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That is good to know. It would be nice if that was properly reflected in the rewards.
Can I assume, this goes for both Attack Speed and Rare Drop Rate only?
EDIT: Maybe it'll be easier like this...
ATK%
ATK2%
HP
HP%
HP2%
DEF
DEF%
DEF2%
Regenerate
Crit Rate
Crit Damage%
S-Crit Damage%
Math Skill*
Math Skill2*
*: Note the effect these amounts are related to have diminishing returns (Enemy Growth Reduction), but there is no diminishing return on acquiring these.
Attack Speed2
Attack Speed3%
Rare Drop Rate%
Rare Drop Rate2%
Enemy Growth Reduction%
Spiral Equation Speed%
Study Progress
Loot Progress Multiplier%
Debuff Effect of Fibanomnom%
RDR has a 10x DR at 50%, another at 75, and one more at 100 to sum to 1,000x.
Debuff of Fiba happens over 30% and gets progressively stronger until 80% where it gets hardcapped.
Those are all i remember/know about.
I don't really understand these, but I remember seeing formulas in a different thread for AS1 and AS2. I mainly want to know the formula for AS3 but the other things I'd like to know also.
Attack Speed% at 400% or more
Rare Drop Rate2% not sure when it started.
Enemy Growth Reduction% has different caps for Math Skill and Math Skill2. Each one caps at 90% each for a total of 99%.
Spiral Equation Speed% starting at 300%
LPM is interesting, does that mean pushing difficulty as high as you reasonably can is the most efficient way to farm it?
Also what exactly is are "Reward" and "Loot"? Aren't they supposed to be outputs of their equations not inputs?
Reward is the total reward of that type you've earned and loot is the total loot you've earned of that type. We see the post-diminishing return amount in the effect gain section. These equations give you that post-diminishing return amount.