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First and foremost, we need to understand how the formula for the actual Stun Chance works. This is
the general formula, although certain skills may have their own stun formula which is very similar to this
one:
A= (lv*a+b)*StunDam*StateDam*CommonFun.calcAttrDizzyRate(srcUser, targetUser)
Lv = Variable coming from the skill used. This is the level of the skill. Normal attacks would have lv=1
since normal attack is actually a level 1 skill that is classified as normal attack. (I know it also made my
head dizzy)
XMAS antlers Gacha = [34960] = "{id = 34960, BuffName = ' 圣诞大鹿角', BuffRate =
{Odds = 100}, Condition = _EmptyTable, BuffType = _EmptyTable, BuffEffect = {StunDef = 0.1, Luk = 1,
type = 'AttrChange', Vit = 1, Dex = 1, Str = 1, Agi = 1, MoveSpdPer = 0.02, Int = 1, StunAtk = 0.1},
Meteorite Armor = [20760] = "{id = 20760, BuffName = '陨石铠甲', BuffRate = {Odds = 100},
Condition = _EmptyTable, BuffType = _EmptyTable, BuffEffect = {StunDef = 0.5, type = 'AttrChange',
FreezeDef = 0.5}
Fatal Infection = [116410] = "{id = 116410, BuffName = ' 致命感染', BuffRate = {Odds =
100}, Condition = _EmptyTable, BuffType = _EmptyTable, BuffStateID = 116410, BuffEffect = {StunDef =
{b = 0, type = 1, a = 0.04}, type = 'AttrChange', BlindDef = {b = 0, type = 1, a = 0.04}, PoisonDef = {b = 0,
type = 1, a = 0.04}, SilenceDef = {b = 0, type = 1, a = 0.04}, StoneDef = {b = 0, type = 1, a = 0.04},
FreezeDef = {b = 0, type = 1, a = 0.04}, ChaosDef = {b = 0, type = 1, a = 0.04}, CurseDef = {b = 0, type = 1, a
= 0.04}, SlowDef = {b = 0, type = 1, a = 0.04}}
I will not explain the computation of this because it will be lengthy but just know that
StateDef can come from this.
DizzyRate = Dizzrate is taken from the Stats vs stats comparison of the attacker and the defender
If you did well in math in highschool you can tell that the rate here will never be 0. Because at most, at
max vit and agi, it will be capped at 0.8. and 1-0.8 leaves you with 0.2.
Ok. Now that you know those variables let us take one skill for example.
As you can see, Meteor gives the ff buff on enemy: {42000130, 42000230, 85140}. The first one is the Stun,
second one is Firepillar, and last one is burn.
Before I proceed, let me just tell you that this formula is used by several skills/buffs to determine stun rate. So
anything below the Buff variable is no longer for meteor. That is actually for Normal attack with Skeleton card.
Now since we have all our variables ready let us transcribe it under these conditions:
Level 7 meteor
Attacker is Wizard and has no Xmas horns gacha and Wraith star card and has 0 STR
a=3
b=4
StunDam = 1 + 0 - 0
StateDam = 1 + 0 - 0
DizzyRate = 1 + 0.1 – 0
A= (7*3+4)*1*1*1.1
So as you can see it still refers to the same calculation, but this time, a=6 and b=-30.
A= (10*6+(-30))*1*1*1.1
Lv = 10
a=6
b = -30
StunDam = 1 + 0 - 0
StateDam = 1 + 0 - 0
A= (10*6+(-30))*1*1*0.5
Keep in mind that Vit and Agi value is capped at 0.8, thus even if I had 500 vit and 500 agi, it would only
make DizzyRate to 1+ 0.1 – 0.8.
For this you need to have Meteorite Armor or Deathcat armor, and then 50% more Stun Resist Enchants
or buff. Shadow chasers get 40% from Fatal infection, so it is relatively easy for them to get Stun
immune. For other classes, you need immense luck in enchants.
Lv = 10
a=6
b = -30
StunDam = 1 + 0 - 1
StateDam = 1 + 0 - 0
DizzyRate = 1 + 0.6 – 0
A= (10*6+(-30))*0*1*1.6
This has been tested by some Shadow Chasers and we have validated this to be the case. Getting
StunDam to 0 will result into a No-Stun scenario. For video proofs you can Ping Dudie and Reize.
Unfortunately, I can’t do the test myself since I am unable to get StunDef to 100.