Super Simple TFD Skill DPS Calculator: docs.google.com/spreadsheets/d/1L5AxPPa6DqBXpKIqqRRYT5Ww5Pt2S-q2bZLuIn_GkNg/ Creator Code: AznTFD#7106 Nexon Creator Support Program: creators.nexon.com/s/AznTFD%237106?serviceId=74 See me live at: www.twitch.tv/aznvasions 0:00 Intro 0:56 Overview & Skill Damage Equation 1:35 Flat Skill Power & Optimization Condition 2:19 Skill Power% and Skill Power Boost Ratio% 3:11 Prefixed Skill Power% 5:03 TL;DR RE: Skill Power% and Skill Power Boost Ratio% 5:21 Skill Power Modifier% 5:49 Motion Value 6:58 Why Do Motion Values Matter? 8:04 Elemental vs Sub-type Exclusivity for Skill Power Modifier% 8:41 Modding for 2 Different Sub-type Abilities at Once 9:53 TL;DR RE: Skill Power Modifier% 10:29 Final Damage 10:54 Super Simple TFD Skill Damage Calculator 13:32 What To Do After & QoL 13:53 Summary 14:30 Outro
Use the Master variant with element dmg as It has Skillpower/element DMG on one mod and use a Singular focus or whatever other type applies to your skill. If you have very low Modifier% ...freynas DOT or Blairs DOTS using Skill modifier will have their dmg increased from 100%-1000%. For example I use Blair and his burn DOT only does 8.0% skill dmg per burn tick..if I add skill simplification that adds 85% skill modifier, the burn will go up to 93% which is a 10x increase in dmg over the basr damage. On someone with a high skill modifier over 300%, you wouldnt want Skill modifier% as it would only be 33% dmg increse over a Skill power/Dimensional focus mod. Skill power modifier adds a flat amount of Skill power Scaling % to skill, where Normal Skill power multiplies Your already existing skill power. I can't remember what mod type Skill simplification..its either attack or battle which will take away either a Dimensional/singular/tech battle slot or a attack element slot,skill power slot. Skill power modifier is only worth it when a slill does 100% or less. Adding 85% to a existing 100 would give you a increase of 85%,but if you say put it on a 200% skill it would give you only half the value..42.5. 300% skill would be 28.3% dmg increase. 10,000 (Kyles ultimate) would only be 0.085 increase to dmg...not even 1%. Where of you put on a skill power 50%,It would be at least a 50% increase to dmg. Lets do a step by step example. Your bunny with Purple Reactor that Has Electric element and singular Effect type. Now the dmg test part. Your reactor has 10,000 skill power. Bunnies 3rd zappy zap ring does skill powerx 300% You hit a level 1 enemy with no resistance. Lets add the reactor effects of electric .20(this is 20%) and singular.20( another 20%). These two effect your base skill power before the skill Modifier is multiplied. Your base skill power is 10,000 x.20 electric for 2000. 12,000 x 20 for singular for 2400. So now you do 14,400 before the 300% is applied.. which now brings your final dmg to 14,400x 300% or 3.0 for 43,200. Lets add a mod card that increases electric dmg by 50% This combines with the reactor bonus of .20 or 20% so the mod gives another .50 or 50% for a total of .70 or 70% 10,000 base power x .70 electric is 7000 for 17,000. 17,000x .20 singular is 21,400. 21,400x the300% skill dmg modifier from zappy zap does 64,200. Lets try a different mod that add skill power and electric The mod gives 40% skill power and 25% electric. OH NO THATS ONLY HALF AS MUCH ELECTRIC THAN THE OTHER MOD. Hold your tits im getting it. 10,000 base skill power from reactor. 10,000x electric from mod and reactor bonus is .25 from mod and .20 from reactor for .45 giving 14,500. 14,500x singular from reactor .20 for 17,400. 17,400x.40 from mod =24.360 24.360X 300% skill mod from zappy zap skill is 73,080. ❤skill %modifer verses skill/singluar%❤ Now lets add our battle mod slot. Skill modifer 85% from mod would put your zappy zaps dmg from 300 to 385% which is added at the end on this example. Take the 24,360 from earlier and now instead of 300% you do 385% or 3.85 for a total of 93,786. Lets take the battle mod of skill modifier% off and swap to singular 70%. Base 10,000 reactor 10,000x .20 from reactor electric and the .25 electric from attack mod for 14,500. 14,500 x .40 skill power from attack mod for 20,300. 20,300 x.20 from singular reactor and now .70 or 70% from battle singular mod instead of battle Skill modifer for 20,300x0.90 or 90% for 38,570. 38,570 x 300% skill modifier(Motion value as poster put it) from the zappy zap is 115,710 verses the 93,786 from skill modifier. Stay on school kids
actually only electric module is giving 81% when power + electric is giving 44 power + 19 electric, so its really not much difference, electric module being slightly better electric becomes worse when you have electric boost ratio on your reactor's sub stat
Azn is famous for doing the maths first. Thanks to him, I got better at maths. Use his vids to understand and comprehend, then make your own build. Just copying keeps you unknowing. Tried just copying and couldn't adapt. Then I made my own WF Rhino buid based on what I learned. I outkill Amolistic on SP survival in WF thanks to listening to Azn. Knowledge is a powerful tool.
something everyone refuses to point out... that 60% increase on ult reactors REQUIRES a certain weapon to be held (not just equipped) whenever the skill is cast... only good for 1 weapon builds, otherwise use purples for always on 40 increase, its build dependent...
Currently most people only have 1 weapon, if that built so they arent swapping for more gun dps. Also in this example Bunny's 3rd ability snapshots her damage so she can have full uptime on those boost no matter what. This will be a factor to consider as people build more weapons and descendants tho.
Found out about this while working on my Blair with his 8% burn... I believe Blair is also the only descendant that can each 100% skill crit. Thanks for the calculator. I won't have to level mods anymore just to test if my dmg will increase or not
This is actually great because I just crafted Ultimate Lepic and was already trying to figure out how I wanted to mod him for mobbing and bossing. Grenade Spam and Arm Canon spam was what I was going for so knowing this is absolutely amazing.
I also just crafted him and was wondering if there is a build that can make his red mod “increased efficiency” good, from what i can see it makes the modifier so low its almost worthless compared to just running base
@@Rexy2552 From what I've tested it's alright. I think Grenade Spam is just better atm. The gameplay loop is about the same as grenade spam. Use your suck grenade and then bomb em but with your arm cannon instead. You can still kill enemies with 1-2 shots when crits are included and Overdrive. You'll never run out of MP when paired with MP Collector so it's up to you.
@@Rexy2552 The Stacking Grenades Augment would be about 10% - 20% more damage than Increased Efficiency. I would only recommend Increased Efficiency for mobbing, same with grenades.
@@Rexy2552 For a build with Increased Efficiency I would say: Tech and Fire Specialist, Skill Concentration and Insight, HP and DEF, Nimble Fingers, and Time Manipulation or whatever it's called.
Your calc is almost identical to Battaka's SP calc on RDT that's been up for the past week. Same note on Bunny's abilities as well. She has some good notes on various mod interactions you didn't mention though, go check her out if you haven't already.
@@AznvasionsR3ddit. It's stupid, most of the time on YT if you type it out correctly it deletes your comment... Yeah you should, she's done a ton of testing on both Skill Power and Weapon ATK.
Really good info! I'm trying to get more into a skill-based character due to recent discoveries of how the max FPS you are restricted to affects rate of fire caps. 60 FPS vs 120 FPS results in a loss of something like 25-30% rate of fire. Well, console can handle 120, so no issues there. But, my monitor is locked at 60 refresh, which basically limits my FPS to 60 as well. I'm not the most accurate of players, by any means... there's a reason I reach for the 'spray n pray' type weapons. So, the more I learn about skill-based focus, probably the better.
Thank you, Aznvasions. Your vids confirm this game is literally WF, but slow. I'd like to know if you spent money on TFD and if so, on what? I'd also love to know if there's meta builds in general or one per character.
In the sections going over those terms, "Skill Power%" as a category gets broken down into the different variants, of which some are multiplicative, some are additive. The same is true for "Skill Power Modifier%". The term Skill Power% and Skill Power Modifier% is already simplified and hides the interactions between their elemental and sub-type variants.
Thankful that I'm not the only one. You would have needed those brackets if you put the additions in the formula, but as it is in the video, it was just a long multiplication equation.
The way to maximize your skill damage for a specific skill: 1) Maintain the Optimization Condition for your reactor. Yellow reactors give a 1.6x boost to your skill damage, but only while you are using a specific Unique weapon. If the condition is "Thunder Cage mounting", then you have to have Thunder Cage in your hands to get the bonus power. Simply having it as part of your loadout will not work. Purple reactors, meanwhile give a 1.4x boost to your skill damage, but only require having the weapon as part of your loadout. Purple reactors do not care about which weapon is currently active. 2) Know your modules and their groups. Almost every module that gives Skill Power is a part of the Battle group, while almost every module that gives Skill Power Modifier (motion value) is a part of the Attack group. Notable exceptions are: The Master modules, which give general Skill Power and Skill Power Modifier despite being in the Battle group, not to be confused with Master modules. The Syncytium modules which give 3% Skill Power in the Fortitude group. The Spear and Shield module and the Iron Defense module, which give 8.1% Skill Power and 3% Skill Power Modifier respectively; both being in the Defense group. Do note that the modules in the Fortitude and Defense groups do not scale their power stats upon enhancement. 3) Go to your stats screen and observe the values for Base Skill Power boost ratio, Skill Power Boost Ratio, and Skill Power Boost Ratio that match the and of skill you want to maximize. 4) Balance out those stats as much as possible while increasing them. Ex: If you have .25x Base Skill Power, .35x Electric Skill Power, and .2x Fusion Skill Power, then something like finding a Tingling Mixture reactor that has a bonus stat of .05x Fusion Skill Power instead of .05x Electric Skill Power would increase your damage by 6% for that Electric Fusion skill. 5) Evaluate if Power Skill Modifier is worthwhile You can easily find how much a Power Skill Modifier module by doing some simple (I swear to god it's simple) math. 1| Check the "Motion Value" of the skill and its damaging components as well as the Power Skill Modifier of the module. For example: Sharen's Cut off Beam, it's 802.7% for the initial hit, and 114.7% per tick for the electric DOT. Fusion Specialist gives 76.1% Fusion Skill Power Modifier. 2| Plug the numbers into the following equation and repeat for each component of the damage: (Motion Value + Skill Power Modifier)/Motion Value (802.7+76.1)/802.7 = 878.8/802.7 = 1.095 = 109.5% (114.7+76.1)/114.7 = 190.8/114.7 = 1.663 = 166.3% 3| This is how much each component benefits from the Skill Power Modifier. For the example, the initial hit gains 9.5% damage while the DOT gains 66.3% damage per tick. 4| To get the overall damage increase, sum up the modified damage instances and divide by the sum of the unmodified damage instances. For the example, (878.8+190.8+190.8+190.8)/(802.7+114.7+114.7+114.7) = (878.8+190.8*3)/(802.7+114.7*3) = (1451.2)/(1146.8) = 1.265 = 126.5% 5| For the example of Sharen's Cutoff Beam, adding a max rank Fusion Specialist would increase the damage of the ability by 26.5% 6) Recognize that some skills have conditional components. Most of Freyna's skills have a DOT called Room 0 Trauma, which applies a separate Poison DOT to OTHER enemies nearby, including those that also have Room 0 Trauma, but not to the host. So you would have to consider what the damage is like with a single enemy compared to a tight group where everybody is afflicted with Room 0 Trauma and Poison. 7) Consider other options for increasing the effectiveness of a skill. It doesn't matter if you do 2.14 billion damage per attack, if you don't have the range to hit anything with that attack. Likewise having cooldown modules to increase how often your skill is available allows you to attack again faster. Skill duration makes skill effects last longer, from buffs to DOTs to debuffs. Skill Cost allows you to cast more skills in combat before needing a refill. Skill Crit is fairly self explanatory, chance to do more damage with the skill. Certain skills also throw out projectiles, there is a module specifically for that called Arche Acceleration which makes those skills go faster and (I believe) further. ____________________________________________________________________ TL;DR - The simple way to maximize your skill damage for a specific skill. 1) Balance out the Base Skill Power boost ratio, Skill Power Boost Ratio, and Skill Power Boost Ratio that match the and of skill you want to maximize. 2) Add Range, Cooldown, Duration, Cost, and Crit modules to flavor. 3) Maintain the optimization condition while casting abilities. Go back and read the step 1) at the top.
About Sharen's Cut off Beam, for simplicity for example defoult damage 1000 + 100 +100 +100 = 1300 total, then we add bonus 100 and have 1100 + 200 + 200 +200 = 1700 total, so that means we have 30.7% raise 1300 and get 1700 its simple math, but if i use your formula ( 10% +100% +100% +100% )\4 = 77.5% so skill must do 2037. I think something is wrong here =)
@@prostobaka You're right. Should've known 2am math would fuck something up. I've since changed the formula to something that is technically more complex, but also correct.
So basically, to get the most out of bunny, use electric and singularity focused mods, and then get a reactor that focuses on amping up fusion bonus to add it in with the electric. And you get the best of both worlds? I think I get it, but its kinda complicated to wrap my head around, without explicit examples I can see changing values as I go. Maybe its just information overload. I've been tinkering with my bunny build for days, trying to make sense of the skill system, and what values were additive and multiplicative. I've been getting closer, but kuiper has still been in short supply, and when I make a change, given I'm still clearing the story, it can really screw up my build if I'm not careful. So I started working on making sure no mods are shared between my different descendants, so I can make changes without accidently screwing something else up unintendedly. of course, that takes more resources. So its been slow going, and a lot of trial and error. trying not to make costly errors by picking the wrong mods to try. lol Guess I'll find out if I chose wisely.
This was awesome and really helpful. I’m still fairly confused but less lol. Just trying to understand what’s the best way to get the most out of Lepic 😅. It sounds like more skill power for a bigger initial impact of his 4 but modifier would increase the burn damage of his dots?
I hate math. Please update us all when y’all figure out the best mod to equip & best tiny little text on the bottom of reactors we need. I just wanna do most damage, not understand quantum mechanics math.
I just tested Skill Arche, and it increases the tick rate of channeled abilities. So, Bunny 3s at base does 18 ticks of damage, with a rank 4 skill Arche, which gives 9.7 skill speed, she did 23 ticks. Wiith 19% duration and 9.7 cast speed, it did 28 ticks of dmg. So....that means that mod could be HUGE for certain descendents that use duration.
@bigmemer4398 you have to use it in conjunction with duration and a channeled skill to get full value. From my testing, it increases skill frequency and not cast speed.
Step 1: Look at your stats screen. Step 2: Increase and balance out those three Skill Power Boost ratio stats as much as possible. Step 3: Add range, cooldown, duration, cost, and crit modules to taste. Step 4: Maintain the reactor's optimization condition while casting. (Yellow reactors require the specific unique weapon to be in your hands while you cast. Purple only require the weapon type be in your loadout) Step 5: Enjoy your build or repeat from Step 1.
This might sound dumb, but this game and the maths have my mind reeling. Ive learned a lot & yet, Im still not sure - does skill power heavily affect your skill crit hit damage? I see people out here hitting crits for like 2.2 mil with their skills.
So I definitely don't expect anybody to know this but the "optimization" instance you said isn't affected by anything but your reactor's weapon requirement IS actually affected by a mod on Viessa called Cold-Bloodedness. It says it gives +5% skill power so you'd probably expect it to calculate as that but it actually adds 5% to that 60% you get from mounting the right weapon. So it's not TECHNICALLY true, but it's basically true that "optimization" isn't changed by anything.
I know this because I've spent 95% of my time playing viessa, I literally only have one other descendant at 40 while my Viessa is 9 forma. I've tested Viessa pretty extensively and I'm still finding new things, it's very fun. Found out the cold-bloodedness thing a little over 24 hours ago.
🤯 I have been curious about this topic and I think this video is very helpful however …. Huh!? I’m going to have to take the Michael Scott approach and ask that you please explain this to me again like I’m five . 😉
Would be cool to see a Blair build here, everyone is posting builds about Gley, Freyna, Bunny and (after your video) Valby, but there's almost no videos about Blair. He's underwhelming compared to the other characters but I'm pretty sure you can do something cool with him.
This is great. Ive been needing someone to break down these stats in the game. But your video you spoke about these stats in relation to damage. But how does it work with a support character like yujin? Does it just improve the effectiveness of his healing ability?
Azn, do you know if youll make a video about how Gley's massacre calculates weapons as stat sticks along with how it all ties together with skill power damage as well.
The way i used to understand the system was like " Reactor x skill power%= base skill damage , then base skill damage is multiplied by any sources of skill power modifier that has matching key words with those of your skill description (element and sub type) ... my life was easy ..... Now....i'm confused lol
Being Viessa main, and maxxing out Focus on Tech before watching this video, then learning it's trash for her ult... OOF. I replaced it, and being a 25% overall increase, lmao... Some mods are complete baits for certain abilities.
I wouldn't write them off completely - I'd say focus mods are flex picks for certain Descendants, it might just be wasteful for Viessa particularly given her skill cooldowns - while principally you ARE still trading less damage compared to Master/Specialist mods, I've found that the extra cooldown on Focus mods can be the difference in having near 100% uptime of certain skills. In my testing, that's precisely what it does for Bunny's lightning AoE and Valby's water walk - without a focus mod, there's a few seconds of downtime. That damage difference *barely* matters when you're just mobbing, I'd only worry about pushing big damage numbers for bosses.
Elemental atk% mods generally suck. Element as % of firearm atk are good, but only when you have enough firearm atk%. Generally by slotting 2 firearm atk% mods. Elemental mods are in a weird place. At early game, you can’t level mods, so elementals are better to take advantage of weaknesses. As you progress, mods scale non-linear, and you gain access to way better mod variants, whereas elements don’t have better mods. So they out scale elements for mid and late game. Elements really only have a place again on high catalyst builds that have nothing left to slot, and then equip the element as firearm atk% mod.
@@Aznvasions uI'm using Toxic % of attk mod on my nazeireh hand cannon, because it starts with a R catalyst slot, and thought it was efficient. I do use the blue firepower mod, and action/reaction as well. And it slaps HARD.
For the skill power %, why is electric skill power%+ electric skill power % weaker than electric skill power% x non-prefix skill power%? What don't I understand there, because that's where I get totally lost. The way I see it is: 0.25% electric+ 0.25 electric0.50% vs 0.25 electric x 0.25 singular=0.0625. Wouldn't the 0.50 or 50% equal to more overall damage in the rest of the formula?
So is it smart to do different types of mods? I’ve been just running the the two purple mods that has to do with the skill subcategory (singular,dimension, etc.) but looks like I should just use one and switch the other out for an elemental
I’ll try to explain it more simply, there are 2 types of multipliers, the first for power (skill or element) and the second always with the word “modifier”. The first mentioned multiplier is very cool, since it is multiplied and applied directly to the damage, but we can only put one of the 2 types, so it is important to get something from other types of mods, (even if a little %) or from external components, as a bonus, there already make sure that the bonuses from them are not of the same type as in your used mod. Well, as for the modifiers, here they are clearly weaker, since they are added to the motion value, so we can say that they are immediately subject to diminishing, the higher the value of the motion value, the greater the diminishing, so at this stage I don’t see the point of being tricky with modifiers, set the one that enhances your necessary skills and forgot.
I don't think that's what was being discussed here. In fact I don't think skill crit was discussed very much at all in the video. For viessa, you should ideally go for skill power %, and avoid skill power modifier %. Hopefully someone more knowledgable about this stuff can chime in, it seems unnecessarily complicated because of how it has been worded in the game.
@@zaknafein254 Spear and Shield, Focus on Chill, and a Frozen Mixture reactor with Skill Power random stat. This is the absolute maximum you can push Viessa's damage output in a proper build. You can push her damage further, but to do so would require exponential sacrifice of other important parts of her build (non-Power skill stats like cooldown, survivability, utility, etc). Those sacrifices simply aren't worth the additional per-cast damage you get.
@@Aznvasions I have him maxed out with all mods and noticed that skill power modifier modules didnt do anything so I got rid of em, didnt know it's a bug >
Skills can crit right, and there is for example the sub stat on reactors for skill crit, is there no mods atm for skill crits? So why are they not important? Couldn't it be for example be stronger for some descendants to have some skill critical hit rate?
There are mods for skill crits. They give roughly +115 CR and CD, iirc. Only one of each mod exists in the game. You need enough base crit rate for them to be worth using. For example, if you have no way to boost your crit externally (like Valby’s Supply Moisture), then a base 5% crit descendent will only reach about 12.5-13% CR overall on a min-max build, at the cost of 2 mod slots spent on CR and CD. In that case, it generally isn’t worth it. Certain descendants can scale crit better. Valby *with* her Supply Moisture augment, for example, can consistently reach 50-60% overall crit rate on an ability crit dps build. Crit ability dps builds are also very expensive because they require max rank crit mods, and 2 more slots used that you normally don’t use, and thus are high-investment setups only. Each descendant has their own unique crit stat. Some are base 5, some are base 10. I don’t know if any are base 15 or 20. Some have skill modules that can further inflate their crit.
Depends on your descendant and build i guess. For direct dps, this formula seems to work better, but for dots, especially on Freyna, Technician seems to work better
@@Aznvasions so asking for a bit of coaching, using hypothermia viessa makes her ulti singular, so is a chill+singular in reactor substats bad? Should I go for crit/cdmg instead? I got both pieces so wondering which one is best and how to measure that?
So people who want to do the math but don't understand the formulas yet can figure out what's best for their favorite descendant. There's plenty of build guides out there you can use, not a whole lot of these videos explaining how to figure out which mods are best on your descendant, this is valuable. It's very valuable because I keep seeing build guides with mathematically sub optimal mods because the builder doesn't fully understand exactly what this video is discussing. Specifically with Viessa I keep seeing technician in people's guides and builds when it's literally a 3.5% damage boost for blizzard AT BEST. Knowledge is power, but it's okay to find a build guide and copy it, you'll do fine.
Ranking up mods to test with has been a huge drain on my gold and kuiper when I was testing and learning this exact information. Now I can get a new character and figure it all out with a calculator instead of wasting a bunch of time going back and forth from the lab and the mod guy.
I’m probably stoopid, but this is either too complicated or you’re making it more complicated than it needs to be. My eyes just glaze over listening to this. Just tell us what to use, I don’t care about the math.
Bruh this is so much more complicated than power strength uppies/roar/universal weapon damage buff/toxin status buff/heat status x2…. But power strength being extremely simple, this being wayyy too complicated. At the same time, adds diversity to builds and loot I’m sure.
but have you ever watched a video of Aznvasion before? He does very well done break downs of game mechanics which usually do base on calculations. you can understand what to do without really having to do math also, since you have people in the community nice enough and interested enough to break this down. He literally made a calculator for us where you can just type the numbers in for this so you dont need to do any calculations yourself at all.
@leonsixt2744 apologies I don't mean to insult his work. I have seen few of his video and found it really useful. But this goes in too depth for my liking. To me this is a game and so trying to get everything to perfect numbers with maths. It just seems like an over kill. Ofc if someone wants to go that far then go for it