TLDR: You can not calculate the damage you'll take efficiently or reliably. You can however calculate the damage you will deal efficiently and effectively. Def buffs are more effective than Attack up buffs. Hp% and true damage are too low to be reliable or are usually nullified all together. So then ignore defense + def down and trait advantage is more valuable than attack up and crit up. Defense is always the obstacle and it seems like true damage and hp% damage are always either complete nullified by certain enemies static buffs (non buff and boss and static boss / elite buffs). 1. Move again 2. Speed (book of auguste, command, taair, etc) 3. Ignore defense / vulnerable / defense down Are the 3 most important stats. In CN, high tower teams always roll cup + wand engraving for that reason. Moving faster and attacking through defense is more effective than boosting your Attack skills (rawiyah for example can buff her Attack well enough with tarot and trinket). Becuase you CANT see your NPC opponents gear there is a lot of algebra in your calculation and assuming that there are no active effects from gear applied to NPCs. Also You can't properly calculate the crit damage or crit up or damage you'll ignore with terrain. You don't know how damage is spilt between shield and def stats.
How do you know the enemy have gear on? What if all the enemies are naked? 😮 Besides, isnt gear defense value will be summed up into the enemy stat screen?
Is this why Ballista is so strong? Because he has 2 40% Ignore Defenses in his kit (Trait and Shattering Arrow Passive) + access to Steel Crossbow (20~25%) AND a P. Def Down 2 (Armor-Piercing Arrow Passive) so with Sun Tarot he is capable of ignoring about 80% of the enemy's defense that's already been reduced by P. Def. Down 2.
Update: I forgot to mention that your base critical hit rate is 5%. I haven't tested it myself, but someone from the Chinese side mentioned that they tested it, and it's 5%. Your base critical damage is 130%. I tested this with different characters, and all of them have a base critical damage of 130%. Your back attack adds a 30% damage increase and applies to the attacker's side. In other words, it is additive. Side attacks do not provide additional damage unless your character has a buff that increases damage from attacking from the side, like the Crimson Falcon traits. The formula to determine your base stats stated in the video is wrong; I missed some stats that contribute to your base stats. This does not mean the other formulas are wrong since the base stats I used were taken from what the game provides.
I forgot to mention that Gloria's Sword - Gale skill provides a damage increase of 10% to 50% for every tile passed. However, what it actually does is increase your skill multiplier. To my knowledge, this is the only skill in the game that can enhance your skill multiplier.
@@HalfzyYT I've had some weird experiences with this one.. sometimes the damage preview is higher when I walk more and then attack (so I walk another step and then am adjacent), and in some situations the damage is higher when you walk less far but charge the extra tile. In the end you travel the same amount, so I could see it either being equal, or the game counting from the start of the charge and then the latter would be less dmg but no it's sometimes more dmg. TBH I still have so many questions.. What's the side attack bonus? What's the basic crit rate in different situations? I am really glad to have heard about highland being +15% and so much other good stuff, but there's still so much. Most of all maybe is good easy to remember best practices: what should I give this unit? What should I buff or debuff now? Clear understanding about those kinds of practical situations. But yeah, will keep this bookmarked and may watch it a few more times, thank you again! :)
@@Godwinsname I just tested it, and Gloria's skill works fine. The skill multiplier increases by how many tiles Gloria moves, not by the distance she travels. For instance, her base skill multiplier is 120%, and if she moves 1 tile before attacking, the skill multiplier goes up to 130%.
@@HalfzyYT I can tell you it doesn't work consistently. Just earlier today in clash I had the case again: Gale Sword walking all the way behind a person but adjacent: 8350 dmg. Step 1 further square behind the person and charge back 6780 dmg.
good stuff. can i ask then which types of stats contribute most in final damage (ie which to prioritize) as well as for dmg reduction? if i understand correctly, grant is not a very good stat. increase very good as well as ignore def. role adv is huge, but highland not so much (coz only increase using base atk). dmg multipliers very good.
Yeah I think it just feels that way because there's massive power level spikes between certain account/character levels. Ex. Level 54- 55. Where some you wouldn't even notice like level 22-23.
instruction unclear but i learn in this game, buff provide better dmg than anything, example: buff 10% dmg >>>>>>>> equipment full set lvl 60 + engraving + tarot. rawiyah = full set lvl 60 + engraving - danta in weapon trial III 70 crit 26k at best rawiyah = same situation + same stage + danta crit 42k rawiyah= no equip + same stage + danta crit 36k
Do you know how Magnus’ ability or other effects that use one stat to effect another sight? For instance, does his P.Att increase off his base P.def or his final P.def? Therefore, if I add a +% P.def, will it increase is P.Att?
Amazing work, you really figured out almost everything... but there's one more thing I'm curious about. How accurate is the displayed damage? From my testing, it is more accurate than I was expecting, I only found some exceptions: conditional highland, whale hunter on LilyWill's skill (it has the infected damage bonus even if the target wasn't infected previously) and, the weirdest one, the Magician tarot
I did 124 tests, and most of them were accurate. The few that were inaccurate were only short by 1 damage. Due to not knowing how the game rounds numbers. Highland and Lowland worked fine on my end. I don’t own Lilywill, so I couldn’t test for any unusual interactions with Whale Hunter. As for the Magician's Tarot, remember that the extra 4% damage only starts applying when it hits two enemies. [8% if you have the upgraded version]
9:35 Yeah of course everything that is described with "Grants" gives you a flat ATK value... look at all the examples in the video. The word "Grants" is used every single time it's an increase to ATK base off of HP or DEF or some other stat. So obviously this is going to be a flat value added whereas "Increase" or "Increase When" is going to be based off of Basic ATK value. From your formula it's clear that every single source of ATK increase/decrease is additive, with the only dintinction being that "Increase When" (including Highland or Lowland) is not further scaled by Counter-Role values. Otherwise everything is just additive... technically you could say "Increase" gives you a flat value base off of Basic Attack... it's no different from Grants, just that the examples you've pointed out, all do not scale with Basic ATK.
So correct me if im wrong, dr is a garbage stat, def is the main deal. Minus def and or def ignore are huge, as well as crit, hight advantage, being injured, and role advantage.
Now I'm wondering, can we derive stat "weights" from this? Like does "10% P. Attack" give us less final damage than "10% Damage up" buffs? I feel like i just slap as many buffs as possible on and hope it actually is helping because my brain can't handle constantly monitoring buff categories lol.
so.. correct me if I am wrong, because I am terrible at math. but it sounds like raw numbers are better then percentiles when it comes to more damage. like say a 77 vs a 10% if it is only calculating on your base stats not total stats. if that's the case it is not what I expected at all.
I seriously appreciate your effort. Your video is so clean the editing is on point, and your voice is clear and very fitting for narrating. Hope your channel grows more and more. This is just so good!
Great video! I didn't see mention of % increases from the skill tree (where you Rank Up and select various skills not to be confused with the Talent Tree). Was that missed or simply forgotten in the video?
Nice catch. You're absolutely right; I intentionally avoided it because including that information would complicate the video even more. However, if you're interested, I can share the actual formula used to determine your base stats and raw stats." Base Stat = (Raw Stat + Rank Up) * (1+BondLVL)*(1+Stat%) + Flat Stat talent + Flat Stat Level Raw Stat = (Base Stat - Flat Stat Talent - Flat Stat Level) / ((1+BondLVL) * (1+Stat%)) - Rank Up
@@HalfzyYT Wait. Are you saying that Bond Level gains are multiplicative with Talent and Skill tree % gains? I thought they would all be additive, something like (Raw ATK + Rank Up) * (1+ BONDLVL%+SkillUP%+ Talent Tree%), which at max is something like (Base Stat) * (100+5+12+30)% or 147%BaseStat And then add the flat attack stats
Unharmed = 100% HP Healthy = 70% - 100% HP 100% HP = Unharmed + Healthy Basically, if you take any dmg at all but still above 70%, you are healthy. And if you are in 100% HP even after taking dmg and heal back to 100% HP then you are in Unharmed state. Even though you did get harmed anyway.
@@VyanTan For sure or just theory based on text? I was hoping that it was a translation issue. Not injured or dying could be unharmed. Healthy could be a synonym for unharmed.
TLDR: You can not calculate the damage you'll take efficiently or reliably. You can however calculate the damage you will deal efficiently and effectively. Def buffs are more effective than Attack up buffs. Hp% and true damage are too low to be reliable or are usually nullified all together.
So then ignore defense + def down and trait advantage is more valuable than attack up and crit up. Defense is always the obstacle and it seems like true damage and hp% damage are always either complete nullified by certain enemies static buffs (non buff and boss and static boss / elite buffs).
1. Move again
2. Speed (book of auguste, command, taair, etc)
3. Ignore defense / vulnerable / defense down
Are the 3 most important stats. In CN, high tower teams always roll cup + wand engraving for that reason. Moving faster and attacking through defense is more effective than boosting your Attack skills (rawiyah for example can buff her Attack well enough with tarot and trinket).
Becuase you CANT see your NPC opponents gear there is a lot of algebra in your calculation and assuming that there are no active effects from gear applied to NPCs. Also You can't properly calculate the crit damage or crit up or damage you'll ignore with terrain. You don't know how damage is spilt between shield and def stats.
How do you know the enemy have gear on? What if all the enemies are naked? 😮
Besides, isnt gear defense value will be summed up into the enemy stat screen?
Is this why Ballista is so strong? Because he has 2 40% Ignore Defenses in his kit (Trait and Shattering Arrow Passive) + access to Steel Crossbow (20~25%) AND a P. Def Down 2 (Armor-Piercing Arrow Passive) so with Sun Tarot he is capable of ignoring about 80% of the enemy's defense that's already been reduced by P. Def. Down 2.
@@serezelveydawnin the video it says ignore defense is multiplicative. So two 40% ignore makes a 64% ignore (keep 60% of 60% for 36%)
Update:
I forgot to mention that your base critical hit rate is 5%. I haven't tested it myself, but someone from the Chinese side mentioned that they tested it, and it's 5%. Your base critical damage is 130%. I tested this with different characters, and all of them have a base critical damage of 130%.
Your back attack adds a 30% damage increase and applies to the attacker's side. In other words, it is additive. Side attacks do not provide additional damage unless your character has a buff that increases damage from attacking from the side, like the Crimson Falcon traits.
The formula to determine your base stats stated in the video is wrong; I missed some stats that contribute to your base stats. This does not mean the other formulas are wrong since the base stats I used were taken from what the game provides.
Thanks for the update. All these info (crit and back attack damage, etc) are super important to know. 👍
Thanks! I was trying to figure out tests like this before I took a hiatus a couple months ago. Really useful information not found elsewhere.
This video is underrated given the incredible amount of effort and time to reverse engineer these calculations.
Great video!!
Did you like the video? Let us know what you thought about it
I forgot to mention that Gloria's Sword - Gale skill provides a damage increase of 10% to 50% for every tile passed. However, what it actually does is increase your skill multiplier. To my knowledge, this is the only skill in the game that can enhance your skill multiplier.
@@HalfzyYT I've had some weird experiences with this one.. sometimes the damage preview is higher when I walk more and then attack (so I walk another step and then am adjacent), and in some situations the damage is higher when you walk less far but charge the extra tile. In the end you travel the same amount, so I could see it either being equal, or the game counting from the start of the charge and then the latter would be less dmg but no it's sometimes more dmg.
TBH I still have so many questions.. What's the side attack bonus? What's the basic crit rate in different situations? I am really glad to have heard about highland being +15% and so much other good stuff, but there's still so much.
Most of all maybe is good easy to remember best practices: what should I give this unit? What should I buff or debuff now? Clear understanding about those kinds of practical situations.
But yeah, will keep this bookmarked and may watch it a few more times, thank you again! :)
@@Godwinsname I just tested it, and Gloria's skill works fine. The skill multiplier increases by how many tiles Gloria moves, not by the distance she travels. For instance, her base skill multiplier is 120%, and if she moves 1 tile before attacking, the skill multiplier goes up to 130%.
@@HalfzyYT I can tell you it doesn't work consistently. Just earlier today in clash I had the case again: Gale Sword walking all the way behind a person but adjacent: 8350 dmg. Step 1 further square behind the person and charge back 6780 dmg.
good stuff. can i ask then which types of stats contribute most in final damage (ie which to prioritize) as well as for dmg reduction? if i understand correctly, grant is not a very good stat. increase very good as well as ignore def. role adv is huge, but highland not so much (coz only increase using base atk). dmg multipliers very good.
Kinda surprised level difference doesnt influence damage beyond any stats.
Yeah I think it just feels that way because there's massive power level spikes between certain account/character levels. Ex. Level 54- 55.
Where some you wouldn't even notice like level 22-23.
Very impressive stuff. My brain can't handle all the information, tho.
Лучший гайд по механике на всем ютубе.
"everytime you did something good, somewhere in china boy did it better than you"
Except in Sword of Convalaria damage calculation
Bro just cooking the whole months to upload 1 nobel prize video 😅🎉
Wow I'm proud of you! Finally someone cracked the mystery of damage calculations and presented in a very clear way to understand it.
We really needed a content creator with this kinda emphasis!! Cool video!
You're most likely going to heaven when you die. Thank you so much for this titanic work.
everyone give this guy a subscribe for doing this behemoth of a job, to provide the community a video
woww thanks a lot!! i could see that you put a lot of effort to this video !!
i will share this to my friends !
you deserve more subs and views!!
The company should pay you for this
Thank you for working on this, it’s of great help to everyone!
Insaaaaneeee work man! Congrats.
your details on this is beyond god tier
Hero! I've been interested in exactly this!
Doing the god's work right here
man i love your edits!
AMAZING WORK!
I love how dramatic the video is, like those murder documentaries
This is the greatest video of all time
video and video editing are awesome. good job
Still no idea how those calc work, but once I got my Col over 4k HP I could finally tank the second random hit. 😂
Just buff her with the Lotus from Cocoa before jump into the opponent line.
@@nguyentranminhthoi8962 only works if you have cocoa ....sadge
you have done gods work here my friend
instruction unclear but i learn in this game, buff provide better dmg than anything, example: buff 10% dmg >>>>>>>> equipment full set lvl 60 + engraving + tarot.
rawiyah = full set lvl 60 + engraving - danta in weapon trial III 70 crit 26k at best
rawiyah = same situation + same stage + danta crit 42k
rawiyah= no equip + same stage + danta crit 36k
Nice video and editing keep it coming, subbed btw
thank you for doing this, now i udnerstand the game much better now. One question, where can i find the cri chance for my characters?
Best S.o.C. video on the internet!!!
Do you know how Magnus’ ability or other effects that use one stat to effect another sight? For instance, does his P.Att increase off his base P.def or his final P.def? Therefore, if I add a +% P.def, will it increase is P.Att?
Man, this is game changing.
Welp i definitely cant ingest this in one sitting, probably need to rewatch a few more times to pick up key takeaway from this information
quality is fantastic broheem
Amazing work, you really figured out almost everything... but there's one more thing I'm curious about.
How accurate is the displayed damage? From my testing, it is more accurate than I was expecting, I only found some exceptions: conditional highland, whale hunter on LilyWill's skill (it has the infected damage bonus even if the target wasn't infected previously) and, the weirdest one, the Magician tarot
I did 124 tests, and most of them were accurate. The few that were inaccurate were only short by 1 damage. Due to not knowing how the game rounds numbers.
Highland and Lowland worked fine on my end.
I don’t own Lilywill, so I couldn’t test for any unusual interactions with Whale Hunter.
As for the Magician's Tarot, remember that the extra 4% damage only starts applying when it hits two enemies. [8% if you have the upgraded version]
kudos to your affort.
thank you so much!
man this is hard to remember, if someone could make a dmg calculation out of it would be nice
It is shame that crit wasnt added to the video it is a really broken multiplier.
The Best ❤
9:35 Yeah of course everything that is described with "Grants" gives you a flat ATK value... look at all the examples in the video. The word "Grants" is used every single time it's an increase to ATK base off of HP or DEF or some other stat. So obviously this is going to be a flat value added whereas "Increase" or "Increase When" is going to be based off of Basic ATK value. From your formula it's clear that every single source of ATK increase/decrease is additive, with the only dintinction being that "Increase When" (including Highland or Lowland) is not further scaled by Counter-Role values. Otherwise everything is just additive... technically you could say "Increase" gives you a flat value base off of Basic Attack... it's no different from Grants, just that the examples you've pointed out, all do not scale with Basic ATK.
Reminds me of when I tried to do damage calculations in Genshin...
Great video.
thanks for the work…
Nice use of your math degree!!.
I will sub cause this video prolly take a lot of effort to make 😂
Merece seguirlo 👍🏼👍🏼👍🏼
Is Rays of the Sun tarot really only good on the weapon trial boss II?
So i want to know what is good flat damage or percentage damage?
So correct me if im wrong, dr is a garbage stat, def is the main deal. Minus def and or def ignore are huge, as well as crit, hight advantage, being injured, and role advantage.
Now I'm wondering, can we derive stat "weights" from this? Like does "10% P. Attack" give us less final damage than "10% Damage up" buffs? I feel like i just slap as many buffs as possible on and hope it actually is helping because my brain can't handle constantly monitoring buff categories lol.
My next video will talk exactly about that.
Great video bro. What is base crit rate for attacking character? does attack from side or back increase damage output?
I would also like to know this. I also wish XD would allow us to change facing after movement like in FF Tactics.
the first answer is 5%. The second answer is side attack doesn't (unless having certain trait or skill) but back attack does increase dmg by 30%.
followinf you bc sword of convallaria
Yo soy más de Pum! te pegó Pum! me pegas y que pase lo que tenga que pasar :D
Watching just so I feel smarter ( I don't understand a single thing) lmao
so.. correct me if I am wrong, because I am terrible at math. but it sounds like raw numbers are better then percentiles when it comes to more damage. like say a 77 vs a 10% if it is only calculating on your base stats not total stats. if that's the case it is not what I expected at all.
bruh my brain is COOKED🤣
I seriously appreciate your effort. Your video is so clean the editing is on point, and your voice is clear and very fitting for narrating. Hope your channel grows more and more. This is just so good!
Wait why isn’t ignore D additive?? That’s obscenely cracked
My guess for why it isn’t additive is that it would be too easy to lower the enemy defense to 0.
Great vid bro. What about damage increase/decrease when attacking/being attacked by higher level enemies like in tower of conquest?
That's probably just all done via higher/lower stats, I would presume.
on 9:29 you said 30% magic defense but didnt get 12%. So even they said got double buff but they doesn't add up to 42%?
Great video! I didn't see mention of % increases from the skill tree (where you Rank Up and select various skills not to be confused with the Talent Tree).
Was that missed or simply forgotten in the video?
Nice catch. You're absolutely right; I intentionally avoided it because including that information would complicate the video even more. However, if you're interested, I can share the actual formula used to determine your base stats and raw stats."
Base Stat = (Raw Stat + Rank Up) * (1+BondLVL)*(1+Stat%) + Flat Stat talent + Flat Stat Level
Raw Stat = (Base Stat - Flat Stat Talent - Flat Stat Level) / ((1+BondLVL) * (1+Stat%)) - Rank Up
@@HalfzyYT Wait. Are you saying that Bond Level gains are multiplicative with Talent and Skill tree % gains? I thought they would all be additive, something like (Raw ATK + Rank Up) * (1+ BONDLVL%+SkillUP%+ Talent Tree%), which at max is something like (Base Stat) * (100+5+12+30)% or 147%BaseStat
And then add the flat attack stats
@@TheGroundSloth I think we are mixing things up. What do you mean by SkillUP%?
@@HalfzyYT The % gained from selecting skills on the skill/rank tree. It caps at 12% for HP/ATK/DEF if all nodes are taken.
@@TheGroundSloth Once the maintenance is over il hop in and test to see how it works
Man, making games is hard complex lol
Wow😮
Damn this is amazing
Please make more vids
if i take 1 damage, am i "undamaged" for some skills? is undamaged and healthy different? Translation sux
Unharmed = 100% HP
Healthy = 70% - 100% HP
100% HP = Unharmed + Healthy
Basically, if you take any dmg at all but still above 70%, you are healthy.
And if you are in 100% HP even after taking dmg and heal back to 100% HP then you are in Unharmed state.
Even though you did get harmed anyway.
@@VyanTan For sure or just theory based on text?
I was hoping that it was a translation issue. Not injured or dying could be unharmed. Healthy could be a synonym for unharmed.
@@Fashbinder tested myself using focus wand as basis
Well done but… did you cleared the weapon trial? :)
Amazing video! So with all this information, do we know now which tarots/buffs or effects may be bait?