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Adapt vs Sun/Rain Atk power @60

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superfly88_713

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Post Wed Jul 17, 2013 5:30 pm

Re: Adapt vs Sun/Rain Atk power @60

Hey Rye,

COrrect me if I'm wrong your testing was at lvl 51.
I'm more interested in if its a static or flat increase (non-scalable) or a percentage increase (scalable).

Do you know if its still 40% at lvl 60?

Thank you for doing the research.
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Ryeballs

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Post Thu Jul 18, 2013 3:10 am

Re: Adapt vs Sun/Rain Atk power @60

I wasn't looking at monster levels, only MATK stat. And I am definitely not going to test again since I would need to get another S Neon without Adapt up to 60 to test.

But there is no reason to assume that monster level would make any difference, if using the same move against the same level monster, only ATK/MATK should matter.
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superfly88_713

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Joined: Tue Feb 05, 2013 4:03 pm

Post Thu Jul 18, 2013 6:22 am

Re: Adapt vs Sun/Rain Atk power @60

Ryeballs wrote:I wasn't looking at monster levels, only MATK stat. And I am definitely not going to test again since I would need to get another S Neon without Adapt up to 60 to test.

But there is no reason to assume that monster level would make any difference, if using the same move against the same level monster, only ATK/MATK should matter.


If its a flat increase of course there is.

Lets say base line at lvl 50 is 100. And the increase of adapt is a flat 40.
The baseline would then be 140 at level 50. Which would be 40% increase because of adapt.

Say at lvl 60 the baseline was 160. Plus a flat adapt increase of 40. For a total of 200. The increase 25%.

Your testing at lvl 51 only proves that at 51 it's a 40% increase. There is no proof that this increase scales with level or whether it's a flat increase I.e. much lower than 40% at lvl 60
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Ryeballs

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Post Thu Jul 18, 2013 8:43 am

Re: Adapt vs Sun/Rain Atk power @60

Think about being a coder for this. How would you implement Adapt. It can't be a flat stat increase regardless of level or it would be overpowered at low levels and useless at high levels. So you would be left with having to have it increase incrementally with monster level.

Something like:
(Monster level)/10*10 ATK/MATK

Which would increase the attack stats by 10 every 10 levels, which would be 3 calculations, dividing to get the amount to multiply to get the amount you have to add. Or they would have to draw from a table that list the stat boost for each level.

Whereas if it was just a multiplier it would just have to be power*1.4 or total_damage*1.4. Both are just 1 calculation and no extra tables to call. It's would be easier to code and require less overhead to run.

The more calculations a game must perform each cycle, the slower the game will run, especially on old devices.

But alas, I am not going to level up a A- Neon to get his ATM/MATK stats high enough to hope to be able to match an S Neon (after I equipped an item on the A-). And I have low level D and C level Cygs I'm breeding with one with Adapt, but since they are low level, they would do much damage numbers wise so won't give as good of a comparison since there will be more rounding.
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superfly88_713

Conqueror

Posts: 1109

Joined: Tue Feb 05, 2013 4:03 pm

Post Thu Jul 18, 2013 7:18 pm

Re: Adapt vs Sun/Rain Atk power @60

I agree with your logic now.

I think I have low lvl Adapt and nonadapt draco on an alt account I can test if its 40% at lvl 25.

Thanks
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Ryeballs

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Posts: 723

Joined: Wed Apr 03, 2013 3:42 pm

Post Fri Jul 19, 2013 2:09 am

Re: Adapt vs Sun/Rain Atk power @60

Lemme know how it goes
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