Colosseum Event

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Arena team formation.jpg

Overview

Form a team with up to five units totaling no more than 100 deploy cost. During the event you can fight in PvE and PvP battles with your team to earn BT and prizes. PvE and PvP battles have separate 10-minute cooldowns.

Each battle will be your five-member team along with two random active allies. Colo (for short) Events are a good time to cull inactive allies and find some new ones with strong leaders!

There are two separate rankings for Colo Events: a PvE ranking based on BT and a PvP ranking based on number of wins in PvP battles.

Tips

  • Unit speed is the most important stat in colo. Once the battle starts, units take turns based on their speed.
  • Unit skills activate randomly based on the level of the skill.
    • Knockback will knock the next enemy unit down in the stack so more of your units will get a chance to attack again.
    • Slow pushes back ALL enemies in the stack a small amount.
    • Poison will poison the enemy, causing them to take damage every turn until it wears off. Both sides can be poison and poison cannot be negated once you have been inflicted by it.
    • Area Attack deals 175% the normal damage of the unit when it activates.
    • Attack Boost will give a damage boost to all eligible units on their next attack.

List of Colo Events

Event Name Banner Start Date End Date
Venus Colosseum Venus Colosseum banner.png 9/14/2012 9/21/2012
The Key of Goetia Banner Not Found 10/22/2012 10/29/2012
Den of Sin Banner Not Found 11/29/2012 12/6/2012
House of the Heartless House of the Heartless release banner.png 2/21/2013 2/28/2013
The Gemstone Palace of Light The Gemstone Palace of Light release banner.png 4/11/2013 4/18/2013
Shadowflame Citadel Shadowflame Citadel release banner.png 6/13/2013 6/18/2013
The Arcane Atheneum The Arcane Atheneum release banner.png 7/12/2013 7/17/2013
The Masquerade of Deceit The Masquerade of Deceit release banner.png 8/12/2013 8/20/2013
The Color of Vengeance The Color of Vengeance release banner.png 9/20/2013 9/27/2013
The City of Dreams The City of Dreams release banner.png 2/27/2014 3/01/2014
The Noble Court The Noble Court release banner.png 7/22/2014 7/24/2014
Battle of the Clock Tower Battle of the Clock Tower release banner.png 9/03/2014 9/05/2014
Diamonds are Forever Diamonds are Forever release banner.png 9/14/2014 9/16/2014
From the Ashes From the Ashes release banner.png 10/08/2014 10/10/2014
Tomes of the Earth Tomes of the Earth announcement banner.png 10/27/2014 10/28/2014
Dance of Deception Dance of Deception release banner.png 11/04/2014 11/05/2014
For These Walls For These Walls release banner.png 11/10/2014 11/11/2014

Finding A Units Colosseum Attack

Note: this is the formula to use during normal Arena events (Colosseum Events), where you create a team of 5 units and fight with the aid 2 random allies. The formula to use during Battle Arena events, where you create a team of 7 units and fight without the aid of your allies, is found in a different topic: Guild Battles.

During Arena events, the damage units deal is determined by these factors:

RANK - The rank of the unit. In other words, the amount of stars it has. However, RANK can never be higher than 6! For units with 7 or more stars, use 6 as the value of RANK. For example: Orlando is a 2* unit. His rank is 2. Anton is a 4* unit. His rank is 4. Lilith is a 7* unit. Her rank is 6. HIGH BASE DMG - The highest number of the unit's 3 attack numbers: land, sea or air. Bonuses, such as skills that increase dmg by a cerain percentage, are not included. In other words, this is the number you see on the card when it's in your unit list, not when it's in battle. For example: at level 80 without any bonuses, Anton has 36528 land damage, 0 air damage and 18586 sea damage. His highest base damage is 36528. At level 100 without any bonuses, Rose has 36250 land damage, 38800 air damage and 35240 sea damage. Her highest base damage is 38800. MID BASE DMG - The second-highest number of the unit's 3 attack numbers: land, sea or air. Bonuses, such as skills that increase dmg by a cerain percentage, are not included. In other words, this is the number you see on the card when it's in your unit list, not when it's in battle. For example: continuing on from the examples of Anton and Rose, Anton's second-highest base damage is 18586 and Rose's second-highest base damage is 36250. HIGH DMG BONUS - The sum of the percentages bonus that the unit is granted on his highest base attack number. If a unit's highest base attack is his land attack, the bonus percentage is the sum of the level of your Master of Land skill and the level of your Bringer of Victory skill. For example, let's say your Master of Land skill is at level 7, your Ruler of Air skill is at level 5, your Parter of Sea skill is at level 1 and your Bringer of Victory skill is at level 0. The bonus percentage for Anton's highest attack number is 7 (for Master of land) and the bonus percentage for Rose's highest attack number is 5 (for Ruler of Air). If you have Bringer of Victory at level 10, the bonus percentage for any attack number is always 20 (for Master of Land/Ruler of Air/Parter of Sea plus Bringer of Victory). MID DMG BONUS - The sum of the percentages bonus that the unit is granted on his second-highest base attack number. If a unit's second-highest base attack is his sea attack, the bonus percentage is the sum of the level of your Parter of Sea skill and the level of your Bringer of Victory skill. For example, continuing on from the examples of Anton and Rose and the earlier described skill levels, the bonus percentage for Anton's second-highest attack number is 1 (for Parter of Sea) and the bonus percentage for Rose's second-highest attack number is 7 (for Master of Land). If you have Bringer of Victory at level 10, the bonus percentage for any attack number is always 20 (for Master of Land/Ruler of Air/Parter of Sea plus Bringer of Victory).


The formula to calculate the damage dealt in an Arena battle is as follows:


Arena Damage = ( 1 - RANK ^ 2 / 100 ) * ( HIGH BASE DMG * (1 + HIGH DMG BONUS / 100) + MID BASE DMG * (1 + MID DMG BONUS / 100) )

What's important to note is that "HIGH BASE DMG * (1 + HIGH DMG BONUS / 100)" and "MID BASE DMG * (1 + MID DMG BONUS / 100)" are rounded up or down to an integer number (down if the first decimal is smaller or equal to 4, up if the first decimal is greater or equal to 5) before they're added together. The final Arena Damage is rounded down to an integer number.


For example: let's calculate the Arena Damage for a level 80 Anton. Let's say your Master of Land skill is at level 7, your Ruler of Air skill is at level 5, your Parter of Sea skill is at level 1 and your Bringer of Victory skill is at level 0. Anton has rank 4. His highest base damage is 36528, which receives a 7% bonus. His second-highest damage is 18586, which receives a bonus of 1%. Arena Damage = ( 1 - RANK ^ 2 / 100) * ... Arena Damage = ( 1 - 4 ^ 2 / 100) * ... Arena Damage = ( 1 - 16 / 100) * ... Arena Damage = ( 1 - 0.16) * ... Arena Damage = 0.84 * ... Arena Damage = 0.84 * ( HIGH BASE DMG * (1 + HIGH DMG BONUS / 100) + MID BASE DMG * (1 + MID DMG BONUS / 100) ) Arena Damage = 0.84 * ( 36528 * (1 + 7 / 100) + 18586 * (1 + 1 / 100) ) Arena Damage = 0.84 * ( 36528 * (1 + 0.07) + 18586 * (1 + 0.01) ) Arena Damage = 0.84 * ( 36528 * 1.07 + 18586 * 1.01 ) Arena Damage = 0.84 * ( 39084.96 + 18771.86 ) Arena Damage = 0.84 * ( 39085 + 18772 ) Arena Damage = 0.84 * 57857 Arena Damage = 48599.88 Arena Damage = 48599


If you have Bringer of Victory at level 10 and you want to simplify the formula, here's how you rewrite it:

Arena Damage = ( 1 - RANK ^ 2 / 100 ) * ( HIGH BASE DMG * 1.2 + MID BASE DMG * 1.2 )

Note that the base damage is the number you see on the card when it's in your unit list. Base damage times 1.2 is the number you see on the card when it's in battle (could be higher if there are any units with Atk Boost in the battle).

If you want to simplify the formula any further, you could split it into different formula's for each rank:

7* Arena Damage = 0.64 * ( HIGH BASE DMG * 1.2 + MID BASE DMG * 1.2 )

6* Arena Damage = 0.64 * ( HIGH BASE DMG * 1.2 + MID BASE DMG * 1.2 )

5* Arena Damage = 0.75 * ( HIGH BASE DMG * 1.2 + MID BASE DMG * 1.2 )

4* Arena Damage = 0.84 * ( HIGH BASE DMG * 1.2 + MID BASE DMG * 1.2 )

You might feel tempted to rewrite "( HIGH BASE DMG * 1.2 + MID BASE DMG * 1.2 )" as "( HIGH BASE DMG + MID BASE DMG ) * 1.2", but remember that "HIGH BASE DMG * 1.2" and "MID BASE DMG * 1.2" need to be rounded before you add them together, so you shouldn't rewrite the formula in that way.


For anyone wanting to use this formula in a Spreadsheet where you have the base damage numbers of all characters and you want to assume there are no bonuses, here's how you would rewrite the formula (you would have to replace "RANK", "LAND ATK", "AIR ATK" and "SEA ATK" with the appropiate columns):

=ROUNDDOWN((1-MIN(RANK;6)^2/100)*(SUM(LAND ATK;AIR ATK;SEA ATK)-MIN(LAND ATK;AIR ATK;SEA ATK));0)

Or if you want to assume a 20% bonus:

=ROUNDDOWN((1-MIN(RANK;6)^2/100)*(SUM(ROUND(LAND ATK*1.2;0);ROUND(AIR ATK*1.2;0);ROUND(SEA ATK*1.2;0))-MIN(ROUND(LAND ATK*1.2;0);ROUND(AIR ATK*1.2;0);ROUND(SEA ATK*1.2;0)));0)

Other Resources

  • chaosbladeuk has an excellent Arena Team Creation Guide on the Unofficial Forums.
  • If you have questions about putting together a team, you can ask for advice in the Party Advice thread on the Unofficial Forums.
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