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100 Gold Moon Weapon Skills #303

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merged 49 commits into from
Mar 14, 2020
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Groovman
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@Groovman Groovman commented Jul 14, 2019

Checklist

TODO: collect ougiRatio info as main weapon for future update (WON'T implement in this PR)

Added the 100 Gold Moon weapon skills that were possible to be calculated. I don't know if applying a
damage limit up to the damage calculations where crit ratio is greater 1.0 would result in a wrong calculation, I assume it would, because of that crit cap up is not implemented.

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This is now at the best possible state aka finished.

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kei-gbf commented Jul 28, 2019

Checklist

weapons

  • Excalibur
  • Damascus Knife
  • Gae Bulg
  • Mjolnir
  • Caduceus
  • Freikugel
  • Sky Piercer
  • Hercules
  • Ullikummi
  • Ameno Habakiri

skills

  • rightway_pathfinder I/II
  • victorys_promise
  • one_sting_one_kill I/II
  • god_of_war I/II
  • apocalyptic_power I/II
  • slaysnakes_myth I/II

EDIT update skill ID names


@Groovman
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[ ] is it possible to change ougi ratio and limit values for Freikugel main weapon ?

Would be possible, but would be as bad as a solution as we currently have with ougi cap up skills for eternals.

  • This does not requires to implement all skills of them. it's just as task

    • collect not-implemented skills as TODO then put the list in PR comment

All skills that are left out are skill related or fight state related like is in break or depending on the HP of the enemy boss

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kei-gbf commented Jul 28, 2019

Can you paste those info in PR comment.

### Checklist
- [ ] [Excalibur](https://gbf.wiki/Excalibur)
- [ ] [Damascus Knife](https://gbf.wiki/Damascus_Knife)
- [ ] [Gae Bulg](https://gbf.wiki/Gae_Bulg)
- [ ] [Mjolnir](https://gbf.wiki/Mjolnir)
- [ ] [Caduceus](https://gbf.wiki/Caduceus)
- [ ] [Freikugel](https://gbf.wiki/Freikugel)
- [ ] [Sky Piercer](https://gbf.wiki/Sky_Piercer)
- [ ] [Hercules](https://gbf.wiki/Hercules)
- [ ] [Ullikummi](https://gbf.wiki/Ullikummi)
- [ ] [Ameno Habakiri](https://gbf.wiki/Ameno_Habakiri)

### Not Implement (TODO/WON'T DO)

- WON'T: Golden Advent, require enemy status: "break" Motocal does not support now.
- WON'T: Slayer of Immortals, Motocal does not support ability damage
- WON'T: Slaysnake's Myth, not implement "stackable" when multi attacks?
  - [ ] "skill" have now Info field, like Akasha sword has numbers of enemy debuff
        Habakiri can have the extra info stack level?
  • break_everything is Apocalyptic Power ? (the fist, TA 100% skill)
    • I just wonder where the name from.
  • When main weapon (MC only), we can ignore comb[i] * ?

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kei-gbf commented Jul 28, 2019

Would be possible, but would be as bad as a solution as we currently have with ougi cap up skills for eternal

I see, it's weapon specific info not by skill.

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kei-gbf commented Jul 28, 2019

  • no result.js update for new skill fields, display the skill amount ?
    • I could check "TA: 100%" by "break_everything" skill
      but can't see "superTA" fields in the result

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Groovman commented Jul 28, 2019

  • break_everything is Apocalyptic Power ? (the fist, TA 100% skill)

    • I just wonder where the name from.

https://translate.google.de/#view=home&op=translate&sl=auto&tl=en&text=%E4%B8%87%E7%89%A9%E3%82%92%E7%A0%95%E3%81%8F%E5%89%9B%E6%8A%80

  • When main weapon (MC only), we can ignore comb[i] * ?

Technically yes, I left it in because I don't know how aux slot would affect it.

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kei-gbf commented Jul 28, 2019

Ah google translation
I feel the original English skill name is better for new skill IDs
Although some of legacy skills has Japanese(roma-ji),
it required convert twice, Japanese hiragana and convert to roma-ji (to be ID, ASCII only token)

how about "apocalyptic_power", follow English wiki names.

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kei-gbf commented Jul 28, 2019

  • stack or take the max value ? critialDamageLimit ... currently no ways to proof/validate this?
    • rigaiBishojo had the party buff, both main weapon skill, so not conflict in game.
    • but it can happen in Motocal

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kei-gbf commented Jul 28, 2019

  • royal_path ougi limit should be add to different field ?

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kei-gbf commented Jul 28, 2019

wait ... or I misunderstand, I read the verification Excalibur
add to the same field with Seofon's support.

is this another issue?
current Motocal ougi limit code does stack all to the same field ? not separate skill and other?

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kei-gbf commented Jul 30, 2019

https://gbf.wiki/Excalibur ref 2 said

シエテサポアビ等と同枠加算、秘奥必殺等武器スキルと別枠乗算

  • ougi Damage Up, add to the same field with Seofon support etc, multiply with Hissatsu,Hiou
  • ougi Damage Limit, maybe Exceed category and under the 30%/60% maximum limit ?
    • this requires the verification, I forgot where I saw in twitter.

Motocal does not support the multiply field for ougi damage up ? I could not find.

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ougiDamageSkill is weapon skills, ougiDamageExceptSkill is aadditional ougi buffs like Seofon support skill and at the end Excalibur is added via the superOugiDamage.

var ougiDamageUP = (1.0 + ougiDamageSkill) * (1.0 + ougiDamageExceptSkill) - 1.0;
Weapon and Skills is then multiplied here.

ougi Damage Limit, maybe Exceed category and under the 30%/60% maximum limit?
this requires the verification, I forgot where I saw in twitter.

I do not think that the limit up is on the Exceed mod because The skill names is unique and that most often meant unique mod for that weapon and most elements have Exceed limit up weapons which would make a pay 2 win weapon bad if they would not stack and fill the limit in one go. I can ask around tomorrow if some whale has a Excalibur and knows if it stacks, but it would be strange to me if it does not stack.

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kei-gbf commented Jul 30, 2019

Weapon and Skills is then multiplied here.

Ok, I found I was seeing it for "Limit"


  • ougi damage Limit (requires verification)
    • 30% limit Exceed ?
      • if it was Exceed then Excalibur 30% equals the field limit 30%
        there was no need to care stack or not.
    • 60% limit (Exceed + Magna + Normal) ?
    • now no limit, unique field, then multiple number of weapon will over the limit.
      • can be fixed by remove comb[i] * or have the field limit.
      • ougi damage up as well

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Weapon and Skills is then multiplied here.

Ok, I found I was seeing it for "Limit"

  • ougi damage Limit (requires verification)

    • 30% limit Exceed ?

      • if it was Exceed then Excalibur 30% equals the field limit 30%
        there was no need to care stack or not.
    • 60% limit (Exceed + Magna + Normal) ?

    • now no limit, unique field, then multiple number of weapon will over the limit.

      • can be fixed by remove comb[i] * or have the field limit.
      • ougi damage up as well

Is on exceed aka excelsior. I update it in a few mins.

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kei-gbf commented Jul 31, 2019

PR does not require to implement the perfect, hold on the tasks for future.
I'll check the confirmed info checkbox, with verification source.
if no sources then write down the current implementation info.

  • rightway_pathfinder I/II
    • Ougi Damage Limit: Exceed 30% (require verification source)
    • Ougi Damage Up: buff category (not under the weapon skill limit)
  • victorys_promise
    • is it Sensei ? it's a different behavior,
      • wiki: 10% boost to your ATK for each turn that has passed (Max: 200%)
      • 20T to get the maximum amount
      • similar skill, Last Storm Lance skill2 is not implemented in Motocal.
  • one_sting_one_kill I/II
    • normalOtherCritical x10/5% (require verification source)
      • gamewith/English wiki 900%/5%
      • kamigame 800%/7% (https://gbf.wiki/Gae_Bulg#Extra%20Data has links Other sites)
        • kamihas extra info in the content
          • 発生時のダメージは約9〜10倍に ... damage multiply x9 to x10
          • クリティカル時のダメージ倍率は約800% ... attackRatio 800% then damage x9?
        • attack ratio sometime I confuse it's zero based or 1.0 +
          like 200%(x2) and 200%up(x3), motocal attack ratio require + 1.0 case.
        • or another possibility, kamigame misunderstood the info damage x9 as 800%?
    • criticalDamageLimit 30% (stack ?)
  • god_of_war I/II
    • critical 100% but it's missing the info, Every successful attack will be a critical hit
      • the skill has demerit that attack may fail
        EDIT I did not check it's implemented as "accuracy"
    • normalOtherCritical x6/100%
    • criticalDamageLimit 30% (stack ?)
  • apocalyptic_power I/II
    • TA 1000%
    • superAdditionalDamage 30%
      • is it unique additional field? (require verification)
      • additional damage usually not stack in the same field, if it was not stack then
        Math.max will intent it's only strongest take effect, instead of "+=" (stack)
    • I want to request change the ID name,
      Reason: because search "break everything" is useless, it was hard to detect from the name.
      to get what the ID skill, readers needs to search the JSON, converter scripts.
      if it was English name, it's search-able on wiki.
      I know this change-request is out the current legacy naming rule, but improve point.
  • slaysnakes_myth I/II
    • it's stack during multi-attacks ?
    • unique ATK 50%
    • normalDamageLimit 10% (require verification source)
    • exceedOugiDamageLimit 10% (require verification source)

EDIT Update skill ID names


coeff is for display, passing values to result.js
coeff accuracy does nothing currently.

  • TODO: display accuracy/accuracyWithoutCritical skill values
    • if not implement in this PR, we can add this task to TODO list in PR comment.

Minor coding checks

  • Missing semicolons: "criticalDamageLimit" at "stab_kill", "battle_god"

Off Topic (not request):

I've thought during in review, it's useful for debug
if ougiDamageUp displayed "ougiDamageSkill" and "ougiDamageExceptSkill"

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kei-gbf commented Sep 29, 2019

review tasks

  • done reviewing 6 skills
  • check status values no need, status was not changed

#331 will implement filtering feature by "series"
Can this PR add "series" field for armData ? or should be in #331 ?

kei-gbf
kei-gbf previously approved these changes Oct 19, 2019
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  • status value check was ok, no need to check it was not changed.
    patch add only skill implementations.

Uncompleted task (TODO in another PR)

@kei-gbf kei-gbf dismissed their stale review October 19, 2019 07:13

need check stack for slaysnakes_myth II

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kei-gbf commented Oct 19, 2019

スペリオルシリーズのスキル実装(まとめ)

主にメイン装備時。(4凸時のスキル表記省略)

  • エクスカリバー
    • 王道を征く者
      • HPが高いほど奥義ダメージUP (superOugiDamage)
      • 上限上昇イクシード枠
  • ゲイボルグ
    • 必勝の誓い 最大効果時 (経過ターンは Add Turn Counter #342 実装後に対応)
    • 一刺一殺クリティカル/クリティカル時上限
      • ※ 効果量は諸説有。情報元により異なる
  • ミョルニル
  • 戦神の打擲 確定TA + 追撃
  • 方天画戟
    • 万物を砕く剛技
      • クリティカル/クリティカル時上限
      • 命中率の実装
  • 天羽々斬
    • 戮蛇の神刀
      • 累積レベルは固定値で入力可 (戮蛇の神刀 II の累積レベル入力は対応待ち)

totals[key][stype] = Math.max(totals[key][stype], 10.0 * arm[skillkey + "Detail"]);
if (amount == "II") {
totals[key]["normalDamageLimit"] += 0.10;
totals[key]["exceedOugiDamageLimit"] += 0.10;
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exceed ??

I forgot this topic, I remember the exceed was for Excalibur's skill.

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@Groovman Groovman Oct 19, 2019

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Excalibur and so, go on the Excelsior ougi cap up. They are not unique.

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  • I couldn't find the info exceed for slaysnakes_myth (require verification)
  • damage limit is also stackable Boost to DMG cap (Stackable)

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Excalibur is ok exceed, https://twitter.com/wasavi_v2/status/1051660706171375616
but here review for Ameno Habakiri skill2, I could not find info. then I am not sure this.

ref another damage limit up code is using ougiDamageLimit

    // Damage upper limit up system works for both mystery and normal
} else if (stype == 'normalDamageLimit') {
    totals[key]["normalDamageLimit"] += comb[i] * skillAmounts["normalDamageLimit"][amount];
    totals[key]["ougiDamageLimit"] += comb[i] * skillAmounts["normalDamageLimit"][amount];

total ougi limit up = buff (omage, ougiDamageLimit, buff etc) x weapons (exceed x normal x magna)
they are different category.

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Anything else than Exceed (Excelsior) makes no sense becasue flavour text would mention that it is a primal type skill that it would be affected by the summon type, and 95% + additional stacking buff as unique would make the weapon really really game breaking.

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the limit up stackable is as game text said,
and it had extra condition like clariss's field which motocal does not support.
(Can deal big bonus DMG when DMG dealt in one turn reaches a certain amount)
http://graninfo.com/wp2/granbluefantasy/amanohabakiri

  • 攻撃力UP ATK up
    • 連続攻撃発生毎に別枠+10%(上限100%) (unique, stack Lv x 10% max 100%)
  • ダメージ上限UP damage limit up
    • 連続攻撃発生毎に+1%(上限10%) (stack Lv x 1% max 10%)

so I think,

totals[key]["normalDamageLimit"] += Math.max(0.10, 0.01 * arm[skillkey + "Detail"]);

I don't know about the ougi limit implementation.

  • no affected by the summon ... ok
  • limit up also gain ougi limit too ... ok
  • but exceed or other category ... don't know
    I've shown was just other limit up skill implementation did not use Exceed category.
    I don't have the info to confirm the implementation is correct or not.
    Can you share the info source if you had.

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or just to pass the review in this PR, can you add a note comment at the Exceed line
if we don't have the details, pass the review is other choice.
EDIT: I mean, leave the review for future, I'll approve without confirm this point.

// XXX: Verification Required

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one different point I noticed now
the skill is implemented as Add stackable buff when multiple attacks.
unlike other skills which affect to internal state directly.

so other possibility: "damageLimitBuff", "ougiDamageLimitBuff" ?

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damageLimitBuff: djeetaBuffList["personalDamageLimitBuff"],
ougiDamageLimitBuff: djeetaBuffList["personalOugiDamageLimitBuff"],

Mapped to EMP UI :D

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Groovman commented Mar 9, 2020

Please merge, it is tested for months now.

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kei-gbf commented Mar 10, 2020

@Groovman
There was 1 unresolved conversation,
Ameno Habakiri 's limit up, it's implemented as buff, unlike other weapon's skill.
the result will be different by add or mul, and the limit of skill amount.
So, I suggested this to mark as no proof implementation, by adding the source comment.
at least until we get the verification.

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I agree to merge this PR, the rest issue is low priority we can fix it later.

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Will add a comment to it "Verified by weapon users, not by wiki"

@Groovman Groovman merged commit b301f5c into MotocalDevelopers:master Mar 14, 2020
@Groovman Groovman deleted the gm100_skills branch March 14, 2020 14:16
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