Chapter 6-1 The Theory of Damage Multiplication
Explanation of the word
1. Radical elements
The full name is the Radical Grass Element, which is a special grass element generated by the grass element through the original intensification reaction. Its icon is identical to the grass element, but with a green lightning effect all around it. However, it is fundamentally different from the grass element, their duration of life, decay rules, superposition principle, and the reaction mechanism of other elements are different, so they cannot be compared. A completely new element had to be introduced β the radical element.
2. Expansion and excitation
Refers to the hyper-intensification triggered by the wind character's spread damage. Spreads the Thunder on one enemy to another. For another enemy, the amount of Thunder can be applied at this time, which can be used to perform Super Aggravation.
The spread of a single enemy only spreads damage, and does not apply the amount of lightning to the enemy itself, and does not produce hyper-intensification.
3. Dyeing and stimulation
Refers to wind-based characters, such as Kazuha's Q Staining, and Thunder's Dyeing damage triggers hyper-intensification
4. Thunder, grass, etc
Thunder refers to the coexistence of the excitation element and the lightning element; Grass refers to the state of coexistence of the radical element and the grass element: the rest is analogous
1. A brief description of the original intensification reaction
Thunder element + grass element, regardless of the order of reaction, according to the attachment of 0.8max, trigger 1.0max, and the relationship between the afterhand elements without residue, the original intensification reaction occurs to generate a new radical element.
In the initial original intensification reaction, the consumption ratio of the thunder element to the grass element is 1:1. The "consumed" grass element is converted to the radical element 1:1
βThundergrass reaction example...
-----1.1 Thundergrass reaction example
There is no residue in the back hand
0.8 Thunder + 1.0 Grass ββββ 0.8 Radical Element
0.8 Grass + 4.0 Thunder ββββ 0.8 Radical Element
There is a residue in the first hand
3.2 Thunder + 1.0 Grass ββββ 2.2 Thunder + 1.0 Radical Element
1.6 Thunder + 1.0 Grass ββββ 0.6 Thunder + 1.0 Radical Element
2. Definition and function of radical elements
The definition of the radical element is the special grass element generated by the ββββ grass element through the original intensification reaction.
The role of the excitable element is to maintain the intensification state ββββ. Therefore, the sufficient and necessary condition for the enemy to be in an aggravated state is that there is a residue of excitant elements
βExamples of radical elements...
----- 2.1 Examples of radical elements
0.8 Grass + 4.0 Thunder ββββ 0.8 Radical Element
The monster's head appears to be attached to the Radical Element (its icon looks exactly like the Grass Elemental), and it is surrounded by a green lightning effect. On this basis, if the thunder/grass element continues to be attached, hyperradicalization/vine intensification will occur (see 4, Hyperradicalization, Brief description of vine intensification). At this time, the so-called "coexistence of grass and thunder" you see has nothing to do with the grass element, but is actually "coexistence of thunder" (see 6, the nature of the radical element and the type of intensification state).
The intensification state lasts until the exciton is exhausted, but the thunder element and the grass element do not react with the excitogenus element (see 6, the nature of the excitation element and the type of intensification state), and the regression equation can be calculated from the amount and duration of the excitation element without the interference of other elements (see 3, Duration and decay rules of the excitation element)
3. The duration and attenuation rules of the radical element
The Radical Element itself is also an elemental attachment, and like other Elementals, it can be extended by Stuck Flesh. However, it is fundamentally different from existing elements in that the radical element has its own duration and decay rules.
Total duration = Total Radical Element * 4.9253 + 6.135 (measured data)
That is,
Total duration = 5 * total Radical + 6
This formula is applicable to radical elements of any elemental quantity.
Once the total amount of excitogens is determined, the rate of decay is determined, and the velocity v= (total amount of elements)/(total duration duration), so the initial total amount of excitopixels is different, and its decay rate is different.
βDuration and decay rule examples...
-----3.1 Duration and decay rule examples
Use 1.6 grass + 2.0 thunder ββββ 1.6 radical elements.
Then the duration of the excitation element = 1.6 * 5 + 6 = 14 seconds, and then there is no interference of water and fire elements (see 6, the nature of the excitation element and the type of intensification state), it will exist stably for 14 seconds
The decay rate is constant at 1.6/14 elemental amount per second
4. Brief description of super-intensification and intensification
After the enemy is suspended and intensified, that is, before the generated radical element decays, continue to apply the thunder/grass element, and the hyper-intensification/vine intensification will continue to occur.
Essentially hyper-intensifying, vine-intensifying, and the form of the thunder/grass elemental attached to non-attribute monsters. Because of hyper-intensification, vine intensification, there is no elemental consumption.
As long as the Radical is active, the Lightning/Grass Elemental, regardless of any other reaction order, can increase the damage of the Lightning/Grass Elemental. (See "Multi-element Reactions of the Grass Element" for details),
βConditions that trigger hyperradicalization/creeping intensification...
-----4.1 Conditions that trigger hyperradicalization/creeping intensification
The super bloom/fierce bloom of aquatic plants is the same as this one, so I won't go into detail later
One, attacks don't deal true damage
For example, the "Thunder Bead" in the Inazuma dungeon has an elemental amount, but it is a real damage and cannot trigger hyper-intensification
The same goes for grass seeds' inability to trigger vine intensification
Second, the multiplier of the attack (or additional attack) is not 0
For example, the character itself has a mine, no multiplier, and cannot trigger hyperintensification
Third, the amount of elements attacked is not 0
For example, an attack while the timer/counter is on cooldown, an electric shock, a bloom, a diffusion center (only elements that spread to others, there is an elemental amount), a "scrape" attack during the character's fall, etc. Contains no elemental amount and does not trigger hyperintensification/creeping intensification
5. Damage from Hyper Aggravation/Vine Aggravation
The attribute eaten by the intensifying base damage is the attribute eaten by the original damage that triggered the intensification damage.
The mastery of intensifying base damage is real-time mastery of the character panel.
Aggravated Base Damage = Level Factor * Aggravation Factor * [1 + (5 * Mastery) / (Mastery +1200) + Reaction Factor Bonus]
The intensification coefficient was 1.15 for over-intensification and 1.25 for vine intensification
Level Factor: 1446.853458 (Level 90 Character)