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  1. #1
    Unregistered Guest
    At its core, burst damage is {normal_attack_damage * (A + burst_buff)} + B
    A and B depend on rarity (of the main weapon or the kamihime herself) as well as whether there's the improvement from 3* or not. A's the important one, B's just a small constant.
    For your soul, A varies from 2 (R) to 4.5 (3* SSR). B varies from 1500 to 2500.
    For kamihime, A varies from 3 (SR) to 5 (3* SSR) or 5.5 (awakened SSR). B scales at the same rate as for the soul. The table on the wiki actually doesn't list what A is for R's. Not that you'd use R's if you can avoid it... but I can say that burst damage overall is pretty lackluster with my fire team consisting of 3 R's :P

    And to be complete, burst streak damage is based off of burst damage done that turn. Sum it up, then multiply by {1 / (7 - N)}, where N is the number of people. So you really want full bursts to make that 50%. Then multiply again by elemental advantage or disadvantage if there is one. If it seems like it can be double dipping for advantage here, it is. And then multiply yet again for any burst streak buffs, but those come from eidolon passives that you wouldn't be using if you have other options.
    So in practice, if your soul leads off the burst streak with elemental advantage, expect the burst streak itself to add ~72.5% damage on top of all of the individual bursts.

  2. #2
    Unregistered Guest
    If +burst is being prized on weapon skills, then it's because DMM players seem to be hunting for whatever that can directly increase their burst damage. It's really just assault, pride, exceed, and stinger that do that. Stinger assumes that you're going to be leveraging elemental advantage, so I'm assuming here the DMM players in question aren't rocking endgame teams of all elements. The +double and +triple skills would increase the rate at which you can burst over the long term, but not the damage of any individual burst. Said players presumably aren't all that worried about frequency of bursts. Nor do they seem to need +HP or +healing.

    What I'm curious about is, whenever vigoras (think opposite of pride) gets implemented, would players want that? If vigoras as a weapon skill actually applies a ousei/vigorous buff, then things get interesting. Ousei/Vigorous is listed as something that gets counted in otherBuffs. (if you don't know what direction I'm hinting at here, go back to the normal attack damage formula).

  3. #3

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    Quote Originally Posted by Unregistered View Post
    What I'm curious about is, whenever vigoras (think opposite of pride) gets implemented, would players want that? If vigoras as a weapon skill actually applies a ousei/vigorous buff, then things get interesting. Ousei/Vigorous is listed as something that gets counted in otherBuffs. (if you don't know what direction I'm hinting at here, go back to the normal attack damage formula).
    That's wishful thinking. Vigor is more like a status effect, while Vigorous is a weapon skill effect that is likely implemented as the inverse of Pride (character attack increases at high % HP). Either way there will be an inconsistency of sorts, but Vigor is more likely to be multiplicative with Vigorous (which justifies running them together) than for Vigorous to be multiplicative with character ATK, making it a stronger effect than Pride (which wouldn't make sense for a mirrored effect).
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  4. #4

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    now that it's mentioned, how good does assault compare to vigor/pride?

    given the constant changes in HP, i'm sure there's an average in the boost you get from vigor and pride

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