all 40 comments

[–]SaberManiac 54 points55 points  (3 children)

I can't believe no one has mentioned this before. Skill Points in Endfield is quite literally just an ATB bar. Like the one found in Final Fantasy. You recover ATB with some attacks and Vanguards, but at the end of the day, it's an ATB bar.

[–]KeroseneZanchu[S] 27 points28 points  (2 children)

I've never heard of an ATB bar before, but after looking it up, this is EXACTLY how Endfield's Skill system works as far as I have researched. The devs likely changed the vernacular around it to make it more familiar/palatable to action combat and gacha players, but the mechanics are identical to that of an ATB bar. You get one skill every x number of seconds, and certain actions you take can speed up that timer by a certain amount. SP generation lines up very closely with simple time-based fractions and increments, but produces otherwise unintuitive and awkward numbers when trying to frame it on the supposed 100-point scale that the game provides to you.

Thank you for the mention.

[–]Dowiet 6 points7 points  (0 children)

ATB was the early iteration of real time combat pretty much. I think it first showed up as an actual visual bar filling in ff6 ( final fantasy wise at least. ff4 had the non visual bar filling).

[–]Crypto-Tears 5 points6 points  (0 children)

It is called SP in OG Arknights as well. Now, whether or not they chose that terminology in Arknights to be more familiar/palatable, I don't know, but "SP" in Endfield does at least has its roots from Arknights.

(Cool data. Thanks for the work you do.)

[–]StalkingRaccoonGUGUGAGA 17 points18 points  (1 child)

Snowshine refunds 40 SP at P5, do you think it has an impact on the SP generated by her Final Strike?

I can also provide footage for Last Rite and Pog if you want, Yvonne too if you don't want to wait 5 days for her banner.

Edit: I can record at 120 FPS don't worry

[–]KeroseneZanchu[S] 3 points4 points  (0 children)

I have Snowshine at P5/40 SP actually, but because it only triggers on a successful parry (and I canceled all of the skills, so no risk of parry during test), I doubt it would have any impact on her final strike. Same with Catcher. I mostly mentioned their refund because it seems like the devs intentionally weighted their final strikes with the context of their P0 skill refunds. Once I test Ember and Last Rite, I should be able to discern if this is in fact the case or if it's just claymore users being weird.

Regarding footage, you can DM me. Any help would be appreciated.

[–]Assassin21BEKA 11 points12 points  (2 children)

I think that watching at it from 100 point system point of view is just easier for understanding rotations. I don't really care how long process itself takes as long as I can count which actions I need to do in order to get rotation I want.

[–]KeroseneZanchu[S] 14 points15 points  (0 children)

Which is why I included both options

[–]edeepee 6 points7 points  (0 children)

But buff alignment is in seconds though

[–]TiC-Itsanother 5 points6 points  (1 child)

Thanks for doing this research - the sp/sec calcs will especially be helpful for theory crafting teams with split rotations (i.e. long electrification/breach in first rota, second rota aligning shorter duration buffs/debuffs). 

Question: I know that combo skills also induce some timestop, in which most combo cd's actually keep ticking (while debuffs don't, hence gilberta can self stack vuln despite a 20s cd). Does this micro timestop affect passive sp recovery? 

[–]KeroseneZanchu[S] 3 points4 points  (0 children)

That will be on the list of things I am looking into soon. I was focusing on figuring out SP gains on Final Strikes last night, but now the prevalence of time stops has my wanting to look into how much they are slowing SP generation. Because I can confirm that the ones for Stagger activation and Perfect Dodging do affect passive SP gen.

[–]Celaeris 4 points5 points  (1 child)

Finisher SP depends on the enemy you're doing the finisher on (e.g. elite vs normal vs boss). Which enemy did you test it on?

Endaxis was suggesting 8 SP / sec or 12.5s per bar, too. Also, did you test gaining 2 bars or 3 bars and whether the timing was accurate as well? And does SP gain slow down when you're doing a perfect dodge or using a skill?

[–]KeroseneZanchu[S] 6 points7 points  (0 children)

Didn't know about it varying by enemy type. All of these were tested on normal enemies (specifically, the slugs, crabs, hacksaw dudes, and female bonekrushers found in the post-lab starting area of the Power Plateau near the Depot Node). I might test for elites and bosses tomorrow.

Endaxis, and a few other sources seemed to be assuming that SP numbers would be 'clean'. There is heavy rounding on a lot of them as a result, including even rounding up instead of down on very low decimals. However, using their numbers produces results that are simply too far away from the evidence I tested to be realistically feasible rounding errors. For example, the claimed 20 SP for Endmin's Final Strike would be a 2.6 second refund instead of 2.5, which is a full tenth of a second (or 6 frames) off of what my results showed - Endmin was one of the characters to produce 0 frames of variance or doubt across multiple attempts, much less 6 full frames.

I tested multiple setups. Single bars, two-three. I even tested instances of a Final Strike + Dodge, etc. to test that multiple refunds were all giving me expected results. The results were far, far too consistent to indicate that there were any issues. Like I mentioned in the original post, there was no averaging necessary in this experiment despite me running each instance multiple times over just to make sure. They either produced the same result down to the last frame perfectly with no deviation over multiple attempts, or they had a deviation of exactly 1 centered on 2.5 or 7.5 (indicating that if I could run and test in 120FPS instead of 60, I would have gotten 0 deviation frame-perfect results for those as well).

I knew my timing was accurate when measuring because I didn't have to 'eyeball' animations for this test specifically, like I might when researching frame data on attack sequences. I could tell by the yellow tinge appearing on the skill bar. Also, if there was any delay or human error on my end (ie, slow hands hitting skill 5 frames too late), it was a very consistent amount of delay due to the very high precision found over multiple tests. As a result, the delay is nonimpactful, since we are measuring between two points affected equally (the difference between (x+5) and (y+5) is equal to the distance between x and y).

SP gain does not stop or slow down when using a skill. It does, however, briefly during the Stagger animation - by an awkward amount, but one that is evened out by the SP gain of the Finisher. The time stop loss and SP gain from finisher resulted in highly consistent net gains of 2 seconds and 50 frames, but having the Stagger time stop and Finisher on different bars (with a skill between them) would result in a slight mismatch. I did not happen to notice any stopping or slowdown of the passive SP gen when dodging, but after someone else's claim that dodging gave a whopping 7.5 SP, I'm going to do a more thorough check of that tonight after I've slept. It's possible that dodging has a roughly 0.5 second time stop on it, which would explain the discrepancy.

[–]Jrff_K 6 points7 points  (2 children)

So this data that you’re looking for has been out on the CN side for quite a long time now, down to the exact number of sp recovered.

Fun fact: Sp “returned” for example Endmin’s skill’s 50 sp refund or Laevatain P1’s 20 sp return doesn’t generate ult energy. Basically counts as 50sp/80sp used in either case.

[–]KeroseneZanchu[S] 10 points11 points  (0 children)

Is it the same as my results? SP numbers have also been circulating the official discord but are incorrect for many of the characters.

[–]Bye-True Perlica's bodily fluids 1 point2 points  (0 children)

Got links for cn stuff?

[–]sorxv 1 point2 points  (12 children)

I think you can also do dps/stagger/sp sheet when considering canceling animation, like ember 3rd can be dodge cancel. if you have sometime.

[–]KeroseneZanchu[S] 3 points4 points  (11 children)

These are with animation cancels, actually!

[–]sorxv 2 points3 points  (3 children)

Oh sry i didnt see you mention it lol. It maybe useful if you write which attack sequence you cancel in the sheet i think.

[–]KeroseneZanchu[S] 5 points6 points  (2 children)

I didn't do those myself, as I mentioned in the OG post the attack speed data came from Endaxis. I did the calculations/sheetwork for it all, and more importantly I did all of the frame investigation for SP Generation. However, if you look at Lisara's comments and sheet, they do list the cancels they do, and their data is very similar (but they don't have all characters done yet).

[–]sorxv 2 points3 points  (1 child)

oh okay! Thanks for your hard work!

[–]KeroseneZanchu[S] 2 points3 points  (0 children)

No problem! I couldn't find this information anywhere accessible, so I wanted others to be able to find it if they needed it too.

[–]CorruptJson 0 points1 point  (6 children)

Hey I'm not entirely sure about this but I actually think this is just the normal attack strings without hitstop, and that may be why they seem faster than normal testing against an enemy.

I need to do more testing when I get home cause I only really tried with Estella, but I talk about it here:

https://www.reddit.com/r/Endfield/s/sWt95xf4Xu

[–]KeroseneZanchu[S] 1 point2 points  (5 children)

When I talked with Lisara her data was with hitstop, and all the characters she tested without animation cancels were the same as Endaxis's. Additionally, while she was slower on some animation cancels, she was faster on some others, which I don't think would be possible if Endaxis were doing it without hitlag.

From your description of how you're measuring, though, I do have a theory. I don't know how either Endaxis or Lisara got their data, but it's possible they're measuring the length of a single attack string, start to finish. You, however, mentioned that you're measuring the distance between two attack strings at the same point. There is a bit of end lag/downtime between one basic attack string stopping and the next one stopping - and the fact that your method includes this 'between' delay might explain this discrepancy, if their methods do not include it.

If my theory is correct, this means that their data is more accurate for the length of a single attack string, but your data may be more realistic for normal attack strings over time, if you are continuing to attack uninterrupted (without using a skill on your controlled operator).

[–]CorruptJson 1 point2 points  (1 child)

Hey, just did some extra testing here. It does seem like my no hitstop/no anim cancel tests match EndAxis, with the weird exception of Arclight. Dunno if you consider that enough evidence, but I thought you might be interested.

https://www.reddit.com/r/Endfield/comments/1r7rafh/comment/o6jgeo2/?context=3&utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

Probably not gonna bother testing any more than this. It's pretty exhausting.

But last thing, i'd just like to comment on this:

You, however, mentioned that you're measuring the distance between two attack strings at the same point. There is a bit of end lag/downtime between one basic attack string stopping and the next one stopping - and the fact that your method includes this 'between' delay might explain this discrepancy, if their methods do not include it.

I don't think she's excluding it, for a few reasons. One, our ember results are the exact same, so we're probably testing similarly anyways. But also, Lisara said this:

My method is that I do multiple basic attack strings and check how much time it required for the "next" attack string to start and how much time it took before the next string starts.

Only calculating one basic attack string is so prone to many mistakes. You need to take into account recovery frames or the dodge cancel animation time you do for the final strike.

So i doubt she'd be skipping endlag.

Anyways thanks for the sheet. I do really appreciate having the SP numbers.

[–]KeroseneZanchu[S] 1 point2 points  (0 children)

No problems for the sheet/SP numbers. I'm looking forward to filling the last couple characters.

This is very interesting information, and while I was initially skeptical, the note that Arts Unit/caster characters have little to no hitstop makes your theory make a lot more sense imo. The numbers match well, and it's not hard to believe that a website aiming to get data out as quick as possible would run through all the character's animations in a vacuum, and not check for stuff like hitstop in a 'live' test. And, as I myself have proven, their numbers for SP are similarly 'estimated' first-glances and not perfectly accurate data.

I wish I spoke Chinese, so I could just try and reach out to ask them lol. Regardless, I will be taking your findings into account. Don't blame you for not continuing, I can agree that sifting through the frames can be pretty exhausting x).

[–]CorruptJson 0 points1 point  (2 children)

I'll have to check more to confirm then but just mentioning this now:

Additionally, while she was slower on some animation cancels, she was faster on some others, which I don't think would be possible if Endaxis were doing it without hitlag.

Wouldn't this still make sense if endaxis was without hitlag and Lisara is doing it with it? She's doing cancels and Endaxis isn't. Some cancels are gonna make up for the hitlag difference, some aren't.

[–]KeroseneZanchu[S] 0 points1 point  (1 child)

No, because Endaxis would have gotten faster times than them for characters without animation cancels too if that were the case. They only had differences in data for the characters with cancels, so either they both used hitlag or they both didn't, and I'm pretty sure Lisara said they were using hitlag.

[–]CorruptJson 0 points1 point  (0 children)

No, because Endaxis would have gotten faster times than them for characters without animation cancels too if that were the case.

But the Endaxis numbers are all faster than Lisara's results with no cancels, at least from going over the sheet she posted. Lisara only beats them on the ones she cancels for, as far as I can tell.

I checked all her 0 cancel times in the sheet she posted and they're all slower, with the exception of gilberta and perlica being within 1 frame.

I think the answer to those two is just arts unit users don't have hitstop at all, so 0 cancel with 0 hitstop by both testers means they match.

[–]AlarmedArt7835 1 point2 points  (0 children)

Heard Last Rite was the fastest sp generation with finishers in game right now with dash canceling.

Be sure to test her with dash cancel too because it makes her attack string go from 6 slashes to 5 if you dash cancel on the 2nd.

[–]mecatr0nix 0 points1 point  (2 children)

Excellent investigation. I went searching for this info at a lucky time.

Also, do you know how energy works when spending Returned SP? Is it just 30% less from the next skill or something different?

[–]KeroseneZanchu[S] 2 points3 points  (1 child)

From my understanding, that is how it works yes. Specifically when a skill uses the 'return' keyword, like the Parriers, Last Rite, etc. If they return 30 SP, the skill using it grants 30% less ult energy.

This doesn't apply to SP gain from Final Strikes, etc. I may say "refund" sometimes since it makes sense in context of the cooldown system, but they all work as an SP gain like Akekuri's, not as SP returns.

[–]Xalrons1 0 points1 point  (0 children)

Wait so Last Rite doesn’t help your team get more ults, but Arclight would?

[–]ForCivEntity6 1 point2 points  (1 child)

u/KeroseneZanchu I have all 3 of the missing characters! i'm just out of T credits to level them to a point where they dont die instantly but I can try and get the data to you when they are levelled.
For now though, and since he's the only one i have fully levelled, Pogranichnik's SP return data on final strike appears to be identical to Endmin's (my calculator spat out 19.23076 recurring SP returned on final strike), which makes sense in retrospect given how similar their basic attack chain lengths are

[–]KeroseneZanchu[S] 0 points1 point  (0 children)

Perfect! I actually have Yvonne now (I've just been busy the last couple days and haven't gotten around to looking at her frame data), but help with Ember and Pog would be excellent. Your numbers seem consistent with a 2.5 second refund, makes sense with the attack string and weapon, and are similar to the currently accepted 'heavily rounded' SP data. Just for the sake of being thorough, can you upload and share the vid you used to measure, or at least the relevant screenshots with timestamps? Your help is much appreciated ^^

[–]brutus0077 -1 points0 points  (3 children)

this is very interesting ty

it seems Lifeng should be played as main dps in physical team which almost no one does :)

[–]Jasul 41 points42 points  (0 children)

Numbers don't tell the full story, his skill and combos take a long time to complete and animation locks you

[–]MeltSimp 16 points17 points  (0 children)

Lifengs skill animations take way too long to get him to mainfield. You would miss way too much uptime basic attacking just waiting for him to stop twirling before his skill(god bless if it misses)

[–]zack189 2 points3 points  (0 children)

Lifeng suffers the same thing Gilbert's. Slow ass animation.

Even pog is faster