#Research Findings
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BLUE CROSSHAIR IS EFFECTIVE RANGE CONFIRMED!
EFFECTIVE RANGE POST
To summarize basic testings:
- In order for any weapon to deal optimal dmg, you need to hit enemies within Effective Range of the Weapon
- ARs range is much further away then you think, however because of this, Weapon's innate inaccuracies causes you to miss core hits when hitting enemies at your OWN effective range.
- When shortening the distance to deal corehit, ARs will always lose this effective range dmg buff. Causing you to trade for either Core hit, or effective range hit.
- Sniper rifles's effective range is actually way further than applicable, 99% of the content won't have enemies within Sniper's effective range.
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Credit to @ Qwertys for the discovery of blue crosshair
Images for Reference
@slow tusk 's research on burst generation
https://docs.google.com/spreadsheets/d/1cZT2PR7nNSh_lAlVJHVCGlrGLmiBREcYnvK-RHROM2Q
Sheet1
weapon (SSR),Reload time used,Charge Time,Time to burst ave. (sec.) some inaccuracy due to limited test attempts,Notes: there is some variation, cause inaccurate weapons that miss or hit structures will generate less burst, but aoe effects dont have impact.,All Data, needs more people to...
Analysis Summary #1
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Range Damage Bonus + Bullet damage Spread makes certain weapons not perform ideally in their "effective" range
a. AR -
Effective Ranged Damage Bonus is Medium to Long, but cause of bullet spread, core hits are generated less often. This makes AR's generate sub-optimal damage situations. -
Long Range Effective Damage bonus is so far that SR cant get their range damage bonus
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High spread weapons need hit rate, to increase reliability to hit core, which gives 100% damage bonus
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Blue crosshair shows that target is in Effective range
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Without the Blue crosshair, its not that easy to determine what range an enemy is, hopefully devs, improve on this.
Credit to REDD
Intro:
There are four types of NIKKE damage -
normal damage - White
crit damage - Orange/Yellow
Core Hit damage - Light Red
Core Hit crit damage -Dark Red
Note: Core Hit = weak point/that red dot on the rapture
Damage formula:
Final damage = Basic Damage × Major Modifiers × Attribute Bonus Damage × charging damage increase × Other Damage Modifiers x Damage Taken Debuff
a. Base Damage = ((Character Basic Attack) × (Attack Power Buff Sum) - Monster Defense Power) × Weapon or Skill Multiplier
b. Major Modifiers = (1+(Crit Damage Bonus: Base 0.5) +Weakness Correction 1 + Distance Correction 0.3+Full Explosion Correction 0.5)
c. Attribute Bonus Damage : .1 (10%)
d. Charge Damage Increase : Basic 2.5(250%) or 3.5 (350%), depending on character
e. Other Damage Modifiers : like boss weakpoints etc.
f. damage taken debuff e.g. isabelle, novel
Defense formula:
We reasonably speculate that the basic damage calculation formula is (character attack power - monster defense) * character weapon multiplier
Crit damage Comment:
From the formula you can see that Crit damage is additive, instead of multiplicative in its effect. This makes building crit% and Crit Damage less impactful.
Hit Rate:
HIT RATE affects bullet spread, seen from the shrink of SG grey circle
Notes:
Distance damage bonus = 30%
Shot gun - short range
sub machine gun - medium range
AR - long range
SR - Long Range
MG - Mid/Long range
RL - no bonus
From Testing when the cursor turns Blue, it means the Target is within damage bonus range.
*These do not match game's info/guide, whether it is due to bug or mistranslation.
We verified that the CN testing is correct, EXCEPT for SR, SR in our testing gets no damage bonus Mid range.
Original source:
https://nga.178.com/read.php?tid=34243415&_ff=510371&rand=480
CN guide, copied the TW article and reposted here also:
https://nikke.gamekee.com/172324.html
Credits:
Laif and Rai polish this.
Reed for range testing and blue cursor
deliagwath for bullet spread
Thanks to @weary tulip for GD Bug research.
Interception S bug specifically for mobile users:
- screen shake on at 100%, high effects quality, high graphics options and max out all graphics including fog level
- turn off autoburst
- at around 2:50 manually click burst 1 and burst 2 so you can instantly burst 3 on demand
- wait for 2nd set of red circles to show an "X", then burst 3
- don't burst until he goes into second phase
- use burst 1 and burst 2 during first set of red circles
- Again, press burst 3 when 2nd set of red circles show an "X"
- just autoburst and go make coffee, come back to around 7.5m damage done
https://www.bilibili.com/video/BV1L24y127mV/
Using Slow mode from burst skills to target boss red circles:
- play on manual target and skills (duh)
- make sure your team has a girl with some kind of time-slow burst skill in the team (ex.anis or drake) ... dont play her
- when burst is ready, fire your gun (time it when red circles are out)
- while holding fire, trigger your burst skill until the time slowdown happens
- keep holding the fire and shoot the red circles
Note:
a. only your manual controlled girl will shoot, so if she doesn't have enough damage to take out the circles.. then this wont be useful
A very unsuprising conclusion but :
All manufacturer's tower are 1:1 of each other.
Mobs, Range, Weakness.
Only took 150*4 screenshots of data

No penalty applied to game, Red Warning bubble, Blue Power level text.
Interesting tidbit.
Perhaps rounding saved it.
