I didn't know about wolframalpha. Press J to jump to the feed. :). Optimizing with 5 Focus Stats: choose 5 stats that are the most important for your monster. For defense, we multiply by (1/2/3-X) where X is hp so that there is only one equation with one missing variable and 1/2/3 represents the 100/200/300% to distribute between hp and defense. A calculator tool to help players of Summoners War figure out how many monsters of a certain level they need in order to evolve. USAGE. Summary: Optimal distribution of hp and def is 119% hp and 81% defense. ; Multiplier is the skill's damage multiplier value, as shown on the monster's wiki page. If you compare this ratio to the one found in 100% distribution and YES defense break, you'll see that hp runes are king in pvp for mons that are receiving little hp and defense but defense can start to play a real major role for tanky bruisers. This part of the guide will show you the optimal distributions of hp and defense for non-tanks and tanks in both pve and pvp. Would the effective hp without def brk be 40000 then for someone with 10k hp and 1000 def? The defense 30.7% comes from understanding that we were distributing 100% worth of stats to hp% and def% so if hp is 69.3% hp then defense is 30.7% to make it 100%. Working with filters: this function lets you differentiate the good builds from the exceptional builds. The x and y int(?) However, nemesis + more defense instead of some hp might help you steal a turn because you'll take more damage so that might actually improve your win condition. Was wondering how defense was calculated in damage reduction value. The following equation graphs for the highest effective hp (y axis) to find the optimal distribution of hp and defense. Summary: Optimal distribution is 91.3% hp and 8.7% defense. http://www.wolframalpha.com/input/?i=y%3D((9225*(x%2B1))%2B2448)(1000%2B((758*((2-x)%2B1))%2B160)*3)%2F1000. I am a bit confused. HP>>>DEF when you have little to allocate to defensive stats. Other things to take into consideration when runeing: Some mons deal more damage based on their hp and defense and that should be taken into consideration as well on top of effective hp. Some comps are lushen proof and can completely ignore that, some are going to die no matter what, and then there's lushen traps which usually rely on a nemesis vero/healer to steal a turn and having a little bit of defense instead of hp might actually help you steal a turn in between lushens by gaining a little more atb so that can improve your win condition since it's unlikely it would survive double lushen either way, but lushen traps that depend on living through both lushens then healing would ideally want to just stack hp vs lushens. Although you might take more damage from lushens, that might actually help your vero/healer steal a turn if you have nemesis so that can actually improve your win condition as well. so while its a good read I don't think it would be that effective in arena with speed lushens running around. Don't forget to include arena towers and leader skill! What is effective hp and how do you calculate it with/without defense break? The formula is something used in a lot of games, because it's a great way to incorporate diminishing returns on defense. Where's the balance point? To calculate this, we will be using the two equations bolded above but substituting HP for (Base HP multiplied by X) + 1 (base hp of mon) + the flat HP given by a +15 six star slot 5 rune and Defense for (Base Defense multiplied by (1/2/3-X)) + 1 (base def of mon) + the flat defense given by a +15 slot 3 rune. By using our Services or clicking I agree, you agree to our use of cookies. Press question mark to learn the rest of the keyboard shortcuts. If you need to use Crit Rate on slot 4, then do that. For some (darion) this is more important than others (briand). Make sure to get rid of the brackets. By using our Services or clicking I agree, you agree to our use of cookies. In most cases, it will be reduced by the target's defense; and sometimes modified by other effects such as the branding debuff, damage reduction passive abilities, etc. The amount of damage you receive is measured by 1000/(1000+(Defense*3)) in this game. Split them half and half? In pvp, tanks like eladriel want something like a 2 hp:1 def ratio. Many people blindly stack hp in pvp or try to evenly distribute hp and defense for pve and the goal of this post is to show people a better way. Summary: Ideal distribution is 191% hp and 109% defense. Also note, that the optimal distribution between hp and defense given is what you should look for only in the main stats + subs, not the flat defense/hp of slots 3 and 5 because that is already calculated in. Summoners War Defense and HP February 3, 2019 Let_Us_Game Leave a comment Although my own personal defense doesn’t quite follow the linked post, I have had some luck with the one I’ve built. Also remember there are leader bonuses, glory buildings, buffs, debuffs; and that this equation yields the maximum amount of raw damage capable of being dealt. I have heard 70% crit, 140% crust dmg, Max attack, I could do a dps guide to maximize dmg and compare different builds such as fatal atk/cd/atk vs rage atk/cd/atk and also compare fatal spd/cd/atk vs rage spd/cd/atk vs rage spd/atk/atk. For proof, see this reddit article entitled Guide: ATK or CD for your substats. The raid boss has a move that deals damage to your front line and that move negatively scales with your team's defense so front line tanks generally value defense more than others. Once you've reached Crit Rate = 100%, or close enough that you're satisfied with ignoring non-crits; then to attain the maximum damage dealt by a Critical Hit, Attack Power and Critical Damage values should be equal. The more defense they have, the more effective hp chasun heals. You'll have to excuse me (like you said it's late), I could be totally wrong but unless there's diminishing return on defense, an optimal hp vs. def ratio should exist regardless of the incoming damage. Links to input values of base def, base hp, and the expected total of hp%+def% from main stat(s) and subs with your quality of runes and rune build to find the optimal distribution, Without defense break: http://www.wolframalpha.com/input/?i=y%3D((%5BBASE+HP%5D*(x%2B1))%2B2448)(1000%2B((%5BBASE+DEFENSE%5D*((%5BEXPECTED+TOTAL+OF+HP%2BDEF,+INPUT+2+IF+200%25,+3+IF+300%25,+AND+SO+ON%5D-x)%2B1))%2B160)*3)%2F1000, With defense break: http://www.wolframalpha.com/input/?i=y%3D((%5BBASE+HP%5D*(x%2B1))%2B2448)(1000%2B((%5BBASE+DEFENSE%5D*((%5BEXPECTED+TOTAL+OF+HP%2BDEF,+INPUT+2+IF+200%25,+3+IF+300%25,+AND+SO+ON%5D-x)%2B1))%2B160)*1.5)%2F1000. Yes, it's weird. If you have questions, or find a bug, contact me on reddit. Don't forget about your leader skill and arena gp towers when calculating. If you look at the graph, where the x value is 1 is where hp is 100% and defense is 0% and where the x value is 0 is where hp is 0% and defense is 100%. If you don't +15 your slot 3 and slot 5, change the values of 160 and 2448 to whatever they are on your runes). Where did you hear 140 CD and Max attack was the best for dps? Take your favorite fandoms with you and never miss a beat. Proof involves the same simple calculus as in the previous section, but is left as an exercise for the reader. Subreddit for mobile game Summoners War: Sky Arena. ; Rune Bonus is the total bonus provided to the relevant stat by runes. The importance base hp/def plays in optimizing for effective hp. Source: http://www.wolframalpha.com/input/?i=y%3D((10215*(x%2B1))%2B2448)(1000%2B((307*((3-x)%2B1))%2B160)*3)%2F1000. If you use http://swrunes.all.my/ , you can now easily find the effective hp with and without defense break for any mon with the rune optimizer! For your average, normal, boring, attack-type unit, you've got to Crit before you can deal Crit Damage! So that last 333 only added a third of eHP to the previous total while the first 333 doubled your eHP. Press J to jump to the feed. It'd be nice if one day rune optimizers could tell us what our effective hp is with/without defense break for various builds and also calculate non-crit/crit damage before the skill modifier, buffs/debuffs, and enemy's defense. However, if you didn't read the next few examples you might get the wrong idea about defense! I would love to see a dps version too.. For the example, i'll be using Veromos who has medium base hp and high base defense. Can you explain where you are getting 69.3 and 30.7 from the link provided? Yeah, they are taking 1/4th the dmg they would without any defense. Cookies help us deliver our Services. Summoners War Sky Arena Wiki is a FANDOM Games Community. The difference will be small though vs lushens either way. https://summonerswar.fandom.com/wiki/Equations?oldid=170433. Summons War 6 Calculator Do you have a … For each clock tick, every monster's Attack Bar rises by 7% of its Attack Speed.

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