Passives that buff the character unconditionally (ie "Increase HP by 30%) are calculated into the Card Stat (the stats that show up when you look up a card) and need to be taken into account to get the base stat. The vast majority of buffs/debuffs take their values from the base stat. Also, for some reason the game can't decide whether to round up or down (or I failed basic arithmetic) so these should be accurate within a margin of error of 1.īase Stat: This is the stat before any modifiers are added to it. It would help a ton if someone could help verify this info so it could be as accurate as possible for those who need it. Here I will explain a working formulation for how Field Stats (what you see when you tap your character in game) are calculated and how things like buffs and debuffs work.ĭisclaimer: I have tested all of this myself, but I also suck at math. You guys have been a great help in fixing up my team, so I thought my first post here should at least be moderately helpful. Original for anyone who wants to look at it. Recovery Rate = (0.03 * (POW * 0.002) + (VIT * 0.002)) (multiply by 100 to get the HP it recovers at when it respawns) There's also a hidden stat for Recovery Rate that represents the HP the card regenerates on each game tick, as well as the HP it recovers at after being KO'ed. Values seem to round down to the nearest integer. not Power, Technique, Vitality or Speed) are calculated when shown on the card info screen, before buffs. Haven't seen these posted elsewhere, so apologies if they are, but they may be of use: the formulae for how non-basic stats (i.e. For example, a 10% critical damage buff would add a flat 10% to the critical stat. These stats are all calculated additively, meaning that they add their percentage to the base values. Lucid proves that it is possible to stack well over 100% Receiving pass Effect.Įxample: 500 pass in game with a 180% Active Pass and Receiver has 20% receiving pass effect.ĥ00 * (1.8 +.2) = 1,000 dribble Receiving Pass, Critical Rate, Critical Damage, Damage Reduction, Counterattack Resistance, and Critical Resistance. The Receiving Pass effect is taken from the player receiving the pass and, as such, having this stat on a passer does nothing. The active Pass will always be a value greater than 100%, which translates to 1.XX and this is accurate. In game Stats * (Active Pass + Receiving pass) All passes add to the receiving players dribble. They function off of the in game stats and thusly take advantage of other buffs on the player. I have done some work and confirmed that Active Passes are not a simple buff. Also note that Flat bonuses do not benefit from any other buffs Active Passes: Position bonuses are the only bonuses that benefit from additional buffs and explain why Goalkeepers have significantly higher HP than normal players. Consolidate (add up) all the buffs to make it easier to calculate. First you need to calculate the Base stat and then plug in the additional information. This formula works for Dribble, Steal, Pass, HP, Defense and Reflex. More on this below.įlat Bonus: These include anything that increases a stat by a set value. Some stats (Receiving Pass Effect, Critical Chance, Critical Damage, Damage reduction, Counterattack resistance and Critical Resistance) are exempt from this, as they function more like Flat Bonuses. This includes passives, Spirit Stones, Active Skills (except active passes), Affinity (heart thing) and Ace effects. Because the bonus varies between characters, I recommend using the Player Book to determine the effect on individual players.īuffs/Debuffs: These are anything that effect a stat by a percentage. Position Bonus: This is the bonus cards get when they are used in their preferred positions. In Game stats: These are the stats you see by tapping a character during a game.Īttack Damage: Buffs that include this phrase effect both Dribble and Steal. Never use these when trying to calculate in game stats as it makes it significantly more confusing. These are affected by some passives, and spirit stones. These are the stats without any modifiers and are calculated from the 4 main stats: Power, Technique, Vitality, and Speed.Ĭard stat: These are the stats that are seen when you check a card outside of a match. Thanks and good luck! Definitions:īase stat: Formulas are provided in the comments by u/rtlsilva. As always please comment if there are any problems or if anything is wrong. Hey, I felt this post was too difficult to use quickly so I made some changes and updated some of the info.
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