Closed Zelarith closed 3 years ago
So, I'm barely able to understand the code, and it seems FFBEEquip's Weapon ATK Correction is fine, but the site removes the ATK of the left hand weapon from the unit's ATK in the "(Unit ATK)² / Ennemy DEF [...]" part of the calculations. This seems to be intentional, but the wiki doesn't seem to validate this rule...
I did a couple in-game test using weapons with extreme ATK difference (Dark Masamune : 230 ATK & Astral Rod : 0 ATK) to see which formulae was right. At first, I used a multicastable barrage skill to gather data fast, but noticed some behaviors specific to this type of skills, so after re-running the test with a more "traditionnal" skill, it does seem FFBEEquip is correct, and the wiki is wrong.
Closing the issue.
Regards, Zelarith.
Hello,
Working on an Excel file to help me compare the damage output of some Dark Vision candidates, I noticed FFBEEquip seems to give slightly off results for physical damage calculation when the unit is dual wielding.
I used the formulae from the Mechanics page of the wiki : https://exvius.fandom.com/wiki/Mechanics#Physical_Damage
Fiddling with the site and my Excel, I noticed we have the same results as long as the left hand weapon has 0 ATK. Now the only part affected by weapon ATK should be the "Weapon ATK Correction", but since it's supposed to use the average Weapon ATK, it wouldn't matter wether I put the 0 ATK weapon in the left hand or on the right hand, but FFBEEquip does give different results if you swap the weapons (even though they have the same variance).
Now, I don't know if it's an error on the wiki's side, on FFBEEquip side, or if I got something wrong on my end, but I thought it was worth bringing it up.
NB : this also affects hybrid damage calculations
Regards, Zelarith.