Difference between revisions of "ATK"

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=ATK calculation=
=ATK calculation=


A card's ATK is determined by the card base ATK at Lv 1, the ATK growth rate per Lv Up, and the current Lv of the card:
A card's ATK is determined by intrinsic properties of the card as well as extrinsic factors.


ATK = ATK<sub>base</sub> + (rate<sub>ATK/Lv</sub>×(Lv-1))+seed<sub>ATK</sub>×status<sub>AR</sub>
ATK = ATK<sub>base</sub> + (rate<sub>ATK/Lv</sub>×(Lv-1))+seed<sub>ATK</sub>×status<sub>AR</sub>

Revision as of 16:24, 21 August 2019

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ATK (abbreviation for Attack) is a card property that determines how much a successful attack from a card inflicts damage (not a formal term used in game; equivalent to HP subtracted) of the card it hits.

ATK calculation

A card's ATK is determined by intrinsic properties of the card as well as extrinsic factors.

ATK = ATKbase + (rateATK/Lv×(Lv-1))+seedATK×statusAR

where:

  • ATKbase is the base ATK at Lv 1 of the attacking unit
  • rateATK/Lv is the rate at which ATK increases per level of the attacking unit
  • seedATK is the amount of ATK seeding of the attacking unit
  • statusAR is the ATK addend conferred by AR cards equipped to the attacking unit

Note that in-game the displayed ATK only shows the rounded value without decimals; however, damage calculation still keeps track of those decimals.

Example ATK calculation

The maximum amount of ATK seeding is 1000. Nether element icon.pngShot weapon icon.png Licht's base ATK is 1601 and ATK growth rate is 95.878. The maximum Lv of this card of Licht is 80 (with max Lv seeding 10). The Shard of the Abyssal Gatekeeper AR card increases ATK by 250 at Lv 100. Thus, the card's ATK is calculated as follows:

ATK = 1601 + 95.878×(80 - 1) + 1000 + 250

= 10425.362

Damage calculation

The total damage inflicted on a struck card is displayed by white text over that card's square during the attack. The calculation for damage of an attack is below:

Damage = ATK
× Weapon × Attribute
× (Π[i=1,a]skilli×Π[j=1,b]statusj)self
× (Π[k=1,c]skillk×Π[l=1,d]statusl)target
× CStotal
+ Σ[m=1,e]statusfixed


where:

  • Weapon is the weapon type damage multiplier of the attacking unit
  • Attribute is the multiplier assigned to the interaction between the attribute of the card's attack and the attribute of the struck card
  • (Π[i=1,a]skilli×Π[j=1,b]statusj)self is the product of the ATK multipliers from skills and statuses the attacking card has
  • (Π[k=1,c]skillk×Π[l=1,d]statusl)target is the product of the ATK multipliers from skills and statuses the struck card has
  • Σ[m=1,e]statusfixed is the sum of the ATK addends from statuses (such as Spirit) the attacker has
  • CStotal is a term that is included only if the unit unleashes their charge attack. Otherwise, this term is omitted (or replaced with the multiplier 1)

The CStotal calculation is below:

CStotal = CS × (1 + 0.5×log10SALv)

where:

  • CS is a multiplier applied only during charge attacks, and whose value is strongly correlated to (but not perfectly predicted by) the rarity of the attacking card
  • SALv is the Sacred Artifact Lv of the attacking card

Note that after calculation, the damage is rounded to the nearest 1.

Example damage calculation

As an example, suppose we use the Nether element icon.pngShot weapon icon.png Licht card described in the previous example, with an ATK of 10425.362 . Licht has 0.45x ATK penaltyShot weapon type, which has a damage multiplier of 0.45. The card he attacks is an Aether element icon.pngSnipe weapon icon.png Aether Mobster, who has Element light.pngAETHER attribute, which Licht's Element dark.pngNETHER attribute has an advantage against, conferring a multiplier of 2. Suppose Licht has three statuses, Lv 100 Bind and Lv 100 Ardor, which give damage multipliers of 0.45 and 2.4 respectively; and Lv100 Spirit, which gives a flat damage bonus of 800. The attacked mobster has Danger Spotter, which gives a multiplier to Shot-type attacks of 0.80 . Suppose this mobster also has the status Lv 100 Unction, which gives a damage multiplier 0.425 . The calculation for damage this card of Licht would inflict on this mobster is as follows:

(Π[i=1,a]skilli×Π[j=1,b]statusj)self
= 0.45×2.4
= 1.056

(Π[k=1,c]skillk×Π[l=1,d]statusl)target
= 0.80×0.425
= 0.34

Σ[m=1,e]statusfixed = 800

Damagenormal
= 10425.362×0.45×2×1.056×0.34 + 800
= 4168.80978

The damage after rounding would be 4169.

Suppose this card of Licht instead unleashed his CS in this situation. He has a CS multiplier of 4 (like most other cards of rarity ☆5). Lastly, suppose he has a Sacred Artifact Lv of 41. The calculation for the damage would then be as follows:

DamageCS
= 10425.362×0.45×2×1.056×0.34×4×(1 + 0.5×log1041) + 800
= 25141.5631

It can be calculated from the output of normal damage dealt; however, the flat damage from Spirit would have to be subtracted first before being added in after the CS term is multiplied.

DamageCS
= (4168.80978 - 800)×4×(1 + 0.5×log1041) + 800
= 25141.5631

The damage after rounding would be 25142.

Damage outside of an attack

Certain skills and statuses damage cards, and this form of damage is not considered as part of an attack (and so would not influence the damage displayed during an attack). A card cannot leave the battle from damage done without an attack, and a card damaged in such a way will remain at 1 HP if such damage exceeds the remaining HP of that card. For the same reason, this sort of damage cannot trigger the exhaustion of Guts.