Weapon Elemental Alchemy and Elemental Attacks (Updated 2017-08-18)
Original post by WangYi·East Sea Post
Original post address:http://bbs.17173.com/thread/174/394/20100629/4c29f571cceca4813-1.html
Still recommend reading the full text carefully, it helps your understanding of the game system.
If you're not interested in this, look directly at the table below:
Maximum attribute effect stacking level has been adjusted from the original 5 levels to 10 levels (Added 2017-8-18)
Damage Calculation Formula
The most basic damage calculation formula has been well-established in the Japanese power guide.
(However, under certain detailed conditions, I still have some strange data that needs explanation.) This post only discusses attribute damage, so other factors are ignored and formulas simplified for discussion.
First calculate attack power and opponent's defense power, apply 200 correction to each separately,
(Are there still questions about attack power corrections?Let me mention this here as well.
First calculate total attack power based on various attack bonuses, then apply 200+ correction at the end together, not calculating partial attack power first, correcting, then adding bonuses, then correcting again.
It's not calculated by first determining your weapon attack power + costume attack power, applying 200+ corrections, saving this value, then applying 2x attack, then multiplying this value by 2. That's not how it's calculated.
Attack power is recalculated for each judgment. If you hit 20 soldiers in one strike, it calculates attack power 20 times, each time calculating all bonuses,
Calculate total attack power, including 2x attack, Power, Wind and various other bonuses, then apply 200+ correction, then substitute into damage formula. Attack power from all sources is equivalent.)
Then
Physical Damage = (Modified Attack Power / Modified Defense Power) × Power Coefficient
Attribute Damage = Physical Damage × Attribute Multiplier
Total Damage = Physical Damage + Attribute Damage = Physical Damage × (1 + Attribute Multiplier)
Corrected Attack Power: Attack below 200: Corrected Attack Power = Attack Power value
Attack over 200: Modified Attack = Attack Value + (Attack Value - 200)/2
Modified Defense: Defense under 200: Modified Defense = Defense Value + (200 - Defense Value)/10
Defense over 200: Corrected Defense = Defense Value
Among these,Fire Ice Wind Thunder attribute damage:
Attribute Multiplier = Base Attribute Multiplier × Attribute Level × Weather Multiplier
Where:
——Attribute base multiplier (damage bonus per attribute level)
Flame 0.175 (17.5%)
Ice 0.25 (25%)
Wind 0.5 (50%)
Thunder 0.5 (50%)
——Attribute Level
Innate Attribute Moves 0
Normal Gem 1
Ultimate Gem 2
Base Attribute 1
Weapon Attribute 1
Vice Officer Skill 1
Ultimate: Peacock 3 (Added 2017-8-18)
Divine Equipment 1-4 (Added 2017-8-18)
Supplementary explanation:
Summary of factors affecting attribute effect level: Based on experimental results of thunder attribute effect - stun trigger probability from blue cross damage, the following assumptions can be made:
Weapon attribute stars and base attributes can increase attribute damage level, while also increasing attribute effect level.
Vice officer skills only increase attribute damage level, not attribute effect level.
Normal moves that can carry attributes:(Those moves marked in blue in the power chart)
Under the effect of gems or bases, will perform 100% attribute attacks,
Under conditions of no gem and base, only weapon attributes, will trigger attribute attack with p% probability,
Jade, Bases, Officer skills, and Weapon attributes can all stack when triggering attribute attacks.
Innate Attribute Moves(Skills marked in red, blue, purple in power charts),
This type of move carries level 0 attribute attack by default. Even without gems, it can trigger level 0 attribute attack 100% (no attribute damage, same damage as normal moves with same power coefficient, but has level 0 attribute effects)
When orbs, ultimate orbs, and base attributes match the same attribute, attribute levels stack.
When vice officer skills and weapon attributes match the same attribute, attribute levels stack, and when equipped with other gems, the bonuses from vice officer skills and weapon attributes remain effective. An iron whip with Ultimate Thunder Gem equipped with Destruction will also increase bomb damage.
Innate flame (like Iron Whip C5, certain True Musou fireballs, bombs and other high-power innate flame skills, as for those power 1 ignition skills, damage bonus effects can be ignored)
Built-in ice (ice ball, ice block), built-in slash (slash ball), the above techniques can all increase attribute damage when equipped with jade, inside bases, with weapon stars, or with Vice-Officer Skills.
Crushing General Sword, if it has 1-star ice plus sincerity, when crushing, it's equivalent to wearing an Ultimate Ice Orb. Attribute conditions different from the weapon's innate attribute have no effect on it. (Does Inferno Blade's innate fire affect Wind Phoenix? Specific data unknown)
No matter how many times it's said, general True/Rage Musou are not flame attribute attacks, they only have the effect of being able to ignite people.
(The judgment lines aren't even red,) True Musou has absolutely no relation to Fire Jade or Fire attribute damage bonuses. Fire attribute attack→Fire attribute effect→Burning, True Musou→Burning,
Flame attribute attacks (flame gems, innate flame skills) can burn enemies, True Musou can also burn enemies, but there's no relationship between True Musou and flame attribute attacks - they reach burning through two different paths.
The above refers to general True Musou techniques. Some True Musou techniques also have built-in flame techniques, such as: Staff's fireball, Twin Swords, War Fan, Kusarigama's ending big fireball, Iron Whip and Hell Sword's bombs, Iron Sword and Battle Axe's explosive shots, etc.
These are all skills with innate flame attributes. Only these skills, like other innate flame skills, can have their damage enhanced by flame attributes from other sources.
Weather Effects on Attribute Effects
Fire: In rain and snow weather, fire attribute effect decreases from 4 HP/0.25sec to 1 HP/0.25sec.
(With Fire Orb basically equals no orb, fire attribute damage bonus is completely gone, only leaving 4 HP burn damage per second)
Thunder: In rainy and snowy weather, thunder's stun trigger probability increases significantly.
Ice: Snowy weather increases freeze probability
Additionally, weather is related to battlefield location. The south has more rain, inland has less rain, and northern battlefields have snow in winter.
Base Attribute Effects:
When innate attribute moves, orbs, ultimate orbs, and weapon attributes match the same attribute, attribute levels stack.
When base attribute doesn't match weapon attribute, base attribute will override weapon attribute.
With gem equipped, if gem attribute doesn't match base attribute, gem will override base attribute.
Weapon attribute influence:
Weapon attribute is a semi-active state. When there is no jade or base, with only weapon attribute as the activator,
Will trigger level 1 attribute attack with p% probability (level 2 when having vice officer skills). When attribute attack doesn't trigger, there is no attribute damage or attribute effects.
When there are other active states of the same attribute (innate attribute skills, gems, bases), skills will have 100% attribute activation, meaning weapon attributes will provide 100% level 1 attribute damage bonus.
When jade attribute is inconsistent with weapon attribute, jade will override weapon attribute. As weapon attribute stars and special numbers increase, attribute level remains unchanged, but the probability of activating attributes without jade will increase.
Vice Officer Skills:
Vice-Officer Skills are passive skills that only increase attribute damage level by 1, and do not actively generate attribute attacks.
Difference between 1-star and 5-star 5-special:
Without orbs, the more ice stars and specials, the higher the probability of activating ice attribute attacks. Therefore, for weapons without orbs, only 5-star 5-special has practical significance, otherwise it's just aesthetics + OCD
However, whether it's 1-star or 5-star, when successfully activated, it's all Level 1 ice attribute attack, equivalent to wearing a small orb.
1-star ice will activate ice attribute attack with p% probability, and after successfully activating attribute attack, will trigger freezing attribute effect with x% probability.
5-star 5-special Ice triggers ice attribute attack with q% probability. After successfully triggering attribute attack, it will trigger freeze attribute effect with y% probability.
1-star and 5-star 5-special successfully activated attribute attacks are the same thing, both are Level 1 ice attribute attacks.
Weapon attribute activation rate and attribute effect trigger rate are two stages, two different things.
I also don't believe that star special numbers, after affecting attribute attack probability, would penetrate through to affect attribute effect probability.
Then there's the situation with Ice Jade equipped. With Ice Jade equipped, both the p% of 1-star and q% of 5-star 5-special will become 100%.
At this point, both 1-star and 5-star 5-special have 100% activation of Level 2 Ice attribute attack. The only significance of star special numbers no longer exists.
When performing a certain attribute attack, the number of same attribute bonus conditions determines what level of attribute attack will be triggered. The rule is simple, not as complicated as various disputes.
Importance of Attribute Clothing:
Actually:
With attribute clothing: Actual attribute effect activation probability = Weapon attribute effect probability - Clothing attribute effect resistance probability (P%)
Actual Attribute Damage Level = Weapon Attribute Damage Level - Clothing Attribute Damage Resistance Level
No attribute clothing: Actual attribute effect trigger probability = Weapon attribute effect probability - Clothing attribute effect negation probability (0%)
Actual Attribute Damage Level = Weapon Attribute Damage Level - Costume Attribute Damage Resistance Level
For example: Enemy physical damage after correction is 300, equipped with Ultimate Thunder Jade, Flash, Thunder Star (Level 4 attribute damage), raining, so if the power of attribute moves is 20
And your clothing has no attributes, even if your defense is 200, then the actual damage you receive is:
Actual Total Damage = Physical Damage Modification x (1 + Actual Attribute Damage Level x Weather Multiplier) x Skill Power Coefficient / Your Defense
= 300x(1+4x1.25)x20/200
= 180
If the opponent also activated 2x multiplier, this value would approach 360 (due to modifications)
But what if you wear 2 pieces of lightning-resistant costume that negates 2 levels of attribute damage:
Actual Total Damage = Physical Damage Correction × (1 + Actual Attribute Damage Level × Weather Multiplier) × Technique Power Coefficient / Your Defense
= 300x(1+2x1.25)x20/200
= 105
This explains why many newbies or young players, saving ammunition by not putting attributes on clothing, end up getting one-shot killed!!
| Attribute damage bonus | Attribute Effects | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Base Attribute Multiplier | Attribute Level | Weather Multiplier | Attribute Damage | Attribute Attack Activation Rate | Attribute Effect Activation Probability | |||||||||||
| Innate Attribute | Weapon Attribute | Common Jade | Ultimate Gem | Same Attribute Base | Sub-Officer | Clear | Rain | Snow | Physical damage correction | Stacked attribute level | Weather Multiplier | Maximum Damage | ||||
| Fire | 17.5% | 0 | 1 | 1 | 2 | 1 | 1 | 1 | 0 | 0 | 300 | 5 | 1 | 562.5 | With Gem 100% | With Gem 100% Without gems 70% |
| Ice | 25% | 0 | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 1.5 | 300 | 5 | 1.5 | 862.5 | 0-star without gems: 0% no activation | With Gem 40% Without gems 20% |
| Wind | 50% | 0 | 1 | 1 | 2 | 1 | 1 | 1 | 1.25 | 1.25 | 300 | 5 | 1.25 | 1237.5 | 1-star without gems: around 5% | With Gem 100% Without gems 70% |
| Thunder | 50% | 0 | 1 | 1 | 2 | 1 | 1 | 1 | 1.25 | 1.25 | 300 | 5 | 1.25 | 1237.5 | No gem 5-star: 15%~20% | With Gem 70% Without gems 35% |
| Zan | 20 +5*N | 0 | 1 | 1 | 2 | 1 | 1 | 15 | 5 | 40 | Without orb 5-star 5-special: 30% | With Gem 100% Without gems 70% |
| Detailed Attribute Effects | |
|---|---|
| Fire | No matter how many times you apply fire to someone who is already in a burning state, they will only continue burning, not burn more intensely (the 2nd time onward has no effect). No matter what method you use or what level of fire attribute attack you use to ignite, it's still just burning. After that ignition judgment, it has nothing to do with you anymore As long as they remain in various stagger states, burning will drain health over time, draining at x.00, x.75, x.50, x.25 seconds. Clear weather drains 4 drops, rainy/snowy weather drains 1 drop. Fire attribute attacks can ignite, True Musou can also ignite, but True Musou (except bomb fireballs) is not a Fire attribute attack. True Musou has no flame attribute damage and is not boosted by flame attributes, it only has flame attribute effects |
| Ice | Has a certain probability to freeze the opponent, causing them to lose mobility. Old version doesn't affect defense, new version doubles defense when frozen. ((Corrected 2017-8-18) Ultimate Ice Gems, ice bases and weapon ice attribute stars can increase freezing probability. Sincerity doesn't increase freezing probability, only increases damage level. The official has adjusted the freeze probability of Ice attribute. The higher the Ice attribute level, the higher the freeze probability. (Added 2017-8-18 ) |
| Wind | Powerfully blow away enemy commanders and slow them down 7-8 seconds. The higher the attribute level, the greater the knockback distance and the more obvious the slow effect. Wind attribute knockback height is divided into small knockback, medium knockback, and large knockback. (Tested by NintendoTuotuo) Slow duration is unrelated to attribute level, fixed at 7-8 seconds. (Corrected 2017-8-18) Ultimate Wind Gem and weapon wind attribute stars will increase the degree of launching and blowing away, but vice officer skills won't. Vice officer skills increase damage and have no relation to attribute effects. This conclusion is similar to the conclusion about thunder attribute effect stunning probability. |
| Thunder | Fixed probability of dizziness, fixed probability of paralysis. When not launched, it appears as a stun effect (new version has a forced 5-second stun effect, unlike before when pressing buttons quickly would recover to normal timing) When airborne, paralysis effect occurs (thunder surrounds the body, cannot recover within 10 hits) This explains why enemies cannot recover when Thunder Phoenix is activated, but if only the first move paralyzes the enemy, after being airborne for more than 10 hits without thunder attribute, the opponent can recover. The probability of triggering stun, Ultimate Thunder Jade, Thunder Base, weapon Thunder attribute stars, all increase stun trigger probability. Higher thunder attribute levels increase thunder attribute effect activation rate. During rain, thunder binding probability is 100% (needs further testing) (Added 2017-8-18) Vice Officer Skill - Flash doesn't increase probability, only increases damage. This conclusion comes from test results of Blue Cross damage by hardworking player, thanks to the hardworking player: http://bbs.17173.com/thread/174/394/20100703/4c2d412daa0beb313-1.html) |
| Zan | Slash will drain both commanders' Musou and has a certain probability of causing instant death effect on minions. For Gourd Boys and weaker minions, slash attribute effect has a certain probability to instantly kill them. Instant kill is the "effect" of slash attribute (instant death effect), unrelated to physical damage, unrelated to attack and defense of both sides, Whether you can instantly kill minions depends only on the probability of slash attribute triggering the instant death effect. The higher the slash level and lower the soldier level, the higher the instant death trigger probability. When the instant death effect is not triggered, damage to minions will be calculated as Attack×Power÷Defense, not the fixed damage of 20, 25... mentioned above. For NPCs above minion level (generic faces, Meat Bun bodyguard captains, etc.), slash attribute attacks have no instant death effect. All damage is calculated as Attack × Power ÷ Defense. Except for your own Musou drain, damage-wise it's equivalent to not having Slash equipped. Whatever your Slash attribute damage is, both you and the opponent will lose Musou equal to half the Slash attribute damage (Corrected 2017-8-18) New version slash attribute damage changed from original "Level 0 -15HP" to "Level 0 -20HP" (Added 2017-8-18) Everyone is familiar with the scene where the slashed person's health and Musou bar drop together. This slash attribute damage must go through red/yellow health and airborne corrections to become the final damage. Using level 1 slash with 20 slash damage, opponent has red health + airborne, actual damage is 5, but both your Musou gauges decrease by 20. (Haven't tested Zan with water backing, don't know if Musou deduction is divided by 3) Slaying minions will also drain your own Musou. As mentioned above, Slash attribute effects will instantly kill minions. A foot soldier with 130 HP was killed by you in one hit, the slash attribute damage is 130, meaning you need to reduce 65 's Musou. You slash into a crowd, randomly kill a few soldiers, and your entire Musou bar is gone. |