Summons and their stats

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Rutee
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Summons and their stats

Postby Rutee » Fri Dec 10, 2010 12:27 pm

Can someone explain how Wildling summons work? I looked at the skill simulator, but it didn't really explain it; It lists them as having %Attack, but I have no earthly idea what it's working off. And their damage definitely sucks so far, at least.

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scy
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Postby scy » Fri Dec 10, 2010 2:31 pm

Summon HP is probably the most complicated; each Beast has a base HP (based on beast summoned and their level) and that value gets multiplied by Beast Soul's modifier. On top of that, the health and level of the Wildling boosts it further by adding 10% of their current HP and their level to the HP. After that, Beast Soul is applied again and, finally, a value between X..3X is randomly added where X is the level of the summon.

So, to sum that up:

[Base HP * Beast Soul] + (Wildling HP / 10) + (Wildling Level) = Modified HP
[Modified HP * Beast Soul] + random(X..3X) = Final HP

Their TP is set to their HP, though they never actually use it.

Their 5 Stats (STR, VIT, TEC, AGI, LUC) are all the exact same as the Wildling (with equipment) except multiplied by whatever value each summon has. Those values are:

Bird/Snake/Mole: 100% Stat Multiplier
Venomfly: 70% Stat Multiplier
Hypnowl: 100% Stat Multiplier
Ooze: 90% Stat Multiplier
Cow/Elephant: 120% Stat Multiplier
Tiger/Lion: 150% Stat Multiplier

As the summons do not have any equipment, their ATK is set to twice their STR; they have a DEF of 0 and rely on their VIT and Beast Soul to keep them alive, though forges on the Wildling can help (i.e., resistances are transferred to the Beast). Stuff that gets calculated mid-combat, like SPD, HIT, Elemental Forges/Offensive Status Forges, do not carry over.

So, summary:

HP = [(BaseHP * BeastSoul) + (WildlingHP/10) + (WildlingLevel)] * BeastSoul + rand(X..3X)
TP = HP
Stats = (Wildling Stats + Equipment) * (Stat Multiplier)
Weapon Attack = 2*STR
Armor Defense = 0

Edit: I guess it's important to mention how that weapon attack and armor defense plays out:

aSTR = Attacker STR
dVIT = Defender VIT

Damage:
(2*aSTR - dVIT) * sqrt(aSTR/dVIT) = BaseDamage

That base damage is then what gets multiplied by those attack% values in the Skill Sim.

Defense:
(aSTR - 0 / 3) * sqrt(aSTR/dVIT) = BaseDamage * BeastSoul = ActualDamage

Just to note, these are only for the summons; the damage you do with your characters is difference.

Edit2: Ugh, I just noticed the Skill Sim doesn't have their attack damage, just their "when summoned" damage.

Bird/Snake/Mole: 120% Multiplier
Venomfly: 120% Multiplier
Hypnowl: Doesn't attack.
Ooze: 190% Multiplier
Cow: 200% Multiplier
Elephant: 190% Multiplier
Tiger: 200% (Counter)
Lion: 200%, 250% if Status Effect is on target.

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Postby Rutee » Sat Dec 11, 2010 8:40 am


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Postby SAL » Mon Dec 13, 2010 6:37 pm



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