Coliseum skills + enemy stats
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Tool: Skills + Enemies | Tool: Dragon Stats Preview
Tool: Skills + Enemies | Tool: Dragon Stats Preview
Intro
I was curious about how damage is calculated, so I started taking a bunch of data and analyzing the results. I've figured out the formulae, so I thought I would share. :)
I also have a calculator tool that can make use of all of the formulae for you. The first mode (enemy requirements) will tell you how much STR you need to KO enemies with certain skill combos. The second mode (calculator) will let you calculate skill effects. The third mode (enemy stats) contains charts per venue of enemy stats with their elements and ability info. Click here for the skills and stats tool.
Note: This guide focuses on skill mechanics related to the amount of damage / healing / effects and how skill calculations are made. It does not describe all the details of each Battle Stone. For specific Battle Stone info, please visit Maki's Battle Stones guide.
Mathematical terms
round: Take the whole number that is closest, with anything below .5 taking the lower number and anything .5 or above taking the higher number. (Ex: round(3.2) = 3, round(3.5) = 4)
floor: Round down to the nearest whole number. (Ex: floor(2.9) = 2)
ceiling: Round up to the nearest whole number. (Ex: ceiling(3.1) = 4)
modulo (%): Remainder of division. (Ex: 5 % 3 = 2)
Health
Health is a function of the VIT stat and the level. Each contributes a certain amount of points that add up to the total health.
Every VIT point adds 20 health.
Every Level adds 30 health.
The health gained from VIT and Level are added together for the total health.
* All dragons, enemies, and bosses follow this formula for Health. Bosses have more health because they get a lot more stat points to spend.
Damage from skills
All damage dealt is based on some function of the caster's offensive stat and the target's defensive stat. The function varies depending on the skill.
For physical attacks, the offensive stat is STR, and the defensive stat is DEF.
For magic attacks, the offensive stat is INT, and the defensive stat is MND.
The minimum damage for a hit is 1. A critical hit's effect will be applied after the minimum damage rule, meaning that crits at minimum damage will cause 2 damage.
Damage may be modified in several ways including critical hits and elemental effectiveness multipliers (listed in the Skill effect modifiers section below). Check the additional information section for details on some edge cases of order of application and rounding.
Quote:
Clobber: (4 * STR + 4) - (floor(DEF / 3) * 4 + (DEF % 3))
Scratch: (4 * STR + 12) - (floor(DEF / 3) * 4 + (DEF % 3))
Bite: (4 * STR + 12) - (floor(DEF / 3) * 4 + (DEF % 3)). Only usable by AI.
Shred - (4 * STR + 17) - (floor(DEF / 3) * 4 + (DEF % 3))
Sap: (4 * STR + 15) - (floor(DEF/3) * 4 + DEF % 3))
Elemental slashes: (4 * STR + 75) - (floor(DEF / 3) * 4 + (DEF % 3))
Eliminate: (12 * STR + 75) - (4 * DEF)
Contuse: (4 * INT + 19) - (floor(MND / 3) * 4 + (MND % 3))
Elemental bolts: (4 * INT + 75) - (floor(MND/3) * 4 + (MND % 3))
All elemental specials except Enfeeble: (6 * INT + 17) - (2 * MND)
Enfeeble: (2 * INT + 100) - (floor(MND / 3) * 2 + round ((MND % 3) / 3))
Note: Enfeeble seems to be a special case with its own formula, perhaps because it is the only skill that buffs its own damage. It is the weakest-scaling elemental ultimate by far.
Damage from skill special effects
Some skills have special effects, and the calculation modifiers vary.
Quote:
Shred debuff (Bleed) - floor(Damage dealt by Shred / 3) per tick
Calculated at the time of application, meaning that crits will increase the damage, active Rally buff will increase the damage during time of application (and damage will not decrease if Rally buff falls off while the enemy is still bleeding), active Contuse debuff will decrease the damage, active Fossilize will decrease the damage (but Fossilize applied after the bleed has been applied will not decrease the damage), etc.
The most recent application of Shred determines the bleed damage, so weaker Shreds *can* overwrite stronger ones. Lasts 3 turns.
Envenom debuff (Poison) - INT * 10 + 20 over 5 turns
Contaminate debuff (Virus) - Amount-to-be-healed from healing spells
Disorient debuff (Berserk) - Follows all the rules of Scratch using the attacker's STR.
Skill effect modifiers
There are multiple ways that skill damage or skill healing may be modified. The following list includes the various modifiers that may be applied in each situation.
Quote:
Critical hits - Skill damage * 2 or Skill healing * 2
Effective elements - Skill damage * 2
Ineffective elements - round(Skill damage * .5)
Defend buff (Defending) - round(Skill damage * .5)
Anticipate buff (Anticipate) - round(Skill damage * .5)
Meditate debuff (Meditate Exhaustion) - ceiling(Skill damage * .25)
Contuse debuff (Contuse) - ceiling(Skill damage * .75)
Enfeeble debuff (Amplify) - ceiling(Magical skill damage * 1.3)
Fossilize debuff (Petrify) - ceiling(Skill damage * .1) or floor(Skill healing * .1)
Sear debuff (Burn) - ceiling(Physical skill damage * 1.3)
Contaminate debuff (Virus) - Skill healing * -1
Does not affect Sap health leech, Regeneration ticks (applied either before or after Virus), or health potions.
Healing from skills
Some skills can heal their targets.
Quote:
Aid - 16 + 6 * INT
Regeneration - 20 + 10 * INT over 5 turns; Each tick deals total heal / 5 on the turns of the receiving dragon, which means that dragons with higher QCK will receive healing from Regeneration faster. Unlike most skills that deal damage or healing, Regeneration cannot crit, but ignores the Virus debuff.
Sap - ceiling(Damage dealt by Sap / 4); ignores Virus debuff
Add health potions here and into tool later. They all ignore the Virus debuff.
Buffs
Some skills can buff stats or add other effects. Many of these stats and effects can modify damage or healing in some way.
Quote:
Haste (QCK) - Buffs by Level + 5.
Rally (STR) - Buffs by Level + 5.
Concentration (INT) - Buffs by Level + 5.
Bolster (DEF) - Buffs by Level + 5.
Ward (MND) - Buffs by Level + 5.
Reflect - Causes spell damage, healing, or buffs to bounce to a random target according to the Caster's INT (spell damage, healing), Target's MND (spell damage), or Caster's level (buffs).
Miscellaneous
Some skills don't quite fit in the other categories and do not cause damage or healing on their own.
Quote:
Meditate - Grants 30 base Breath and applies Meditate Exhaustion. (Can randomly grant 60 Breath instead with a Discipline stone.)
Pollen - Grants 30 Breath. Only usable by AI.
Flutter - Does nothing except use up a turn. Only usable by Amaranth Moth.