User:IapIac/Sandbox: Difference between revisions

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Created page with "I don't know what to say. vrej ---- <math>Damage=BaseDamage+\operatorname{floor}(DamageRange \times percent)</math> <math>BonusStunDamage=\operatorname{floor}(\frac{damageBonusFromMerge}{stunBonusDivisor})</math> <math>Pierce=BasePierce+\operatorname{floor}(PierceRange \times percent)</math> <math>AttackCooldown=BaseAttackCooldown-CooldownScaleRange \times percent</math> <math>KnockbackDuration=BaseKnockbackDuration+KnockbackDurationRange \times percent</math> <ma..."
 
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I don't know what to say. vrej
I don't know what to say. vrej
 
__NOTOC__
----
----
===BAD immunity===
{|class="wikitable mw-collapsible mw-collapsed"
!List of Lych soul can not immune
|-
|
*<code>Slow:MoabPressStunParagon</code>
*<code>Stun:ParagonWeak</code>
*<code>Stun:BombParagon</code>
|}


<math>Damage=BaseDamage+\operatorname{floor}(DamageRange \times percent)</math>


<math>BonusStunDamage=\operatorname{floor}(\frac{damageBonusFromMerge}{stunBonusDivisor})</math>
----
 
===some paras in <code>paragonDegreeDataModel</code>===
<math>Pierce=BasePierce+\operatorname{floor}(PierceRange \times percent)</math>
* attackCooldownReductionX = 50
 
* piercePercentPerDegree = 1
<math>AttackCooldown=BaseAttackCooldown-CooldownScaleRange \times percent</math>
* pierceIncreasePerDegree = 0.1
* damagePercentPerDegree = 1
* damageIncreasePerDegree = 1
* damageIncreaseForDegrees = 10
* bonusBossDamagePercent = 0.25
* bonusBossDamagePerDegrees = 20


<math>KnockbackDuration=BaseKnockbackDuration+KnockbackDurationRange \times percent</math>
===some vars in <code>PowerDegreeMutator</code>===
* percentPierceUp = piercePercentPerDegree * ((degree-1) + floor(degree/100))
* percentDamageUp = damagePercentPerDegree * ((degree-1) + floor(degree/100))
* additionalPierceUp = pierceIncreasePerDegree * ((degree-1) + floor(degree/100))
* additionalDamageUp = floor(damageIncreasePerDegree * ((degree-1) / damageIncreaseForDegrees + floor(degree/100)))
* bonusBossDamagePercent = bonusBossDamagePercent * degree / bonusBossDamagePerDegrees
* attackCooldownReductionPercent = round(sqrt(attackCooldownReductionX * (degree-1), 1)


<math>AbilityCooldownDecreasePercent=\frac{AttackCooldownBonusFromMerge}{AttackCooldownAtCurrentPower}</math>
===actual stat changes===
* pierce = floor(percentPierceUp * basePierce)+additionalPierceUp
* cooldown = baseCooldown * (1 + attackCooldownReductionPercent*0.01)
* damage = percentDamageUp * baseDamage + additionalDamageUp


<math>percent = \frac{Power-MinPower}{MaxPower-MinPower}</math>
====boss damages====
actually there's a mutator for boss damage to make boss damage multiplier affect other damage bonuses (camo/ceramic, etc)
* normal: totalBossDamage = totalBaseBossDamage * (1 + bonusBossDamagePercent)
* elite: JUST DOUBLES IT

Latest revision as of 16:05, 13 January 2026

I don't know what to say. vrej


BAD immunity

[edit | edit source]
List of Lych soul can not immune
  • Slow:MoabPressStunParagon
  • Stun:ParagonWeak
  • Stun:BombParagon



some paras in paragonDegreeDataModel

[edit | edit source]
  • attackCooldownReductionX = 50
  • piercePercentPerDegree = 1
  • pierceIncreasePerDegree = 0.1
  • damagePercentPerDegree = 1
  • damageIncreasePerDegree = 1
  • damageIncreaseForDegrees = 10
  • bonusBossDamagePercent = 0.25
  • bonusBossDamagePerDegrees = 20

some vars in PowerDegreeMutator

[edit | edit source]
  • percentPierceUp = piercePercentPerDegree * ((degree-1) + floor(degree/100))
  • percentDamageUp = damagePercentPerDegree * ((degree-1) + floor(degree/100))
  • additionalPierceUp = pierceIncreasePerDegree * ((degree-1) + floor(degree/100))
  • additionalDamageUp = floor(damageIncreasePerDegree * ((degree-1) / damageIncreaseForDegrees + floor(degree/100)))
  • bonusBossDamagePercent = bonusBossDamagePercent * degree / bonusBossDamagePerDegrees
  • attackCooldownReductionPercent = round(sqrt(attackCooldownReductionX * (degree-1), 1)

actual stat changes

[edit | edit source]
  • pierce = floor(percentPierceUp * basePierce)+additionalPierceUp
  • cooldown = baseCooldown * (1 + attackCooldownReductionPercent*0.01)
  • damage = percentDamageUp * baseDamage + additionalDamageUp

boss damages

[edit | edit source]

actually there's a mutator for boss damage to make boss damage multiplier affect other damage bonuses (camo/ceramic, etc)

  • normal: totalBossDamage = totalBaseBossDamage * (1 + bonusBossDamagePercent)
  • elite: JUST DOUBLES IT