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Edited by Ske1etor at 2015412 05:27
Turty2 did some tests and:
So, it would seem the calc for damage is:
(keep in mind that these values are then subject to defence
and other things that will lower dmg)
(*=multiply)
Card's Atk
*norm dmg buffs summed (1+.13+.12+.11+.10 = 1.46 max)
*elemental buffs summed (1+.75+.65+.60+.55 = 3.55 max)
*coverfire/phalanx (1+.27 max)
*UA/NQ (1.8 or 1.95 max)
*elemental (dis)advantage (.70 if disadvantange, 1.3 if adv, and 1.0 ofc if neither)
*Opp.Boon boost  and only if u have element adv (1.6 max)
I would then imagine any active skills like Frenzy totem would be multiplied in at
the current total calc of that equation. (* 1.9 max for Ftotem during duration)
And for, say, Conflag (+260% or *3.6 for that 1 atk)
This was tested a decent amount, but not above making mistakes.
For next section: halfDefToAtkRatio = .5*defense/Atk ~that is assuming the person was correct that told me Atk  Def/2 = dmg landed. If you have damage recieving in mind, I'd imagine that would work similarly to above, but after the recievers defence can adjust the incoming atk: (Incoming atk *(1  halfDefToAtkRatio) * (1  .10  .13  .14  .15) for example: "shield, ward all, defend, demonic pact (so * .48 w/ all 4 at max)" ...and then the other catagories as a seperate multiplication of thier sums subracted from 1.
If Flight or someone in the know could give some thoughts, that would be fantastic.

