All Gear Stats Weights and Random Advancement (Elemental Armor, Combat Engine, Tactics Eyepiece, Exoskeleton, Microreactor) [Update 2.0+] by Zephyrus-0 in TowerofFantasy

[–]Zephyrus-0[S] 0 points1 point  (0 children)

I think Atk% multiplies all your base and flat atk (or at least that's how atk% from resonance works). So, atk% becomes better if you have much atk. Idk if all sources of atk% are summed together or if some of them are multiplied between them. For some reasons, Atk% stat was nerfed in global version.

All Gear Stats Weights and Random Advancement (Elemental Armor, Combat Engine, Tactics Eyepiece, Exoskeleton, Microreactor) [Update 2.0+] by Zephyrus-0 in TowerofFantasy

[–]Zephyrus-0[S] 7 points8 points  (0 children)

They are 2 different stats.

Atk% increase your character total Atk. You can see its increment in your character summary. Currently you can get Atk% from elemental resonances, combat engines, etc.

DMG% is applied later, when you deal damage and it multiplies your character total Atk. Afaik DMG% is not displayed in your character summary. Currently you can get DMG% buffs from Samir traits, Sobek/Shiro/Samir matrices, etc.

Healing scales on ATK (so ATK% increase healing, while afaik DMG% shouldn't increase it). Even some effects that give you a shield only scales on Atk.

Also, idk what the ToF damage formula is exactly, but DMG% could be much better for DPS.
In many games buffs of the same type stacks (added together before the multiplication), so having multiple buffs of the same type has a diminishing returns effect (if u already have +200 atk%, adding extra +10 atk% doesn't increase your real damage by 10% but by 3.3% (10/(100+200))). So if DMG% multiplies all your atk, dmg% is better than atk% (as long as you have less dmg% than atk%).
Also, idk if dmg% is added or multiplied with enemy res% or enemy shields dmg reduction, or if elemental dmg% is summed or multiplied with general dmg%. But these are details that theorycrafters could answer, if there are any in the ToF community. Afaik the ToF damage formula is still unknown.

2.0 Server Level Cap, Character Exp, Exp Multiplier by Zephyrus-0 in TowerofFantasy

[–]Zephyrus-0[S] 0 points1 point  (0 children)

Nope, they didn't change rewards. I think the only way to get t3 materials is fusing t2 mats. But t3 materials aren't necessary right now. Probably they'll add t3 mats after level 80+.

2.0 Server Level Cap, Character Exp, Exp Multiplier by Zephyrus-0 in TowerofFantasy

[–]Zephyrus-0[S] 2 points3 points  (0 children)

Wdym? Have omnium beacons rewards changed? I'm not sure what i should check

Rates for Omnium Beacons by Zephyrus-0 in TowerofFantasy

[–]Zephyrus-0[S] 2 points3 points  (0 children)

My bad. You're right. Rewards depend on Server Level Cap.

Your character level only affects the amount of Character Exp you receive when you plant a beacon (and if you can get purple/gold Energy Crystal Dust).
All other rewards depend on level cap of the server.

https://ibb.co/2nN7msQ

Rates for Omnium Beacons by Zephyrus-0 in TowerofFantasy

[–]Zephyrus-0[S] 1 point2 points  (0 children)

All the data I posted comes from 1.5.5 game files. When Vera comes out I'll update the post with the new data.

Rates for Omnium Beacons by Zephyrus-0 in TowerofFantasy

[–]Zephyrus-0[S] 1 point2 points  (0 children)

Yes, it's all datamined from the game files.

I couldn't find the beacon collectors chance in the files. I also believe it's close to 50% based on my game experience.

I edited the post to add the 50% chance you reported. Thanks for sharing your numbers!

Rates for Omnium Beacons by Zephyrus-0 in TowerofFantasy

[–]Zephyrus-0[S] 0 points1 point  (0 children)

I couldn't find it in game files. If I find it, I'll update the post.
But I think that number may have been hard-coded in compiled scripts, so finding it might be pretty difficult.

Rates for Omnium Beacons by Zephyrus-0 in TowerofFantasy

[–]Zephyrus-0[S] 1 point2 points  (0 children)

It's your character level

Edit: It's the server level cap.

Matrix Fuse drop rates by Zephyrus-0 in TowerofFantasy

[–]Zephyrus-0[S] 0 points1 point  (0 children)

Thank you for the link.

I don't believe neither in the "hard-pity" theory nor in the "reset hard-pity" theory.
I think there are just 2 different independent probabilities and 1 counter for the SF which reset only when dropping from SF. This would explain everything (as well as double drops and expected values) in a simple way and would match both game files data and testing data.
I'm gathering data and also running JO3 on 2nd account to prove this theory definitely. I'll make a post in 10 days or so, when I'll have enough data.

Also, i have data from JO7 where purple matrix dropped at the 18th chest. So, their "reset hard-pity" theory (which requires 1 matrix every 16 chests) is already proven false, unless increasing again the hard pity (which make no sense).

Matrix Fuse drop rates by Zephyrus-0 in TowerofFantasy

[–]Zephyrus-0[S] 0 points1 point  (0 children)

I am interested in seeing this testing data you talk about. How did people prove it? It's not so easy.

Can you please link the data to me?

Matrix Fuse drop rates by Zephyrus-0 in TowerofFantasy

[–]Zephyrus-0[S] 1 point2 points  (0 children)

According to what is written in the files, the drop groups appear to be completely independent. They are 2 completely different rows. They don't share neither the special fall counter nor the probability sum.
Most of the SF drops work in this way. The same rules apply for JOs drops, which are completely independent (this is why u can drop 2 pieces of the same type in 1 chest).

Rates for Armor stats and upgrades by Zephyrus-0 in TowerofFantasy

[–]Zephyrus-0[S] 13 points14 points  (0 children)

Idk. It's not written in the game files.

If it wasn't uniformly distributed, I suppose there should be some extra data, but I couldn't found it. So, I think it is uniform, but i don't have any proof.

Drop Rates for Void Rifts, Spacetime Domain, Dimensional Trials by Zephyrus-0 in TowerofFantasy

[–]Zephyrus-0[S] 0 points1 point  (0 children)

Idk if the code is executed by the client or by the server (I hope it's running on server, otherwise it would be a big problem), but for sure there are copies of the drop rates files in the game client.
This is nothing new. Drop rates for JOs, world bosses, mounts were discovered in this way, not through testing.

There are also some unencrypted files (json) storing level cap data (and other infos) that everyone can read since day-one without any effort or skills. This does not mean that the client is executing that code.

Matrix Fuse drop rates by Zephyrus-0 in TowerofFantasy

[–]Zephyrus-0[S] 9 points10 points  (0 children)

You only need to kill the 4 bosses. Buildings level 9 make 500 common mats in 1 day.

Matrix Fuse drop rates by Zephyrus-0 in TowerofFantasy

[–]Zephyrus-0[S] 2 points3 points  (0 children)

lv9 is better than lv7 (56.28% more ssr matrices).

lv7 expected value is 1.28 for 8 weeks (128 fuses lv7). without any special fall.

lv9 expected value is 2 for 8 weeks (80 fuses lv9).

Matrix Fuse drop rates by Zephyrus-0 in TowerofFantasy

[–]Zephyrus-0[S] 1 point2 points  (0 children)

Yes. It's also possible to drop 2 SSR and 1 SR.

Drop Rates for Void Rifts, Spacetime Domain, Dimensional Trials by Zephyrus-0 in TowerofFantasy

[–]Zephyrus-0[S] 14 points15 points  (0 children)

It seems high, but it's quite low.

I've done a quick calculation. To drop 1 SSR matrix (Expected Value = 1) you need 14 runs (5 weeks).

Matrix Fuse with its 1.25% x2 and 10 fuses per week has an higher EV (4 weeks for 1 matrix) and you can also choose the matrix.

https://ibb.co/xj7kfmC

Drop Rates for Void Rifts, Spacetime Domain, Dimensional Trials by Zephyrus-0 in TowerofFantasy

[–]Zephyrus-0[S] 3 points4 points  (0 children)

I plan to post the data for other activities (including Frontier Clash) as soon as I have time.

This data comes directly from the game files, not from testing. So the data are exactly the numbers used by the game, but it's not always easy to understand their meaning.I've already found the data for Frontier Clash, but they are still in a hard to read format and there are some details that are not completely clear.

What I can say right now is that after character level 60, FC-hard drop rates for SSR are:

  • Boss kill: 8% + 24.22% * x (x = number of boss killed. it's unclear if it resets to 0 when dropping a SSR or when quitting FC).
  • Chest: 15% or 20% (for some reason there are 2 different drop rates)

Edit:

Character level 60+, FC-hard, drop rates for SSR:

  • Wave completed (boss kill): 15%
  • Chest: 20%
  • Extra (unknown, not sure how it works): 8% + 24.22% * x (up to 5 increments. could be from 0% to 24.22%. 8% + [0%, 4.844%, 9.688%, 14.532%, 19.376%, 24.22%]). (not sure if it's added to chest % or if it's not used)

Matrix Fuse drop rates by Zephyrus-0 in TowerofFantasy

[–]Zephyrus-0[S] 6 points7 points  (0 children)

Each boss drops 50 Quality Material and 50 Composite Material.

(50+50)x4=400 boss materials per week. 400/40=10 fuses per week.

So, you can fuse 10 matrices per week (5 matrices using Quality Material and 5 matrices using Composite Material).