Talk:4 Star Units

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Revision as of 16:16, 4 April 2013 by Sabin76 (Talk | contribs)

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Wondering if we should add info on unit speed changing under maxed speed demon ability. Also since Colalean's formula for arena damage seems to be flawless, we might want to add either base (no skills) or max (full skills) arena damage after "max damage." But then we might need another for Arena Battle, as the formulas are slightly different. Finally, thinking of adding a column to show LE status (simple yes or no). It was hard for me to know which were truly LE from the info in the last column.

Some type of indicator/icon in the speed column to indicate whether or not it goes up with max speed demon would be useful. The cell has a lot of space, so maybe some simple like "C (B)" indicating it goes up or "C (C)" indicating it stays the same with max skill. I wouldn't be opposed to adding a column for max arena damage either. I didn't really want to add a set for the level break stats since that would add a lot of extra width to the table, but one for arena damage shouldn't be too bad. I also think it would be better/easier to just word the source column better instead of adding a LE column. Kadaan (talk) 22:09, 31 March 2013 (EDT)
Added arena damage column to 4* page as well as LE/SE note for some slightly ambiguous sources. Anything that's from a card series, rank, or event reward is obviously LE and anything with no source listed is from standard card packs. Kadaan (talk) 01:19, 1 April 2013 (EDT)
Did you use Colelean's formula? The numbers don't seem right. I'll update the speed changes while I try and figure out where you got those numbers :)--Sabin76 (talk) 02:17, 1 April 2013 (EDT)
It looks like you used 92.4% of HIGH+MID damage? In any case, since arena damage is only calculated using those two, the numbers you have are fine as a comparison. Just note that they are way to low to be actual numbers seen when your skills are maxed.--Sabin76 (talk) 02:52, 1 April 2013 (EDT)
I tried to use his but I may have converted it to google docs wrong. 92.4% sounds about right for a 4* though, his formula says you multiply high+mid times 1+rarity^2/100 which is 84%. This is the exact formula I used: TRUNC((1-POW(H1,2)/100) * ( TRUNC(MAX(M1:O1)*(1+10/100)) + TRUNC((P1-MAX(M1:O1)-MIN(M1:O1))*(1+10/100) ) )). H1 is rank, MAX(M1:O1) is highest dmg. P1 is total dmg, so for mid I did total-max-min (P1 - MAX(M1:01) - MIN(M1:O1)) Kadaan (talk) 23:55, 1 April 2013 (EDT)
Ahh, see I was thinking of using maximum possible damage (i.e. include max skills) for a better comparison among the different rarities. So 4* would be 1.008*(Max+Mid), 5* would be 0.9*(Max+Mid) and 6* would be 0.768*(Max+Mid). These numbers are just from multiplying the rarity factor by 1.2 (the bonus for max skills). What do you think? I'll change them myself, so you don't have to go through it all again.
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