User:Evan0225: Difference between revisions

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(Data gathered on Queen's Core.)
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== Evan0225 ==
== All About Who? ==
*Sorry if I am screwing up on helping Elwiki. :c
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
*Known as AgentE1994 on official NA forums.
|- style="background:{{ColorSel|CharLight|Eve}}"
! Server !! IGN !! Class
|-
| '''NA''' || '''StepInfinity''' || [[Image:Icon - Code Battle Seraph.png]]
|}


== Bugs, Glitches, Etc. ==
== Bugs, Glitches, Etc. ==
Line 7: Line 11:
*[08/04/15] Permanent fusion mode still exists. It is almost impossible to cause this by force.
*[08/04/15] Permanent fusion mode still exists. It is almost impossible to cause this by force.
*[08/04/15] Taser Pilum's base uncharged damage is 15% more than stated. Multiply the base value by 1.15. [PvE Tested]
*[08/04/15] Taser Pilum's base uncharged damage is 15% more than stated. Multiply the base value by 1.15. [PvE Tested]
*[03/05/15] XXZ basic combo for [[Code:_Architecture|Code: Architecture]] has a hitbox that can change directions while Oberon is attacking.


== El Crystal Spectrum Effects ==
== El Crystal Spectrum Effects ==
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{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
{| cellpadding="5" border="1" style="border-collapse: collapse; text-align: center"
|- style="background:{{ColorSel|CharLight|Eve}}"
|- style="background:{{ColorSel|CharLight|Eve}}"
! Mode !! Non-Penetrating Projectile Size/Damage Modifer !! Penetrating Projectile Size/Damage Modifier !! Hit Count Modifier (Penetrating) !! Total Damage
! Mode !! Non-Penetrating Projectile Size/Damage Modifer !! Penetrating Projectile Size/Damage Modifier !! Hit Count Modifier (Penetrating) !! Total Damage !! Total MP Gained Multiplier (Not Tested)
|-
|-
| align="left"| Amplify || 1.2 || 1.2 || 1 (1) || 1.2
| align="left"| Amplify || 1.2 || 1.2 || 1 (1) || 1.2 || 1
|-
|-
| align="left"| Spectrum || 0.45 || 0.45 || 3 (3) || 1.35
| align="left"| Spectrum || 0.45 || 0.45 || 3 (3) || 1.35 || 1.35
|-
|-
| align="left"| Induction || 0.55 || 1.1 || 2 (1) || 1.1
| align="left"| Induction || 0.55 || 1.1 || 2 (1) || 1.1 || 1
|-
|-
| align="left"| Fusion || 0.25 || 0.5 || 6 (3) || 1.5
| align="left"| Fusion || 0.25 || 0.5 || 6 (3) || 1.5 || 2.7
|}
|}
*'''Spectrum mode''' requires [[Spectrum Dynamics]] while '''Induction''' mode requires [[Ultra Optical Investigation]]. These are obtained through [[Code Electra]] and [[Code Battle Seraph]].
 
<br>
*Amplify
**Bigger hit area for all affected projectiles.
 
*Spectrum
**Increased spread of projectiles.
 
*Induction
**Shortest range for Taser Pilum
**If there is no initial target when passing through force field, it will track for targets until one is found during the entire duration.
***If the initial target dies, it will track for new targets nearby if any. If none, it will lose tracking even if new targets appear.
 
*Fusion
**Shortest range for Taser Pilum
**If there is no initial target when passing through force field, it will lose tracking even if new targets appear.
***If the initial target dies, it will track for new targets nearby if any. If none, it will lose tracking even if new targets appear.


== Queen's Core MP Regeneration Rate ==
== Queen's Core MP Regeneration Rate ==
After more testing.
*After more testing.
NOTE: I am assuming that it takes 7 hits to reach next core level. I know this is not true since I sometimes get 8 hits to next core level. This means that the hits to next level from Z/X attacks is a decimal (7~8). This may have something to do with damage percentage but I do not know yet.
*NOTE: I am assuming that it takes 7 hits to reach next core level. I know this is not true since I sometimes get 8 hits to next core level. This means that the hits to next level from Z/X attacks is a decimal (7~8). This may have something to do with damage percentage but I do not know yet.


Active skills will contribute to generating the new core even after it procs the core.
*Active skills will contribute to generating the new core even after it procs the core.
If that contribution to the new core exceeds the hits to next core level, the new core will not receive any contribution.
*If that contribution to the new core exceeds the hits to next core level, the new core will not receive any contribution.
Ex. If core is level 1 and has 5 hits into it and an active makes it reach 7 (meaning core level 2), the new core will start with no contribution to level 1 core.
**Ex. If core is level 1 and has 5 hits into it and an active makes it reach 7 (meaning core level 2), the new core will start with no contribution to level 1 core.


Core Level
*Core Level
1: 30MP; 40MP if you use the starting core on awakening because it is level 1 core plus 2 hits are counted towards the next level core.
**1: 30MP; 40MP if you use the starting core on awakening because it is level 1 core plus 2 hits are counted towards the next level core.
2: 60MP
**2: 60MP
3: 90MP; 100MP if you max the charge. To max charge you need to hit 1~2 times upon reaching core level 3.
**3: 90MP; 100MP if you max the charge. To max charge you need to hit 1~2 times upon reaching core level 3.


Each attack from Z/X is approximately 4.5MP. Not sure about exact value.
*Each attack from Z/X is approximately 4.5MP. Not sure about exact value.
*I came to the conclusion that the MP gain is linear and Elwiki is partially incorrect since it didn't account for these mechanics.
*While the core is attacking, all attacks will still contribute to the new level 1 core. The only catch is that if you have enough to generate a level 1 core but the core is still attacking and it cannot spawn, all contribution towards level 1 core is lost.


I came to the conclusion that the MP gain is linear and Elwiki is partially incorrect since it didn't account for these mechanics.
== Queen's Core HP Regeneration Rate ==
*5%<MaxHPHeal<5.1%
**Exact value is difficult to determine.
**Method: Using the percentage of Eve's [[Mana Conversion]] skill at level 2 with 12.5% HP loss per conversion to determine values.


Edit: While the core is attacking, all attacks will still contribute to the new level 1 core. The only catch is that if you have enough to generate a level 1 core but the core is still attacking and it cannot spawn, all contribution towards level 1 core is lost.
== MP Regained from Multi-Hit Actives/Special Actives ==
<br>
 
== User: Evan0225 ==


*For MP gain per hit in skills, it seems that some skills have a base MP gain on the first target hit plus diminished MP gain for any extra targets hit if they are very close in proximity together. I am currently experimenting on this.
*For MP gain per hit in skills, it seems that some skills have a base MP gain on the first target hit plus diminished MP gain for any extra targets hit if they are very close in proximity together. I am currently experimenting on this.
**I think it may be attacks that have splash vs. attacks that have a set number hits.
**I think it may be attacks that have splash vs. attacks that have a set number hits.
<br>
 
== EXP Gain Mechanics ==
*'''Note that this is incomplete.'''
*Current progress: http://puu.sh/t3HHp/52d60e98b5.png
**Missing: Guild EXP skill.

Latest revision as of 20:09, 21 December 2020

All About Who?

Server IGN Class
NA StepInfinity

Bugs, Glitches, Etc.

  • [DD/MM/YY]
  • [08/04/15] Permanent fusion mode still exists. It is almost impossible to cause this by force.
  • [08/04/15] Taser Pilum's base uncharged damage is 15% more than stated. Multiply the base value by 1.15. [PvE Tested]
  • [03/05/15] XXZ basic combo for Code: Architecture has a hitbox that can change directions while Oberon is attacking.

El Crystal Spectrum Effects

Mode Non-Penetrating Projectile Size/Damage Modifer Penetrating Projectile Size/Damage Modifier Hit Count Modifier (Penetrating) Total Damage Total MP Gained Multiplier (Not Tested)
Amplify 1.2 1.2 1 (1) 1.2 1
Spectrum 0.45 0.45 3 (3) 1.35 1.35
Induction 0.55 1.1 2 (1) 1.1 1
Fusion 0.25 0.5 6 (3) 1.5 2.7
  • Amplify
    • Bigger hit area for all affected projectiles.
  • Spectrum
    • Increased spread of projectiles.
  • Induction
    • Shortest range for Taser Pilum
    • If there is no initial target when passing through force field, it will track for targets until one is found during the entire duration.
      • If the initial target dies, it will track for new targets nearby if any. If none, it will lose tracking even if new targets appear.
  • Fusion
    • Shortest range for Taser Pilum
    • If there is no initial target when passing through force field, it will lose tracking even if new targets appear.
      • If the initial target dies, it will track for new targets nearby if any. If none, it will lose tracking even if new targets appear.

Queen's Core MP Regeneration Rate

  • After more testing.
  • NOTE: I am assuming that it takes 7 hits to reach next core level. I know this is not true since I sometimes get 8 hits to next core level. This means that the hits to next level from Z/X attacks is a decimal (7~8). This may have something to do with damage percentage but I do not know yet.
  • Active skills will contribute to generating the new core even after it procs the core.
  • If that contribution to the new core exceeds the hits to next core level, the new core will not receive any contribution.
    • Ex. If core is level 1 and has 5 hits into it and an active makes it reach 7 (meaning core level 2), the new core will start with no contribution to level 1 core.
  • Core Level
    • 1: 30MP; 40MP if you use the starting core on awakening because it is level 1 core plus 2 hits are counted towards the next level core.
    • 2: 60MP
    • 3: 90MP; 100MP if you max the charge. To max charge you need to hit 1~2 times upon reaching core level 3.
  • Each attack from Z/X is approximately 4.5MP. Not sure about exact value.
  • I came to the conclusion that the MP gain is linear and Elwiki is partially incorrect since it didn't account for these mechanics.
  • While the core is attacking, all attacks will still contribute to the new level 1 core. The only catch is that if you have enough to generate a level 1 core but the core is still attacking and it cannot spawn, all contribution towards level 1 core is lost.

Queen's Core HP Regeneration Rate

  • 5%<MaxHPHeal<5.1%
    • Exact value is difficult to determine.
    • Method: Using the percentage of Eve's Mana Conversion skill at level 2 with 12.5% HP loss per conversion to determine values.

MP Regained from Multi-Hit Actives/Special Actives

  • For MP gain per hit in skills, it seems that some skills have a base MP gain on the first target hit plus diminished MP gain for any extra targets hit if they are very close in proximity together. I am currently experimenting on this.
    • I think it may be attacks that have splash vs. attacks that have a set number hits.

EXP Gain Mechanics