- Firaragun wrote:
- rei_hunter wrote:
- If you want to level a unit's BB, its worthwhile to level it while that unit is at Lower Levels (So it doesnt hurt your Zel Funds)
Welp, now that you mentioned that.
Paying 8,200 a unit whenever I try to do such thing.
Wait until it's MAX then, and it'll drop to 2k zel a unit.
Might as well post the nerdy data rips here.
Use this if you want to find out exact details on a unit
"BFDB"http://bsuh.github.io/bfdb/
use this to search through all the units in the game according to specific criteria (you choose). The default settings are good. "Max Lord Damage" means the maximum damage Lord type of that unit can do (so this is a calculated value.) This usually refers to (S)BB lvl 10 damage. Effective HP is another calculated value that judges survivability as a whole (so its HP biased by Defence) I don't know the specific calculations used for that, I didn't read the thread on it. I'll just trust that ripper-san knows what he's doing.
Click on the circles to get to the data for that unit.
raw datahttps://raw.githubusercontent.com/bsuh/bfdb/master/info.json
the JSON format makes it look harder than it actually is, I'll give some examples. Ctrl-F for a unit name.
the key data here is generally the 10th(last) BB entry for a unit, that's the stats of its lvl 10 BB, and the same for the SBB data, and also the LS data. Other numbers are generally known from just wiki pages etc.
Here's a boring example, it's Kikuri's SBB lvl 10:
{
"bb atk%": 460,
"bb flat atk": 100,
"bc cost": 20,
"curse%": 70,
"lord damage range": "10172~11360"
}
],
"max bc generated": 15,
"name": "Burial Rain"
I just scroll down to the final data set in the SBB array, and also look at the closing remarks beyond that.
bb atk% refers to the damage multiplier of this skill, so Kikuri will do 460% of her ATK as damage with this ability.
"bb flat atk" is another damage bonus:
- Quote :
- BB flat ATK means after all % ATK mods are calculated, the ATK used in the damage formula is increased by the BB flat ATK value.
In other words, it's a tiny amount of additional damage that's added before crit/elem/spark mults. Usually irrelevant in the long run, as the values tend to be so low.
"bc cost" is the number of bcs required to charge up this SBB. This is for the SBB only, so you'd need to add the BB's cost to this for the total required.
"curse%" is the probability of the attack debuffing curse.
"lord damage range" was explained a bit earlier - it's a calculation of how much damage this attack will deal, taking its multipliers and the atk value in to account.
"max bc generated" is the number of BCs this attack can generate (afaik it means per-enemy) for most units it is equal to the number of hits.
Before I move on to damage calculation, here's a more exotic example - dilma's SBB.
{
"bb atk%": 580,
"bb bc%": 20,
"bb crit%": 20,
"bb flat atk": 100,
"bc cost": 15,
"defense% ignore": 100,
"defense% ignore turns": 2,
"gradual heal high": 99999,
"gradual heal low": 99999,
"gradual heal turns": 3,
"lord damage range": "14043~15683",
"rec added%": 0
}
],
"max bc generated": 24,
"name": "Grave Gazer"
what the hell does this do...?
It's a massive 2-hit attack (580% is a great multiplier for an AoE and his base atk is huge), but it has a ton of other shit too.
"bb bc%" this is a BC drop baserate adjustment to this SBB. it means it's more likely to cause BCs to drop than most other S/BBs. He probably has this buff because he has a low number of hits, so it's like compensation.
"bb crit%" the bb has a 20% crit rate bonus (or maybe it sets the base rate to 20% rather than being a bonus - I've not looked in to this.)
"defense% ignore" this unit gives your team the 100% defence ignore buff for 2 turns.
"gradual heal high" gradual heal = the heal-per-turn buff. this SBB makes dilma heal himself by 99k every turn for 3 turns.
the max bc value of dilma's SBB is really surprising. his BB and SBB have high values here, and various tests have shown he causes quite a lot of BCs to drop. Originally it was thought hitcounts are the most important thing regarding BC drops, but it's looking like this hidden value is probably even more relevant. Dilma is an exceptions to the "max bc = hitcount" rule that most other units follow.
It's also good for examining buffs. Michele is a new fire unit that gives an attack buff, but how strong is it?
{
"atk% buff": 115, "bb atk%": 350,
"bb flat atk": 100,
"bc cost": 15,
"buff turns": 3,
"element buffed": "all",
"elements added": [
"fire"
],
"elements added turns": 3,
"lord damage range": "10236~11432"
}
115%!
Vargas is an old fire unit that also gives an attack buff. How strong is it?
{
"atk% buff": 40, "bb atk%": 400,
"bb flat atk": 100,
"bc cost": 20,
"buff turns": 3,
"element buffed": "all",
"lord damage range": "8440~9426"
}
Checking the data is a good idea for comparing the units you have and figuring out which is the best one to evolve. Reeze is one of the best buffers atm since she gives 100/100/100 atk/def/rec.
For an example of LS comparison, here's Kikiru vs Lodin:
Kikuri: "leader skill": {
"atk% buff": 50,
"bb gauge fill rate%": 20, "desc": "50% boost to Atk power of Dark types and boost in the BB gauge fill rate",
"elements buffed": [
"dark"
],
"name": "Blood Red Power"
},
Lodin: "leader skill": {
"atk% buff": 50,
"bb gauge fill rate%": 30, "desc": "50% boost to Atk power of all Units when 5 elements or more are present & boost to BB gauge fill rate",
"name": "Five Light's Spirit",
"unique elements required": 5
},
From the descriptions you'd probably presume the secondary effects would be identical with these two units. But actually Kikuri's BB bonus is 20%, Lodin's is 30% (for the curious - Dia's will be 30%, Sefia's is 20%) The power creep is real.
Now finally - damage calculation shit.
Damage done = Attack of unit * [1.0 + Sphere + LS + LS + Potion + Ore + atkBuff + BB damage multiplier] * Crit * Element * Spark
The important thing to note here is that crit / element / spark are outside the brackets, and everything else is inside them.
This means "50%" damage boost leader skills don't actually boost BB damage by 50%, they merely add on another 50% to the BB multiplier. (so kikuri's 460% sbb would hit for 510% if she was under the influence of a 50% LS and no other benefits.)
The element bonus is 1.5 vs weak, 0.5 vs strong. crit and spark are both also 1.5 multipliers.
Crit is per-attack, spark is per-hit. if kikuri's 460% sbb was a critical hit it'd do 690% damage. Zebra is a popular leader for critical teams, he changes the multiplier to 3. So then kikuri's SBB would be doing 1380% damage... The take-away here is that once you've built a team that unleashes a BB-barrage every turn, the multipliers outside of the brackets are more important than the ones inside. I'm not saying that raw atk LS/spheres/pots are bad though, just explaining that they become "drops in the ocean" when BBs are concerned.
As a side note, "Random attack" type S/BBs cannot crit (Douglass' regular BB & Elric's BB and SBB, zyzzybird, etc). But they typically have large multipliers to compensate. But still, generally you won't use these types of attacks. These things are also really bad at sparking etc. You're probably wondering what the advantage is. Each hit of a random attack counts as a unique attack. This means you can abuse them to proc status debuffs (when combined with debuff spheres etc.) Since Douglass' SBB is a 30-hit AoE type, he's probably a good diverse unit you can use for this purpose as well as still being useful in a more regular sense.