User:CanvasK: Difference between revisions
mNo edit summary |
m (Documenting my current facility tests) |
||
Line 12: | Line 12: | ||
===Types=== | ===Types=== | ||
Done | Done | ||
=Facilities= | |||
After using a facility a Spirit will get tired and be unable to use another facility. Being in a match at will make all Spirits un-tired, regardless of: if they are in the team, the length of the match, or the results of the match (SD-ing counts). A Spirit using a Dojo that they have already trained at will not make them tired. | |||
Activities ↑: | |||
*Gym: 1.1× more experience per cycle | |||
*Dojos: 1.1× faster learning | |||
*Ruins: Roughly 1.1× more SP. | |||
===Gym=== | |||
Spirits gain 1 experience per second, 1.1 if red, and 0.9 if blue. <!--been a while since I've tested this, may need to redo--> | |||
===Dojos=== | |||
Spirits will learn a style in 30 minutes (1800 seconds). 1.1× speed if red (Roughly 27.5 min or 1636.36 sec) and 0.9× if blue (Roughly 33.5 min or 2000 sec). <!--again need to retest for accuracy--> | |||
==Exploration== | |||
===Ruins=== | |||
2 hour duration. SP gained is [https://i.imgur.com/QdHUG1R.png independent of power], with the largest factor being the class. Styles, levels, and "uniqueness" still need testing. "Uniqueness" is how varied the team is; 0% is 4 of the same Spirit, 100% is 4 different spirits (whether they need to be different types needs to be tested). If a Spirit's mood changes during exploration or before pick-up the results may change. | |||
SP gained. 0% "uniqueness", no styles, lv. 99 | |||
{|class="wikitable" | |||
! | |||
! 1 Spirits ↓ !! 1 Spirits - !! style="border-right: 2px solid black;" | 1 Spirits ↑ | |||
! 2 Spirits ↓ !! 2 Spirits - !! style="border-right: 2px solid black;" | 2 Spirits ↑ | |||
! 3 Spirits ↓ !! 3 Spirits - !! style="border-right: 2px solid black;" | 3 Spirits ↑ | |||
! 4 Spirits ↓ !! 4 Spirits - !! 4 Spirits ↑ | |||
|- | |||
! scope=row | Class 1 | |||
| 75 || 75 || style="border-right: 2px solid black;" | 105 | |||
| 210 || 210 || style="border-right: 2px solid black;" | 240 | |||
| 330 || 390 || style="border-right: 2px solid black;" | 450 | |||
| 495 || 600 || 735 | |||
|- | |||
! scope=row | Class 2 | |||
| 75 || 75 || style="border-right: 2px solid black;" | 105 | |||
| 210 || 225 || style="border-right: 2px solid black;" | 255 | |||
| 360 || 420 || style="border-right: 2px solid black;" | 480 | |||
| 540 || 660 || 795 | |||
|- | |||
! scope=row | Class 3 | |||
| 75 || 105 || style="border-right: 2px solid black;" | 105 | |||
| 210 || 240 || style="border-right: 2px solid black;" | 270 | |||
| 390 || 450 || style="border-right: 2px solid black;" | 525 | |||
| 600 || 735 || 900 | |||
|- | |||
! scope=row | Class 4 | |||
| 105 || 105 || style="border-right: 2px solid black;" | 105 | |||
| 270 || 285 || style="border-right: 2px solid black;" | 315 | |||
| 525 || 600 || style="border-right: 2px solid black;" | 690 | |||
| 885 || 1080 || 1290 | |||
|} | |||
=Spirit Experience= | =Spirit Experience= | ||
This is the result of testing with experience. It is not nice or clean, but it works. If anyone has suggestions on how to make it nicer or simplify the equations, let me know because every time I <i>try</i> to clean the equations I go crazy. | This is the result of testing with experience. It is not nice or clean, but it works. If anyone has suggestions on how to make it nicer or simplify the equations, let me know because every time I <i>try</i> to clean the equations I go crazy. | ||
The amount of experience a | The amount of experience a Spirit needs to reach lv.99 is based on its max power, rank, number of slots, if it is enhanceable, and if it is neutral or not. Power does not refer to 'Team Power'; power is attack+defense, team power is power modified by styles and skills. | ||
===Max Experience=== | ===Max Experience=== | ||
The equation is:<br> | The equation is:<br> | ||
<code>max_exp = Power * slot_multiplier + class_exp</code><br> | <code>max_exp = Power * slot_multiplier + class_exp</code><br> | ||
If the | If the Spirit is neutral, divide the result by 2. | ||
====Slot Multiplier==== | ====Slot Multiplier==== | ||
Line 27: | Line 79: | ||
*2 slots: 0.605 | *2 slots: 0.605 | ||
*3 slots: 0.6655 | *3 slots: 0.6655 | ||
If the | If the Spirit is enhanceable, multiply this value by 1.5. | ||
====Class Experience==== | ====Class Experience==== |
Revision as of 09:08, March 28, 2020
Quick links
User:CanvasK/Spirit translations | User:CanvasK/Unused spirit effects |
User:CanvasK/SpiritBattleRow | User:CanvasK/SpiritBattleTable |
To-do
Effects
There's at least 50. Where to even start?
Types
Done
Facilities
After using a facility a Spirit will get tired and be unable to use another facility. Being in a match at will make all Spirits un-tired, regardless of: if they are in the team, the length of the match, or the results of the match (SD-ing counts). A Spirit using a Dojo that they have already trained at will not make them tired.
Activities ↑:
- Gym: 1.1× more experience per cycle
- Dojos: 1.1× faster learning
- Ruins: Roughly 1.1× more SP.
Gym
Spirits gain 1 experience per second, 1.1 if red, and 0.9 if blue.
Dojos
Spirits will learn a style in 30 minutes (1800 seconds). 1.1× speed if red (Roughly 27.5 min or 1636.36 sec) and 0.9× if blue (Roughly 33.5 min or 2000 sec).
Exploration
Ruins
2 hour duration. SP gained is independent of power, with the largest factor being the class. Styles, levels, and "uniqueness" still need testing. "Uniqueness" is how varied the team is; 0% is 4 of the same Spirit, 100% is 4 different spirits (whether they need to be different types needs to be tested). If a Spirit's mood changes during exploration or before pick-up the results may change.
SP gained. 0% "uniqueness", no styles, lv. 99
1 Spirits ↓ | 1 Spirits - | 1 Spirits ↑ | 2 Spirits ↓ | 2 Spirits - | 2 Spirits ↑ | 3 Spirits ↓ | 3 Spirits - | 3 Spirits ↑ | 4 Spirits ↓ | 4 Spirits - | 4 Spirits ↑ | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Class 1 | 75 | 75 | 105 | 210 | 210 | 240 | 330 | 390 | 450 | 495 | 600 | 735 |
Class 2 | 75 | 75 | 105 | 210 | 225 | 255 | 360 | 420 | 480 | 540 | 660 | 795 |
Class 3 | 75 | 105 | 105 | 210 | 240 | 270 | 390 | 450 | 525 | 600 | 735 | 900 |
Class 4 | 105 | 105 | 105 | 270 | 285 | 315 | 525 | 600 | 690 | 885 | 1080 | 1290 |
Spirit Experience
This is the result of testing with experience. It is not nice or clean, but it works. If anyone has suggestions on how to make it nicer or simplify the equations, let me know because every time I try to clean the equations I go crazy.
The amount of experience a Spirit needs to reach lv.99 is based on its max power, rank, number of slots, if it is enhanceable, and if it is neutral or not. Power does not refer to 'Team Power'; power is attack+defense, team power is power modified by styles and skills.
Max Experience
The equation is:
max_exp = Power * slot_multiplier + class_exp
If the Spirit is neutral, divide the result by 2.
Slot Multiplier
- 0 slots: 0.5
- 1 slot : 0.55
- 2 slots: 0.605
- 3 slots: 0.6655
If the Spirit is enhanceable, multiply this value by 1.5.
Class Experience
For non-enhanceable:
- 1: 12000
- 2: 20000
- 3: 40000
- 4: 60000
For enhanceable:
- Starts at class 1:
- 2: 22000
- 3: 32000
- 4: 42000
- Starts at class 2:
- 3: 30000
- 4: 40000
- Starts at class 3:
- 4: 50000
Experience Growth
With max_exp
determined it is possible to find the experience needed to reach any level.
Exp to the next level = base*(ratio^(level-1))
Exp at any level = base*(ratio^(level-1)-1)/(ratio-1)
Base Value
Making a base value makes the other equations somewhat easier.
base = max_exp*(ratio-1)/((ratio^98)-1)
Ratio
Ratio is based on class.
- 1: 1.03
- 2: 1.035
- 3: 1.04
- 4: 1.04
Limiter
The "Limiter", as I call it, is a hidden function involving Spirits and their damage multipliers. It only affects damage multipliers related to Sword types, Throw types (not attacks, types... I think), and 'Generic', 'Generic' being a term I use for damage multipliers that affect everything.
The first step to the function is to combine all of the related multipliers (Fist to fist, sword to sword, generic to generic, etc.) to get the raw_combined_mult
(terms are my own, not official). This includes both positive (>1.0×) and negative multipliers (<1.0×) from traits, skills, and styles.
Next step, if the multiplier is for sword or generic, is to go through the following:
IF raw_combined_mult < 1.3: do nothing IF raw_combined_mult > 1.3 AND raw_combined_mult < 1.5: final_combined_mult = raw_combined_mult * 0.5 + 0.65 IF raw_combined_mult > 1.5: final_combined_mult = raw_combined_mult * 0.2 + 1.2
The final_combined_mult
is what is used when an attack hits. Critical Hit ↑, Metal Killer, and Giant Killer do not use generic, they act outside everything similar to the 1v1 multiplier. Skills that will easily get you to experience the limiter are Trade-Off Attacks ↑ and Poison Power Up. Poison Power Up has a multiplier of 2.0×, but the limiter causes it to come out as 1.6×. Trade-Off Attacks ↑ has a multiplier of 1.23×, requiring an additional multiplier of 1.057× to reach the limiter. Trade-Off Attacks ↑ (1.23×) + Trade-Off Abilities ↑ (1.18×) will give 1.3757× instead of 1.4514×.