lyrgard / ffbeEquip

Online tool to filtre through FFBE Equipments
ISC License
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Element amplify is broken #503

Open Darwe-Canine opened 3 years ago

Darwe-Canine commented 3 years ago

Selecting 9S with a goal of physical damage for all cases. Nothing changed if I added a wind imperil.

RHand - Air Tempest LHand - None Material - Dual Wield Wind Amplify - None 1x Phys Atk Damage - 2298

RHand - Air Tempest LHand - None Material - Dual Wield Wind Amplify - 100 1x Phys Atk Damage - 4596 (doubled from previous, correct)

RHand - Air Tempest LHand - Astraea Aurora Material - Dual Wield Wind Amplify - None 1x Phys Atk Damage - 5008

RHand - Air Tempest LHand - Astraea Aurora Material - Dual Wield Wind Amplify - 100 1x Phys Atk Damage - 7411 (~50% increase, may only be applying to the wind weapon?)

This is for King Edgar's Figaro Jump +4 RHand - Air Tempest LHand - None Wind Amplify - None Figaro Jump +4 - 27,195,930

RHand - Air Tempest LHand - None Wind Amplify - 100 Figaro Jump +4 - 27,238,226 (somewhat lower than a 100% increase, may be related to how the skill is split into three 10 hit components and a delayed jump?)

EDIT - Found another aspect of this bug (doesn't seem to happen without elemental amplify present). When swapping weapons in the 9S Air Tempest/Astraea Aurora build, the damage wasn't identical. Tried it again with different weapons after a refresh and got an even more pronounced effect: RHand - Baroque Sword LHand - Air Tempest Material - Dual Wield Wind Amplify - 100 1x Phys Atk Damage - 4971

RHand - Air Tempest LHand - Baroque Sword Material - Dual Wield Wind Amplify - 100 1x Phys Atk Damage - 5846

kaldios commented 3 years ago

to sum up my testing insanities, elemental amps are only applied to the first attack that the builder calculates- right hand in dual wield first hit in a multi-hit ability (figaro jump +4) first cast of multi-cast sets (chaos chain)

https://gist.github.com/kaldios/5bd42c11d086bb1ee6c58bdab47e1f87 https://docs.google.com/spreadsheets/d/1KoOvYayom8bTXGfTDKDJuYGcav9IqPpdcuVe4Yp9WBs/edit?usp=sharing

additionally, possibly on purpose, elemental amps as part of an ability do not appear to be factored in to damage (Dark Art: Shadow Sting)

kaldios commented 3 years ago

also noticed that one of the damage formulas in static/builder/common.js doesn't include the elemental amps variable. on purpose? https://github.com/lyrgard/ffbeEquip/blob/cdb06fb889122b87c7024a1ef5919bf8040ec8a9/static/builder/common.js#L712