10-21-2021, 12:46 AM
Additional Damage
As mentioned in the smaller section on Additional Damage, this stat is heavily influenced by Att/M.Att. The further away from the Att Cap you are, the lower this stat's multiplier will be. The opposite of this is actually true. Just reaching the standard cap will give you a 6.25:1 ratio on Additional Damage, but surpassing the cap can increase it past that value, reaching past 8:1. The rest of this post will be covering the mechanics of this scaling.
General Knowledge
Additional Damage also uses the Att Cap for each battle, so extra Att/M.Att won't raise your multiplier any unless you have enough ATT Surplus to make use of it.
Additional Damage is affected by Balance, as of a change with RISE several years ago.
Multiplier scaling with poor Att/M.Att
When your Att/M.Att is 7000 short of capping (or more), the multiplier for Additional Damage is 1.875:1. This is the lowest it can be.
Multiplier scaling in general
If your Att/M.Att is within 7000 of capping, or you do not have the Att/M.Att to make use of it, then you can calculate your multiplier like so:
Multiplier = (Att/M.Att - Enemy Def) / 1600
(Att/M.Att - Enemy Def) is going to give you a value between 3000 and 10000 here, with exception to Bathed in Red and Ainle at Stake, since those battles are weird. This means the multiplier you should get as a result will be between 1.875 and 6.25. Or to put it another way, every 100 Att/M.Att you gain will increase the multiplier by 0.0625.
As mentioned in the smaller section on Additional Damage, this stat is heavily influenced by Att/M.Att. The further away from the Att Cap you are, the lower this stat's multiplier will be. The opposite of this is actually true. Just reaching the standard cap will give you a 6.25:1 ratio on Additional Damage, but surpassing the cap can increase it past that value, reaching past 8:1. The rest of this post will be covering the mechanics of this scaling.
General Knowledge
Additional Damage also uses the Att Cap for each battle, so extra Att/M.Att won't raise your multiplier any unless you have enough ATT Surplus to make use of it.
Additional Damage is affected by Balance, as of a change with RISE several years ago.
Multiplier scaling with poor Att/M.Att
When your Att/M.Att is 7000 short of capping (or more), the multiplier for Additional Damage is 1.875:1. This is the lowest it can be.
Multiplier scaling in general
If your Att/M.Att is within 7000 of capping, or you do not have the Att/M.Att to make use of it, then you can calculate your multiplier like so:
Multiplier = (Att/M.Att - Enemy Def) / 1600
(Att/M.Att - Enemy Def) is going to give you a value between 3000 and 10000 here, with exception to Bathed in Red and Ainle at Stake, since those battles are weird. This means the multiplier you should get as a result will be between 1.875 and 6.25. Or to put it another way, every 100 Att/M.Att you gain will increase the multiplier by 0.0625.

