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100 Gold Moon Weapon Skills #303
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# Conflicts: # src/global_logic.js
Updated how SuperAccuracy works
This is now at the best possible state aka finished. |
Checklistweapons
skills
EDIT update skill ID names
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Would be possible, but would be as bad as a solution as we currently have with ougi cap up skills for eternals.
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 |
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?
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I see, it's weapon specific info not by skill. |
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Technically yes, I left it in because I don't know how aux slot would affect it. |
Ah google translation how about "apocalyptic_power", follow English wiki names. |
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wait ... or I misunderstand, I read the verification Excalibur is this another issue? |
https://gbf.wiki/Excalibur ref 2 said
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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.
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. |
Ok, I found I was seeing it for "Limit"
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Is on exceed aka excelsior. I update it in a few mins. |
PR does not require to implement the perfect, hold on the tasks for future.
EDIT Update skill ID names coeff is for display, passing values to result.js
Minor coding checks
Off Topic (not request): I've thought during in review, it's useful for debug |
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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)
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display accuracyDebuff (result.js)- EDIT: Accuracy is displayed as a debuff similar to ATKDebuff
- add series Update series field in arm txt / Add more filtering feature for weapon list #331
- EDIT: victorys_promise is now implemented so in Add Turn Counter #342 it can be integrated with the turn buff
- INFO: (Gae Bulg) Most Websites show 900/5, one is 800/7 and one is 900/7, 900/5 is avg
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)
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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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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
# Conflicts: # armData.json # src/global_const.js # src/global_logic.js # txt_source/armData-ssr.txt
# Conflicts: # src/global_logic.js # src/result.js
# Conflicts: # armData.json # src/global_logic.js # txt_source/armData-ssr.txt
Please merge, it is tested for months now. |
@Groovman |
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I agree to merge this PR, the rest issue is low priority we can fix it later.
Will add a comment to it "Verified by weapon users, not by wiki" |
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.