or 500), as do Cyber Clusters (5) and Napalm Missiles (50).

The size of your resource pool is determined by 3 different stats per resource. I will explain this for HP, as this is arguably the most important, but the same applies to SP and CP. The stats are Flat HP, %HP and Bonus HP, unfortunately all referenced as "Max HP", but they're not difficult to tell apart.

Your Flat HP consists of the HP gained from levels and all "Max HP" stats from gear, accessories, lingerie, costumes, random stats, jewels, gear set bonuses and gear sealing bonuses.

Dy3zncG.png

%HP refers to all "Max HP" stats that have a percentage value after them. This includes stats from your gear, Arkana/mech/cyberskin HP passive and any buffs (buff hypovials, Medic/Cyberblade buff). This %HP is applied to your Flat HP to increase it by that percentage.

Bonus HP refers to all "Max HP" stats (without a percentage value) that are not Flat HP. These are all stats from buffs and passive effects - your pet's HP skill and chip, mech passive, Arkana PvP rank and your equipped achievement title. This Bonus HP is simply added as-is, it is not affected by %HP. For example, a max level pet will always increase your HP by a fixed 8000, no matter how little or much %HP you have.

In total, you end up with: Total HP = (Flat HP) * (100 + %HP) / 100 + (Bonus HP).

 

 

 

Regeneration

You can regenerate these resources via resource regeneration stats ("Regen", "Regeneration" or "Recovery"). Each resource has their own regeneration and they are split up into idle ("Standing") and combat regeneration. You can see the current regeneration by hovering over a resource bar in your character window or the top-left corner of your screen.

fimGlPi.png

Regeneration is applied in fixed intervals - every 2 seconds. When this occurs, you can see the amount that was regenerated above your character.

XpbEMKf.png

Your regeneration can go negative, usually from buffs that constantly consume a resource while active (for that matter, using your cyberskin or mech simply applies a negative CP regeneration while active). In that case, that resource is reduced on every regeneration tick, and the green text above your character will not be shown. For negative HP regeneration, this actually shows up as red, as if you were taking damage (note that this is different from DoT effects).

 

 

 

Healing

Resources can not only be regenerated over time, but also healed instantly. This is referred to as "Instant HP", "Instant SP" and "Instant CP" on skills that do so. This is how Medic's and Defender's heals work, but it is also used on HP/SP crisis hypovials and CP hypovials. These re-fill that resource by a fixed amount.
There is also "Instant %HP", although there's no such equivalent for SP and CP, and it is only used on Medic's healing skills (and, way back, used to be on Cyberblade's Still Metabolism). This heals the target by a percentage of their total HP.

0HgDmnK.png

Interestingly, Cyber Clusters, Napalm Missiles and certain ultimates will also list "Instant HP" and "Instant SP", but a negative value. This has the effect of directly reducing the target's HP and SP in addition to dealing damage normally, however, this kind of "extra damage" bypasses the target's ability to evade or reduce the damage. This is precisely why Cyber Clusters and Napalm Missiles will one-shot balls in Soccer Pitch - and why they cannot be used there.

AINxRVh.png

Instant HP and Instant %HP effects can be increased by two other stats, both called "Increase Healing Rate", "Healing Rate" or "Healing Rate Increase". I'll be calling them HR and %HR from here on.
HR can be found on Medic weapons and the (very confusingly called) Regen Pet Chip.
%HR can be found on Medic helmets, Medic weapon skins, ancient healing jewels,the Healing Pet Chip and the gold collection and salvage achievement titles.

Since those two stats increase the effects directly, they do literally nothing on skills that do not have these effects.
For example, %HR is useless for Defenders since their Healing Chakra skill only heals a flat amount (Instant HP). In fact, since Cyberblade had Still Metabolism reworked, %HR is useless for every single class except Medics, since %HR only takes effect for the player using the skill, not the player that the skill is being used on.
HR on the other hand works for Defender's Healing Chakra, and it also works on HP crisis hypovials - however, except for Medics, the only source of HR is the pet chip, which features a whopping 70 at rank 2. HR also "increases" the Instant HP on Cyber Clusters, Napalm Missiles and ultimates, however, since the value is negative, HR actually reduces the damage dealt. This is why Medics cannot one-shot balls using Cyber Clusters when they have a (sufficiently enhanced) weapon equipped.

It is also worth emphasizing that %HR is indeed additive; it does not multiply your healing. If 1% HR sounds underpowered, it's because you're thinking of it as increasing your healing by 1%. It does not. It means that every skill that has Instant %HP heals the target for an additional 1% of their total HP, which is somewhere around 300-500 for most max-gear players. In total, Medics can get close to 14% HR in addition to what their skills already do.

In summary, the stats work on

  • HR: Defender's Healing Chakra, crisis hypovials, Medic's Healer's Kiss, Veil of Healing, Cleansing Heal, Rx Fury, Kali's Vital Injection, Sudden Recovery [, Cyber Clusters, Napalm Missiles, certain ultimates]
  • %HR: Medic's Healer's Kiss, Veil of Healing, Cleansing Heal, Kali's Vital Injection, Sudden Recovery (does have Instant %HP despite not being displayed in-game)
Edited by limeox
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Skill Damage

There are two main types of damage in this game - physical damage and chakra damage. The latter is split up into 5 different types that roughly correspond to additional skill effects:

  • Gravity does nothing or stuns/immobilizes
  • Plasma applies a DoT effect
  • Voltage disables, preventing the use of skills except for basic attacks
  • Atomic slows or immobilizes
  • Particle does more damage

There are a few exceptions to this, but for most skills these rules apply.

On any skill, you can see that skill's physical damage range in green, and the chakra damage range in purple (even if it doesn't do gravity damage).

4s2LA9P.png

Almost all offensive skills will deal both damage types, even if the tooltip doesn't always state it. If no chakra damage or description is shown, it will do some basic gravity damage. There are only 4 exceptions to this:

  • Medic's Atom Blast only does atomic damage
  • Defender's and Whipper's main aggro skills only do physical damage

The description states your minimum physical damage, maximum physical damage, minimum chakra damage and maximum chakra damage. These are all calculated independently, so I will only explain it for one of them, minimum physical damage. Calculating the other damage values works in the same way (substitute Min ATK with Max ATK, Min CH-ATK or Max CH-ATK).

Your damage is primarily affected by your "Min ATK" and "%Min ATK". Your Arkana starts out with 0 Min ATK (1 Max ATK) and will gain 1 of each per level (you only start getting CH-ATK from level 20 on). Your %Min ATK is 0%.

You can also get Min ATK from gear and buffs. You can simply add all of these together.

Additionally, gear and buffs can increase your %Min ATK to increase your Min ATK even further. These are also simply added together.

Now, you may think that it's as simple as increasing your Min ATK by the percentage you get from %Min ATK. You will indeed find that number in the game - in your character window:

I7eOAsJ.png

The first number under "ATK" shows the Total Min ATK you may be tempted to calculate:

Total Min ATK = Min ATK * (100 + %Min ATK) / 100

However, this number is almost entirely useless and you will soon see why - it turns up in no damage calculation. For now, consider only two values - the sum of all your Min ATK and the sum of all your %Min ATK.

You'll note that most skills will do very different amounts of damage. That is because each skill features its own specific values that are used to arrive at the final damage. These are a base damage and a scaling. Base damage is an amount of damage that is always being done, even if you were using no gear (and had no attack from levels). The scaling multiplies your attack. These two values are not shown in-game, however you can look them up in the simulator.

To calculate your damage, it's easiest to think of your %Min ATK adding to the skill's own scaling. Those two together then multiply your Min ATK, and then the base damage is added onto it. You'll end up with

Min Damage = (Min Base) + (Min ATK) * (%Min Scaling + %Min ATK) / 100

Note that you'll find it difficult to squeeze the Total Min ATK from earlier into this formula, which is the reason that the Total Min ATK shown in your character window is meaningless. Moreover, different builds can arrive at the same values shown in the character screen, but end up with different actual skill damage. If you tried re-arranging the formula, you would get one of:

Min Damage = (Min Base) + (Min ATK) * (%Min Scaling - 100) / 100 + (Total Min ATK)

Min Damage = (Min Base) + (Total Min ATK) * ((%Min Scaling - 100) / (100 + %Min ATK) + 100) / 100

Not only do they get unwieldy, but you will still need to manually calculate your Min ATK or your %Min ATK anyway, so you don't get any of the benefits you may have expected. So, simply don't bother. Ignore that value.

Okay, I lied a tiny bit, there's one use case for the CH-ATK values in your character window. Skills that do not show any chakra damage (keeping in mind the aforementioned exceptions) do damage as if they had 0 base damage and a 100% scaling. Putting those values in will give you the same formula as the values in your character screen use.

 

So you arrived with 2 values for each damage type - Min Damage and Max Damage. Whenever you actually use the skill, a random number from that interval is picked, and this is the damage that is actually being done. The physical and chakra damage are independent and appear to be uniformly distributed - each number in the interval has the same chance of being picked.

 

DoT (damage over time) effects don't work like physical and chakra damage. The DoT on any given skill that applies it is fixed, there is no variation in damage. It also cannot be improved by any kind of gear or buff.

 

 

 

Damage Reduction

Of course, just calculating the damage that your skills do isn't the whole story. Your target will also have defensive stats to mitigate some of the damage you do. They work roughly similar for all damage types, but they involve different stats.

Firstly, damage is reduced by Avoidance ("VOID") and Chakra Resistances ("Gravity", "Plasma", "Voltage", "Atomic", "Particle"). Avoidance only applies to physical damage, while Chakra Resistances only apply to the corresponding type of chakra damage. You will take full damage if you have 0%; at 100% you will take no damage.

%VOID = (sum of all "VOID" stats from gear and buffs) / 100

%Chakra Resistance = (sum of all Chakra Resistance stats from gear and buffs) / 100 [calculated for each chakra type independently]

Physical damage is further reduced by Defense ("DEF"), by simply subtracting the Defense value from the damage value. It has no effect on chakra damage. There is also "PvP DEF", which will decrease the physical damage taken from other players even further.

DEF = Level - 1 + sum of all "DEF" stats from gear and buffs

Reduced Physical Damage = (Physical Damage) * (100 - %VOID) / 100 - DEF

Reduced Chakra Damage = (Chakra Damage) * (100 - %Chakra Resistance) / 100

 

In PvP, both types of damage are then divided by 3.5. In addition to that, your target's %PvP VOID is subtracted from your %PvP ATK to calculate a multiplier for the physical damage dealt.

%PvP ATK = sum of all "%PvP ATK" stats from gear and buffs

%PvP VOID = (sum of all "PvP VOID" stats from gear and buffs) / 100

Reduced PvP Physical Damage = (Reduced Physical Damage) / 3.5 * (100 + %PvP ATK - %PvP VOID) / 100 - PvP DEF

Reduced PvP Chakra Damage = Reduced Chakra Damage / 3.5

 

It is worth mentioning that physical damage can never be 0 or negative, a skill will always do at least 1 physical damage (again with the exception of Medic's Atom Blast). This is not the case for chakra damage, it can indeed be 0. If 0 chakra damage is dealt, no damage or "resist" popup will appear.

 

DoT effects are not affected by Plasma Resistance, even though they are shown in-game in the same color as plasma damage. Instead, there's a "DoT Reduction" stat that is similar to it. Also, in PvP, DoT effects are only reduced by half.

%DoT Reduction = (sum of all "DoT Reduction" stats from gear and buffs) / 100

Reduced DoT = DoT * (100 - %DoT Redcution) / 100

Reduced PvP DoT = Reduced DoT / 2

 

 

 

Pierce - Damage Reduction Reduction

You can negate some of your target's defensive stats with Pierce stats:

  • "DEF Pierce" reduces DEF
  • "VOID Pierce" reduces VOID and PvP VOID
  • "CH Pierce" reduces all Chakra Resistances (but not DoT Reduction)

%Pierce = (sum of all corresponding "Pierce" stats from gear and buffs) / 100

Reduced DEF = DEF * (100 - %DEF Pierce) / 100

Reduced %VOID = %VOID * (100 - %VOID Pierce) / 100

Reduced %Chakra Resistance = %Chakra Resistance * (100 - %CH Pierce) / 100

Edited by limeox
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Accuracy and Evasion

The actual application of damage can miss, or be evaded. In that case, no damage of the evaded type is being done. There are 4 stats in play to decide whether or not damage is evaded, 2 each for physical and chakra damage: Evasion ("EVA"), Accuracy ("ACC"), Chakra Evasion ("CH-EVA") and Chakra Accuracy ("CH-ACC").

To make things a little more confusing, they are inconsistently referenced throughout the game - sometimes as percentages, sometimes as flat values. As always, a flat value of 100 simply corresponds to 1%.

%Accuracy = 95 + sum of all "%ACC" values + (sum of all "ACC" values) / 100

%Chakra Accuracy = 80 + sum of all "%CH-ACC" values + (sum of all "CH-ACC" values) / 100

%Evasion = sum of all "%EVA" values + (sum of all "EVA" values) / 100

%Chakra Evasion = sum of all "%CH-EVA" values + (sum of all "CH-EVA" values) / 100

To determine whether physical damage hits or not, your target's Evasion is subtracted from your Accuracy. If the resulting value is 0% or less, you will miss. If it is 100% or more, it will hit. For anything in between, that value represents the chance that the physical damage will hit. The same applies to chakra damage.

%Physical Hit Chance = %Accuracy - %Evasion

%Chakra Hit Chance = %Chakra Accuracy - %Chakra Evasion

Physical and chakra damage can hit or miss independently. In-game, a physical miss is shown as a "miss", while a chakra miss is shown as "resist" in place of the usual damage popup.

uPnwHzu.png

 

Hitting or missing damage isn't only important for actually doing damage consistently, certain skill effects are directly tied to the damage:

  • Pull effects are only applied if the physical damage hits
  • Debuffs and CC are only applied if the chakra damage hits

However, a few exceptions exist:

  • NPCs from the other faction can not evade and will never miss
  • Targets that cannot be pulled will always evade physical damage from pull skills
  • Debuffs cannot be evaded if the applying skill does no chakra damage
  • Skill stone effects are not tied to any damage type - they can apply on skills that do no damage and on skills that were evaded entirely

HifHZhK.png

Edited by limeox
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Crit

If damage hits, the dice are rolled once again to determine whether or not damage hits critically. Your chance to crit it affected by your "Crit Rate" and reduced by your target's Crit Evasion ("Crit EVA") - in essence, they work like Evasion and Accuracy.

%Crit Rate = (sum of all "Crit Rate" stats) / 100

%Crit Evasion = (sum of all "Crit EVA" stats) / 100

%Crit Chance = %Crit Rate - %Crit Evasion

Again, if this chance is 0% or less, you won't crit; for 100% and above, you will crit; and for anything in-between, you may crit according to that chance.

Physical damage and chakra damage can crit independently. DoT never crits.

If either damage type crits, a "Critical" overlay is shown in addition to the damage numbers. If the physical damage crits, this will also shake your screen. If you receive a crit yourself, you will not see such an overlay, but your screen will still shake if the attacker's physical damage crits on you.

MiOWQ6m.png

 

By default, crits will do 50% bonus damage, however this can be increased by Crit Attack ("Crit-ATK" or "Crit STR") or reduced by your target's Crit Avoidance ("Crit VOID" or "Crit DEF").

%Crit Attack = (sum of all "Crit ATK" stats) / 100

%Crit Avoidance = (sum of all "Crit VOID" stats) / 100

%Crit Damage = 150 + (%Crit Attack - %Crit Avoidance)

Note that the resulting %Crit Damage can drop below 150% if your target's %Crit Avoidance is higher than your %Crit Attack; in that case, a crit will do less than 50% bonus damage. It is in fact possible that this damage drops below 100%, in which case a crit will do less damage than a normal, non-crit attack.

Edited by limeox
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Spotting

The distance at which you can see NPCs and other players on your screen ranges from 40 to 90 meters, depending on your graphics settings (specifically, the "Character" slider).

Render Distance (meters) = 40 + 50 * (%Character Setting) / 100

You can see a target's info  or select them by clicking on them when they are within 50 meters. Tabbing can target enemies within 40 meters, allies within 50.

 

For enemies, this all goes out the window when they have any "Concealment" buff applied. The range at which they can be seen can under no circumstances exceed 50 meters. Furthermore, they are invisible to you unless you have "Detection" from any source. A higher Detection increases the range at which you can see concealed targets, while Concealment decreases it.

Spotting Distance (meters) = Detection - Concealment

If this value is 0 or less, you cannot see that target. If this value is 50 or higher, you will always see that target within 50 meters (even if the value is far higher).

 

 

 

Movement Speed

Movement Speed determines how fast you can cover ground by running. Each Arkana starts with 60 Movement Speed. Mechs and bikes are capped at 200 movement speed.

Running Speed (meters per second) = Movement Speed / 10

If your movement speed is brought to 0 or less, you cannot use any skills that would move your Arkana, that is, any skill that teleports you to a nearby location or causes you to dash to a target.

While on a bike, your movement speed is fixed to the bike's speed and cannot be increased or reduced by buffs. Only debuffs will affect the bike speed, so you can still be slowed. Bike Boosters and ambient speed effects (e.g. Turnpike ramps) are classified as debuffs, therefore their movement speed bonus still applies - this also means that they can be removed by cleanses however.

 

 

 

Attack Speed

Attack Speed increases the rate at which your skills cool down and speeds up your skills' animations, allowing you to output more skills in the same amount of time. Each Arkana has 100% base Attack Speed, and the only skill to increase that is Kali's Sincere Blessing.

Reduced Cooldown = Cooldown * 100 / (%Attack Speed)

Reduced Animation = Animation * 100 / (%Attack Speed)

Attack Speed only takes effect at the moment a skill is used. Receiving an Attack Speed buff will not reduce the duration of any already active cooldown. Conversely, an Attack Speed buff will reduce the entire animation and cooldown of a skill, even if it's only active for a brief moment while the skill is used.

Edited by limeox
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?????????? good shit go౦ԁ sHit? thats ✔ some good??shit right??there??? right✔there ✔✔if i do ƽaү so my self ? i say so ? thats what im talking about right there right there (chorus: ʳᶦᵍʰᵗ ᵗʰᵉʳᵉ) mMMMMᎷМ? ?? ?НO0ОଠOOOOOОଠଠOoooᵒᵒᵒᵒᵒᵒᵒᵒᵒ? ?? ? ? ? ? ? ? ??Good shit

 

For real though, that's awesome man; there's really everything. Needs to be sticked. 

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Several things are debateable but I will correct only the one I'm 100% sure about.

21 hours ago, limeox said:

Movement Speed determines how fast you can cover ground by running. Each Arkana starts with 60 Movement Speed and can reach a maximum of 200 - anything beyond that is discarded.

200 speed limit is fair for mech and your bike, you can't exceed that limit no matter what buffs, skills and gears you use (not counting GM powers and exploits of any kind).

But your character's speed isn't limited by the number of 200. It can go beyound that with in game things themselves. Look at my signature... :| if some one supply me with 2 skill resets I can try and see if it will be pissible to get 279. :ph34r: With lv3 speed chip it is probably 280+.

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I am able to get my speed to 211 with my L39 ME, in Turnpike with those speed ramp.

Base Speed (60) +12 delta uni shoes (22) + Max speed passive (7) + Speed L1 chip (5) + uni cyberskin (5) + Nexus Buff (7) + Vine Sap (5) and then the 100 speed boost from the ramp.

You could even cheat a bit and get on bike, put bike booster on, get off bike and still be boosted, so 221 then :D

Too bad L30s people cannot get Nerve Vial drops from Soccer.

 

 

Edited by DrDieLess
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22 hours ago, limeox said:

Speed and can reach a maximum of 200 - anything beyond that is discarded.

Do we know if that is true for sure. I ask because Asmos (in Viledon) gives a speed debuff of -250 which implies that you could exceed the 200 speed barrier.

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That's interesting. I tested it and it seems that you can indeed run faster as Arkana. I somehow got to 200+ speed in mech as well, but the speed was still capped at 200.

See here for a comparison.

18 hours ago, SparkOne said:

@limeox Which One u prefer HP or Crit Void....like say Full HP R2 and Randoms vs Full crit void and Randoms for Tanks..

Depends, really. You can use this tool to compare (add your gear's HP stats on the left, and a hypothetical opponent's crit stats in the middle), however it does not take DoT damage into account (simply not possible), so you might consider just rolling with HP if the results are close enough to account for those.

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  • Vivi pinned this topic

Stun doesnt stack, for max stun duration you'll have to time your stuns accordingly. If you use a stun on someone (or any skill really) at the same time as someone else using a stun on you the case might be that your skill will get canceled depending on the cast animation of the skill itself (some stuns have very fast cast animations compared to other skills thus cancelling your skill during its casting animation). As for disables you can mech/autoattack but not able to use any other skills. Aside from DE's aoe disable which wont even let you autoattack, not sure if any other class has a hard disable like that.

Edited by coctanic36
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u can do two at the same time but they are both applied at the same time and dont stack so u can do a. the duration lasts as the longest debuff. u can have a 7 sec disable  and a 5 sec disable going at the same time but it will only last for 7 sec and not 12 sec.

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  • 2 weeks later...

I am not calculating stats correctly, I think.

Are these 2 the same (I'm adding parenthesis in the first):

Flat HP = 291 + Max HP gear + ( ( ( 17 * level) + level^2) / 2)

Flat HP = 291 + (17 * Level + Level ^ 2) / 2 + sum of all flat "Max HP" stats (gear)

Arkana is level 46 and she is wearing platemail lingere which has Max HP 200. She has no buffs and there is no blessing

From the formula I get 1940 HP. But character info says 4869

I also get 1940 from limeox's skill calculator https://limeox.info/app/scarlet/eff_hp/

Is there some other factor I'm missing?

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Ah, it's the pet I guess, even though it's not summoned.

If I switch to madfly, not summoned, my HP goes down to 2669. But that isn't 1940.

Madfly is level 26 with fetch, gold collector and drop rate chips.

There is no buff icon. Except pet hunger hack. My character info only shows the lingerie.

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A pet doesn't give bonuses if it's not summoned.

But it seems like you have a maxed HP passive (rank 15 at level 46), which gives 37.6%.

On 6/15/2017 at 10:38 AM, limeox said:

Total HP = (Flat HP) * (100 + %HP) / 100 + Bonus HP

1940 * (100 + 37.6) / 100 = 2669

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