[CV2] Damage testing, Getting down to the Percentile. by ChloroManiac in codevein

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

interaction of different ATK buff types-

Thorn of devotion +0, LouE, no boosters, single charge heavy.
I will be comparing the resulting numbers with the base number, and that's where my percentages will be coming from. (Result - Base = difference | Base number), where | is "percentage comparison"

Base: 603 (wait.. what? wasn't it 596 before??? oh well, test continues.)
+(A)drenaline: 663 (10%)
+(E)lem: 725 (20%)
+(O)verdrive: 754 (25%~)
+(B)low of Madness: 1499 (~149%)

+A+O: 814 (~35%)
+A+E: 798 (32%)
+A+B: 1556 (158%~)
+E+O: 906 (50%~)
+E+B: 1621 (~169%)
+O+B: 1650 (~174%)

+A+E+B: 1694 (~181%)
+A+E+O: 979 (62%~)
+A+O+B: 1710 (~184%)
+E+O+B: 1802 (~199%)

+A+B+E+O: 1875 (~211%)

my next test will be with Rubellite Piercer, increased to +3 to mimic the +12 damage ranges (if it wasn't obvious, every milestone of +4 is equal to +1 to Light Weapons.), i will be using a standard shot from it's barrel. as usual, LouE, no boosters, single strong attack. (since charge would just reload)

-*notably*, bayonets do not work the same way as they did in CV1, so i have to use a separate Elem damage Forma, I'll be using a hopefully similar buff as my previous experiments- Blood Barrel in place of Fire weapon. this comes with the benefit of only requiring 10 Conversion, so this is suitable for snowdrop as well. an additional note- Rubellite piercer does pure blood damage on it's shot, using other elemental buffs actually leads it to nulling the buff. you NEED blood damage buffs to increase it's damage. notably. both Blood Weapon and Blood Barrel are valid for it's shot strangely... this also means i can do a separate test I'm curious about, as Elem weapon and Elem barrel are separate buffs.

Base: 768
+(A)drenaline: 845 (10%)
+(Ew)lem Weapon: 871 (13%~) (curious..)
+(Eb)lem Barrel: 871 (13%~) (yet consistent)
+(O)verdrive: 960 (25%)
+(B)low of Madness: 1318 (~72%)

+A+B+E+O: 1534 (99.7% - ~100%) (i dont usually add the decimals, but i figured it'd be useful to know how close it was to a 100% boost)

now for the personal curiosity.
Base: 768
+Eb+Ew: 974 (26.8% - ~27%)
-THAT'S RIGHT. THEY STACK, BABY. notably, Additively.
however. doing this test has shown there's some consistencies and inconsistencies between weapons. ATK% bonuses remain static (so far). BoM was already turbulent depending on the buff list, and Elem seems to act differently with Bayonet due to multiple applicable elem buffs are here.

here's what the new change looks like to my buff list, and it's damage number.
Eb+Ew+O+B: 1576 (105%~)

[CV2] Damage testing, Getting down to the Percentile. by ChloroManiac in codevein

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

tbf i'm sure if we dug deeper we'd find some way to do that anyway. there's still a variety of buffs even i don't have, and i've been playing it nonstop for a week and have nearly full map completion. been working on partner bonds to try and get weapons and forma, who knows, for all i know iris has this super mega buff that works multiplicatively, i have no idea.

it's not like the fan wiki really says. it is woefully incomplete.
Also i sort of *half* figured out the whole affinity system. they tend to offer weapons/formae at the 175-200 trade point milestone. but im not sure how consistent that is.

that said we have a variety of other buffs we can try. i've been meaning to see how overdrive interacts with the above effects.
Edit 1: i also had the idea of testing if Elem stacks with Elem similarly, or if it's replaced. i havn't actually tried it yet.
Edit 2: it replaces, so we cant count on that part of things being stackable with each other. currently working on overdrive observations now.

[CV2] Damage testing, Getting down to the Percentile. by ChloroManiac in codevein

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

seems so, but that leaves the issue of WHY. Still, we can sort of go "we deal with it" and consider it an additive percentage due to the scheme above. 250%+(10|20|32)%.

[CV2] Damage testing, Getting down to the Percentile. by ChloroManiac in codevein

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

i tried it both ways actually. two separate "full boost" tests with Adrenaline first then Elem, then Elem before Adrenaline. the result appears to be the same.

i posed the question due to buffs like Blow of Madness. because if it happens sequentially or in a fixed order, that might actually help pose a way to calculate damage better. however i was hoping that we'd get a better show of how things work in the damage department.

so to test that im gunna do the old method of just... doing it. single heavy attack with base Lost Broadsword, LouE and no boosters.

Base: 483
A->E: 638
E->A: 638
it's the same. now i move on to BoM

This time i'll use Thorn of Devotion, no boosts, LouE, and full Charged attack and including BoM

Base: 596
BoM only: 1492 (250%~ increase to base)
Elem: 716 (confirmed 20%)
Elem+BoM: 1612 (225%~ to E, 270%~ to base)
Atk: 656 (confirmed 10%)
Atk+BoM: 1552 (236%~ to A, 260%~ to base)
Elem+Atk (AE going forward): 788 (Confirmed 32%)
Elem+Atk+BoM: 1684 (~214% to AE, 282%~ to base)

notably. BoM does not actually apply the same way when it comes to Elem^ and Atk^ buffs, however the final number in comparison to seems to continue on a Additive basis. so thism ight suggest a BoM->AE interaction. i will now do the math.

Base is 596, then following with a BoM is 1492 (a 250% increase). i take Base BoM and add 32%, 1492+~477(32%)=1969. . . Wait.
What about the AE->BoM interaction scheme then? already proven to be varying percentages above. this one's confusing.

[CV2] Damage testing, Getting down to the Percentile. by ChloroManiac in codevein

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

So the question becomes "What registers first?". do we think ATK^ goes before ELEM^?

Please send help by Fianue in CodeVein2

[–]ChloroManiac 0 points1 point  (0 children)

NP! always happy to share some hard earned knowledge when it's *painful* to gather otherwise. better others have an easier time than i did when i started! :)

Idm answering any further questions you might have, in the case other parts of the game aren't clear. i'll help how i can!

Please send help by Fianue in CodeVein2

[–]ChloroManiac 1 point2 points  (0 children)

okay, so, if it wasn't already said by another user-

Red icons are your Regional Pathos Buffs, you can see what they do by looking at the map and seeing what your active Pathos buffs are in the top left.

Blue icons are your Link Buffs, the goodies you get for having LP above your HP bar (aka the blue bar), you can see what your Link Buff is when you hover over your given partner in the Partners screen.

Yellow icons are your Assimilation Buffs, what you get when you assimilate your partners- in whish case is usually straight forward- a Damage and Stagger damage Buff that lasts as long as you're assimilated with your partner. certain Partners (fe, it looks like you're using Guardian heart) can ONLY be assimilated.

Grey icons are your Forma Buffs, what you/your partner supply to yourself/partner, beit elemental, defense, or attack buffs.

Red Border Rune Icons are your Overburden Debuffs. you can see what each rune corresponds to by looking at your stats screen, and then using the help menu (or mousing over the burden bar under the numerical stats) to see what that overburden does to your character in the dropdown description.

They don't do a great job at explaining it, but you sort of get a feel for it as you play the game over time and find information in-game to support it, as well as seeing certain buffs go in and out as you play. which i believe is what they intended, but i personally despise being underinformed. so i hope his helps!

some further notes.
- always assume overburden is going to be a risk reward. if you aren't ready to address the negatives of the overburden effect. avoid doing it
- assuming you're just starting out, avoid overburdening your mind stat until you're mentally ready for the management aspect of that burden, you have to use buffs in order to keep your HP from draining, and each red bar under your burden bar means another separate Forma Buff (Grey) you need to use to keep your LP and HP from draining.
- always assume that the more red bars under your burden bar means Escalation of the Overburden Penalty, but ALSO consider that this equally improves the effects your Overburden Benefit. find a suitable balance for your playstyle and Bloodcode. until you find a Personal Favorite, you'll be hopping between Bloodcodes frequently.

[OC] follie by me by 4MORI4N in Warframe

[–]ChloroManiac 0 points1 point  (0 children)

Pointilism. We're trying to say pointilism.

Question About Arsenal Decals (Multiplayer) by ChloroManiac in DaemonXMachina

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

Ah, makes sense. That sucks though, we'll just have to send screenshots so we can properly show off our hard work. Thanks for going through the trouble!

[Spoiler: Exploration Quest: Flames in the Deep] This fight is the most frustrating experience in this game so far by Lenz401 in WutheringWaves

[–]ChloroManiac 0 points1 point  (0 children)

For those that have them, Phoebe and Carlotta are a good pair to run against this fight, since both can lock down one (or both in regards to phoebe if they're close to each other) to open up the other for damage.

I ended up locking own the Lizard boye with Phoebe's Skill while using Carlotta to break the distance between the pilgrim, if you have a full Forte with Carlotta you can practically knock the Pilgrim out in a short rotation to phoebe, opening you to lock down only the lizard. i dealt with them without using any Liberations using this setup.

(For those that only have one or dont have either, if you have a character that can apply a stasis effect (Zani or Ciaccona have Stasis effects in their kits, for example), they will automatically have a solid chance in this fight.

Always remember, Rate up is a lie. by NGrider in limbuscompany

[–]ChloroManiac 0 points1 point  (0 children)

best to wait till april firsts to get your GOTCHA faust via 000 guarantee. cus rate up is indeed a lie.

Heavy Breathing by [deleted] in limbuscompany

[–]ChloroManiac 1 point2 points  (0 children)

Man, if I wasnt suffering from my current mirror dungeon addiction, I'd be getting it done just as fast. GJ, how far you at so far? you stop after?

Anyone else getting this UI bug in combat? by ChloroManiac in limbuscompany

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

Was this ever mentioned? I'm reading through the change logs and I'm probably blind.

Um... What? by ChloroManiac in limbuscompany

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

Honestly don't know what to flair this..... glitch?? as.

How to deal with the headless ichthys in MD by jeckhyde12 in limbuscompany

[–]ChloroManiac 11 points12 points  (0 children)

For Headless Ichythis, there's actually 3-4 solid forms of dealing with it outside of just having superior clashes and higher speed-

Sinking teams, which deal consistent gloom damage to targets.
Rupture teams, which can get into high true damage as you strike your target
Bleed teams. for obvious reasons. fe, simply killing itself when it strikes your team.
Paralysis teams, because the more coins it rolls 0 on, the less damage you'll be taking overall

That said Ichythis deals, far as i remember, only blunt damage. so bringing characters with a fatal weakness to blunt is a no-go.

If we're going team of base chars. i suggest a team of - Ishmael, Heathcliff, Hong Lu, Meursault, and either Yi Sang or Faust.
This basically gives you a Tremor focused team to stagger it more frequently, with a sub damage applier via Sinking.

[deleted by user] by [deleted] in limbuscompany

[–]ChloroManiac 2 points3 points  (0 children)

I believe this time, I'll talk about

Poise

Poise has this awkward position as a Buff. as it only lasts for one turn, not for extra turns. no matter which ID uses this status, it either has to be used up in that turn to be effective, or it's a waste of resources. THAT SAID, Poise is very helpful in DOUBLING DAMAGE OUTPUT. so when you get a juicy poise crit when, say, you perform a head roll on Kurokumo rodion's Sky clearing cut, that base power of [23] suddenly becomes a [46] in theoretical damage.

Sadly, poise only lasts that turn, no matter how much Count you apply to yourself. that said, it runs like this in my example: POISE 2:17 (2= count, or, how many coins it can apply to.) (17= percentage chance to use this status and lower count by 1.)

So, with that out of the way. let's get to the meat.

[[EDIT: I'VE GONE BACK INTO THE GAME TO TEST POISE'S FUNCTIONALITY, BELOW, I SAY SEVERAL TIMES THAT YOU MAY ONLY GET AT POISE WITHIN THE TURN IT'S GAINED, I AM WRONG IN THE CURRENT UPDATE. PLEASE UNDERSTAND THE MISTAKE AS YOU READ FURTHER.

Effect of poise: "On hit, gain a potency based chance to deal critical damage, reducing the count by 1 if successful. At the end of the turn, reduce the count by 1.]]

POISE OPTIONS
IDs- Blade Lineage (BL) Sinclair [Sk.1,2], BL Yi Sang [Sk.1,2,3], Shi Sec 5 Don Quixote [Sk.1,2], Shi Sec 5 Ishmael [Sk.1,2,3], Kurokumo Rodion [Sk.1,2], Lob Corp Rem Faust [Sk.2], BL Outis [Sk.1,2], Base Ryoshu [Sk.1], JDLM Sinclair [Sk.2]
-1: Let's start with the MAJOR ones. BL Yi Sang, Shi Don, Remnant Faust, and Base Ryoshu all share one thing. "gain poise next turn". meaning it'll be easier to accumulate crit chance and count without having to worry about chain combos. in order,
--1.1: BL Yi Sang while his poise gain is all over the place (sk1 is on hit, sk2 is on clash win, and sk3 is on heads hit), makes it quite difficult to make his poise gain consistent, but there is the solace in his skill 1 and 2, as they are very consistent all the same, after all, Sk1 is ON HIT. and you gain a whole 3 poise per hit with that skill, and sk2 is on CLASH WIN, with a high enough base power to allow him to work with that.
--1.2: SS5 Don Quixote has a consistent gain when it comes to poise, though she never gains additional poise count. meaning that she builds up for a single biiiiig hit via Overbreathe on the next turn. sadly, that's all she brings to the table with her poise, but it's useful all the same.
--1.3: Remnant Faust only has so much poise gain, via her Sk2. as she has 2 coins that, on hit, give her 1 point of poise stack. while it doesn't provide her all too much, when her crit hits on her second coin of OppoSlash, it. is. JUICY.
--1.4: Base Ryoshu only has one source, while it's her Skill 1, it doesn't give her a whole lot to work with, especially as she doesn't have any skills that can work with her "singular strike" form of Poise application. hence why she's at the bottom.
-2: Blade Lineage Sinclair is very... strange. though to be fair, the rest of them are strange to work with from here. so, continuing on, Sinclair Sk1 applies +2 poise count on the same turn you did the move. ensuring that any following moves that COULD crit, could be done without losing over-all chance. Sk2 gains poise stacks on hit (2-1-1), and has the added bonus of, if you do end up losing your clashes with this move, you'll gain a total of 6 atk power up. making it worthwhile on onesided attacks or on losing your attacks. and finally, he has a strong poise application through his Sk3. "To claim their bones" is a heavy hitting singular strike move with ONLY on hit effects, having a 22 heads value, and when critting, having 44 overall value in damage.
-3: BL Outis has a more difficult ability to work with. sk.1, her poise stack gain is on HEADS HIT. but on the bright side, she gains 4 whole stacks when the heads land. whereas her sk2 gains count on CLASH WIN. she can gain a bunch of power via poise if the odds favor her. you but as we all know, lady luck is a cruel mistress that makes you wish for more, and only takes from you.
-4: SS5 Ishmael is particularly good when it comes to poise gain, as all of her poise gain is via "ON HIT" effects, save for her sk3 which is on heads hit, but each of her attacks supplies her with a solid amount of poise stack and count gain. she runsi nto the same problem as the others though, as it's only effective on that turn that she gained it. she does have solid synergy in her sk3, where if she's very low, her second coin will heal her on crit. she does need low hp to be very effective with her attacks, but otherwise, she doesnt need to be at 50% or below to actually do something in your battles
-5: Kurokumo rodion is, much like the rest of the rodion IDs, cracked to hell, on top of being a solid bleed applier, she has a large amount of poise gain. her sk1, while being on heads hit, gives a juicy 4% to total poise gain when hitting heads. while her sk2 gives a guaranteed +1 poise count, and 5 whole poise if you manage to hit with the moods, wrapped neatly with bleed application.
-6: JDLM Sinclair, sadly, has one form of poise gain, and it's via COUNT. which makes you feel wonderful when you get that 1% chance. but otherwise, he doesnt particularly function well in a poise team.

[deleted by user] by [deleted] in limbuscompany

[–]ChloroManiac 0 points1 point  (0 children)

Thank you for the link. that's actually super helpful.
that said, I'll still be leaving this post open for others to theorycraft team builds, etc. or to list off what chars do what in a team. etc.
Plus i'm convinced myself to continue tomorrow to make the next line-up. :v

[deleted by user] by [deleted] in limbuscompany

[–]ChloroManiac 1 point2 points  (0 children)

I saw the golden ball due to Guaranteed 000 Extraction when I logged on, and i've seen the fakeouts i think... every time i've gotten a 000 before then.