What are the columns? "Part","P","Description","ATT","SH","rAtk","rSh","rHC","DisA","Same","Adv","DisCom","Combo","AdvCom","Class","E","D" Part: name of the part, sorry, need space so skipped pictures and ingame naming P: NEW! it's the part of body it belongs to, now you can filter by part, like B,M,H,T stands for back mouth horn tail, "B|H" back or horn, "B OR H OR M" is 3 parts, you can also use "!H" not horn. Description: I kept this in case you forgot E: energy Att: the attack value on card, also the attack value it gives on a body that doesn't match SH: shield on the card, also the shield vlaue it gives on a body that doesn't match rAtk: Real Attack.lets face it, 90% of the time the card you use it's in own body. One hit attack value rSH: Same for shield, Real Shield is 10% higher, purity bonus. comAtk: removed, was not a good calculation, single attack still adds 10% purity chSh: chain shield. removed, you get 5% shield for chaining any card, so you can survive by marginal health if you use a backline nimo while your other aqua midline has a shield, it's nice to know but it's just too much for this table rHC: real Hitpoint change. I did a HC on the other one, you can check that, only wanted a sum of real attack and real shield D: Distance Ranged/Melee and Support. Class: the cards class that gives bonus for, belongs to DisA: 1 hit attack vs class disadvantage, no combo bonus Same: 1 hit attack vs same class group (aka aqua to bird no bonus from class), no combo bonus Adv: 1 hit attack versus advantage, no combo bonus Discom: Combo attack versus disadvantage (2 cards at least to get this value per card) Combo: Combo value vs same class group AdvCom: Combo value versus classes you got advantage
It was inspired by flowbot44 expansion. I did not order differently or I would have to cut in 3 parts. I assume you know which card is which class and against who has advantage for. First column for aqua will be disadvantage for Plants/reptiles/dusk but will be different for the beasts for example. I used formulas with round down, I don't have enough data to check the results, usually ingame dealt 1 damage less than flowbot44 expansion said, so I assume it's a round down (1.1 goes to 1 but so does 1.5 or 1.9) while he used round up (1.9 goes to 2 or round 1.4 goes to 1 but 1.6 goes to 2). The difference ingame should be +-1 damage. This table has values, no formulas, so I removed the Skill and Combo bonus based on skill columns. It's loaded from a CSV file. Damage = Card Damage x Class Bonus Multiplier x RPS multiplier x Specific Card Multiplier x Crit Multiplier + Skill Combo Bonus. Class bonus: using a card of your own class is 110% otherwise 100% so 1.1 or 1. RPS multiplier - This depends on the class of the card used and the the class of the target Axie. If the class of the card used is strong against the class of the target Axie it is 1.15, if it is weak against the target Axie it is 0.85 and finally if it is neutral against the target Axie it is 1. Specific Card Multiplier - These are card multipliers specific to a card when certain conditions are met. For example, the nut cracker card get a 1.2 multiplier when comboed with another nut cracker card. Lunge cards got multipler, Trump has multiplier, etc. Crit Multiplier - If it's a critical attack this 2 unless specified by a card. (Sinister Strike has a 2.5 crit multiplier) If the hit doesn't crit, this will be 1. Skill Combo Bonus - When a card is played in a combo this will be added to he final damage dealt. It is roughly equal to attack times (Skill times 0.55 - 12.5), skill is based on class, there are 9 classes, 3-3 are same combo modifiers, special classes got different Credits:Plastic-Hunter-1395 on reddit s19: new modifier for crits, morale increases critical attack damages too.
outliers: ronin and dual blade got different calculations than usual cards.
These are base values, no effects, no crits. Will add more later.