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As far as the influence of these stats is concerned, you can see this in the damage formula:
For a regular attack, the damage is more or less proportional to:
(ATK - Enemy Defense) * (STR + Wield Style Skill)
Defense = (STR + DEF) * 0.3
Wield Style Skill is the number you can see in TLRPlanner/RemnantAssistant, typically from 1-30
ATK always has a RNG part of 0...1/8 added to it, that's where the randomness comes from (except from critical hits).
For combat arts, the formula is extended by 'Art Base Dmg', which depends on the respective Art and Tier:
(Art Base Dmg + ATK - Enemy Defense) * (Art Base Dmg + STR + 2*Wield Style Skill) * Art Base Dmg
Defense = (STR + DEF) * 0.25
An example of Art Base Dmg is 100 for Peerless Bladedancer V
From this you can make some observations:
- ATK is more important for regular attacks than for combat arts
- STR is more important towards defense than DEF
- The above translates into the fact, that upgrading weapons becomes less important once you have good stats
- Wield style skill is a significant part of damage output
- A higher Art Base Damage of a combat art dominates the damage, thus weapon upgrading becomes less important.
As a rule of thumb, increasing STR by 10% results in a damage increase of ~4% in a typical case. ATK a bit more, typically ~7%, since there's nothing added to that side of the equation, only subtracted (Enemy Defense).
I have no formula for mystic damage, but I assume similar mechanisms for INT / MYS / MDEF.
I very much appreciate the work you've put in on the damage formulas. I am a bit confused about the defense formula: I'm assuming the Defense part of your calculations - (STR + DEF) * 0.3 - is input back into the "enemy defense" part of the equation, and the STR value is input again in the second half of the equation, which is why STR is a larger component of damage calculation than DEF.
In which case, tanking unions would want to take the unions with more STR bonuses, especially as a good number of these formations limit the STR gains to Slots 1-3. For a tanking union, that's the best location for these bonuses as the Union leader may want to spend a turn in Deadlock defending, which is only applicable to the first 3 slots of the union.
The bonuses from early formations only make sense if you stack them with other bonuses, e.g. from classes, accessories & effects. Then you might be able to achieve 3-4 times a [xxx] +5 bonus, resulting in a total bonus of +45...+60%.
The damage formulas are not my work; I found them long time ago on a forum (probably GameFAQs), from guys who took the time to disassemble the code.
What I did was to simplify them a bit and to find the missing Art Base Dmg values by doing damage tests.
'damage' in these formulas means the generic term for damage of either party, so it relates to enemy damage as well as your own. It's the same damage calculation for either side.
Enemies have a DEF/MDEF value as well.
For tanking it would be beneficial indeed to put high-STR units in STR boosting formation slots. And as you mentioned with a leader using the Defend command, that would be slot 1-3, while slots 4-5 should be best occupied by Scouts/Healers, for their ability to reassess to healing while the Defend command is being executed.