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Coliseum skills + enemy stats

I was curious about how damage is calculated, so I started taking a bunch of data and analyzing the results. I've figured out the formulae, so I thought I would share. :)

I also have a calculator tool that can make use of all of the formulae for you. The first mode (enemy requirements) will tell you how much STR you need to KO enemies with certain skill combos. The second mode (calculator) will let you calculate skill effects. The third mode (enemy stats) contains charts per venue of enemy stats with their elements and ability info. Click here for the skills and stats tool.

Note: This guide focuses on skill mechanics related to the amount of damage / healing / effects and how skill calculations are made. It does not describe all the details of each Battle Stone. For specific Battle Stone info, please visit Maki's Battle Stones guide.

Mathematical terms

round: Take the whole number that is closest, with anything below .5 taking the lower number and anything .5 or above taking the higher number. (Ex: round(3.2) = 3, round(3.5) = 4)

floor: Round down to the nearest whole number. (Ex: floor(2.9) = 2)

ceiling: Round up to the nearest whole number. (Ex: ceiling(3.1) = 4)

modulo (%): Remainder of division. (Ex: 5 % 3 = 2)

Health

Health is a function of the VIT stat and the level. Each contributes a certain amount of points that add up to the total health.

Every VIT point adds 20 health.

Every Level adds 30 health.

The health gained from VIT and Level are added together for the total health.

* All dragons, enemies, and bosses follow this formula for Health. Bosses have more health because they get a lot more stat points to spend.

Damage from skills

All damage dealt is based on some function of the offensive stat and defensive stat. The function varies depending on the skill.

For physical attacks, the offensive stat is STR, and the defensive stat is DEF.

For magic attacks, the offensive stat is INT, and the defensive stat is MND.

The minimum damage for a hit is 1. A critical hit's effect will be applied after the minimum damage rule, meaning that crits at minimum damage will cause 2 damage.

Quote:

Clobber: (4 * STR + 4) - (floor(DEF / 3) * 4 + (DEF % 3))

Scratch: (4 * STR + 12) - (floor(DEF / 3) * 4 + (DEF % 3))

Bite: (4 * STR + 12) - (floor(DEF / 3) * 4 + (DEF % 3))

Shred - (4 * STR + 17) - (floor(DEF / 3) * 4 + (DEF % 3))

Sap: (4 * STR + 15) - (floor(DEF/3) * 4 + DEF % 3))

Elemental slashes: (4 * STR + 75) - (floor(DEF / 3) * 4 + (DEF % 3))

Eliminate: (12 * STR + 75) - (4 * DEF)

Contuse: (4 * INT + 19) - (floor(MND / 3) * 4 + (MND % 3))

Elemental bolts: (4 * INT + 75) - (floor(MND/3) * 4 + (MND % 3))

All elemental specials except Enfeeble: (6 * INT + 17) - (2 * MND)

Enfeeble: (2 * INT + 100) - (floor(MND / 3) * 2 + round ((MND % 3) / 3))
Note: Enfeeble seems to be a special case with its own formula, perhaps because it is the only skill that buffs its own damage. It is the weakest-scaling elemental ultimate by far.

Damage from skill special effects

Some skills have special effects, and the calculation modifiers vary.

Quote:

Shred debuff (Bleed) - floor(Damage dealt by Shred / 3) per tick

Calculated at the time of application, meaning that crits will increase the damage, active Rally buff will increase the damage during time of application (and damage will not decrease if Rally buff falls off while the enemy is still bleeding), active Contuse debuff will decrease the damage, active Fossilize will decrease the damage (but Fossilize applied after the bleed has been applied will not decrease the damage), etc.

The most recent application of Shred determines the bleed damage, so weaker Shreds *can* overwrite stronger ones. Lasts 3 turns.

Envenom debuff (Poison) - INT * 10 + 20 over 5 turns

Contaminate debuff (Virus) - Amount-to-be-healed from healing spells

Disorient debuff (Berserk) - Follows all the rules of Scratch using the attacker's STR.

Skill effect modifiers:
Quote:

Critical hits - Skill damage * 2 or Skill healing * 2

Effective elements - Skill damage * 2

Ineffective elements - round(Skill damage * .5)

Defend buff (Defending) - round(Skill damage * .5)

Anticipate buff (Anticipate) - round(Skill damage * .5)

Meditate debuff (Meditate Exhaustion) - ceiling(Skill damage * .25)

Contuse debuff (Contuse) - ceiling(Skill damage * .75)

Enfeeble debuff (Amplify) - ceiling(Magical skill damage * 1.3)

Fossilize debuff (Petrify) - ceiling(Skill damage * .1) or floor(Skill healing * .1)

Sear debuff (Burn) - ceiling(Physical skill damage * 1.3)

Contaminate debuff (Virus) - Skill healing * -1
Does not affect Sap health leech, Regeneration ticks (applied either before or after Virus), or health potions.

Healing from skills:
Quote:

Aid - 16 + 6 * INT

Regeneration - 20 + 10 * INT over 5 turns; Each tick deals total heal / 5 on the turns of the receiving dragon, which means that dragons with higher QCK will receive healing from Regeneration faster. Unlike most skills that deal damage or healing, Regeneration cannot crit, but ignores the Virus debuff. For some reason, it is also not buffed by Concentration.

Sap - ceiling(Damage dealt by Sap / 4); ignores Virus debuff

Add health potions here and into tool later. They all ignore the Virus debuff.

Buffs:
Quote:

Haste (QCK) - Buffs by Level + 5.

Rally (STR) - Buffs by Level + 5.

Concentration (INT) - Buffs by Level + 5.

Bolster (DEF) - Buffs by Level + 5.

Ward (MND) - Buffs by Level + 5.

Reflect - Causes damage, healing, or buffs to bounce to a random target according to the Caster's INT (damage, healing), Target's DEF/MND (damage), or Caster's level (buffs).

Coliseum skills + enemy stats

I was curious about how damage is calculated, so I started taking a bunch of data and analyzing the results. I've figured out the formulae, so I thought I would share. :)

I also have a calculator tool that can make use of all of the formulae for you. The first mode (enemy requirements) will tell you how much STR you need to KO enemies with certain skill combos. The second mode (calculator) will let you calculate skill effects. The third mode (enemy stats) contains charts per venue of enemy stats with their elements and ability info. Click here for the skills and stats tool.

Note: This guide focuses on skill mechanics related to the amount of damage / healing / effects and how skill calculations are made. It does not describe all the details of each Battle Stone. For specific Battle Stone info, please visit Maki's Battle Stones guide.

Mathematical terms

round: Take the whole number that is closest, with anything below .5 taking the lower number and anything .5 or above taking the higher number. (Ex: round(3.2) = 3, round(3.5) = 4)

floor: Round down to the nearest whole number. (Ex: floor(2.9) = 2)

ceiling: Round up to the nearest whole number. (Ex: ceiling(3.1) = 4)

modulo (%): Remainder of division. (Ex: 5 % 3 = 2)

Health

Health is a function of the VIT stat and the level. Each contributes a certain amount of points that add up to the total health.

Every VIT point adds 20 health.

Every Level adds 30 health.

The health gained from VIT and Level are added together for the total health.

* All dragons, enemies, and bosses follow this formula for Health. Bosses have more health because they get a lot more stat points to spend.

Damage from skills

All damage dealt is based on some function of the offensive stat and defensive stat. The function varies depending on the skill.

For physical attacks, the offensive stat is STR, and the defensive stat is DEF.

For magic attacks, the offensive stat is INT, and the defensive stat is MND.

The minimum damage for a hit is 1. A critical hit's effect will be applied after the minimum damage rule, meaning that crits at minimum damage will cause 2 damage.

Quote:

Clobber: (4 * STR + 4) - (floor(DEF / 3) * 4 + (DEF % 3))

Scratch: (4 * STR + 12) - (floor(DEF / 3) * 4 + (DEF % 3))

Bite: (4 * STR + 12) - (floor(DEF / 3) * 4 + (DEF % 3))

Shred - (4 * STR + 17) - (floor(DEF / 3) * 4 + (DEF % 3))

Sap: (4 * STR + 15) - (floor(DEF/3) * 4 + DEF % 3))

Elemental slashes: (4 * STR + 75) - (floor(DEF / 3) * 4 + (DEF % 3))

Eliminate: (12 * STR + 75) - (4 * DEF)

Contuse: (4 * INT + 19) - (floor(MND / 3) * 4 + (MND % 3))

Elemental bolts: (4 * INT + 75) - (floor(MND/3) * 4 + (MND % 3))

All elemental specials except Enfeeble: (6 * INT + 17) - (2 * MND)

Enfeeble: (2 * INT + 100) - (floor(MND / 3) * 2 + round ((MND % 3) / 3))
Note: Enfeeble seems to be a special case with its own formula, perhaps because it is the only skill that buffs its own damage. It is the weakest-scaling elemental ultimate by far.

Damage from skill special effects

Some skills have special effects, and the calculation modifiers vary.

Quote:

Shred debuff (Bleed) - floor(Damage dealt by Shred / 3) per tick

Calculated at the time of application, meaning that crits will increase the damage, active Rally buff will increase the damage during time of application (and damage will not decrease if Rally buff falls off while the enemy is still bleeding), active Contuse debuff will decrease the damage, active Fossilize will decrease the damage (but Fossilize applied after the bleed has been applied will not decrease the damage), etc.

The most recent application of Shred determines the bleed damage, so weaker Shreds *can* overwrite stronger ones. Lasts 3 turns.

Envenom debuff (Poison) - INT * 10 + 20 over 5 turns

Contaminate debuff (Virus) - Amount-to-be-healed from healing spells

Disorient debuff (Berserk) - Follows all the rules of Scratch using the attacker's STR.

Skill effect modifiers:
Quote:

Critical hits - Skill damage * 2 or Skill healing * 2

Effective elements - Skill damage * 2

Ineffective elements - round(Skill damage * .5)

Defend buff (Defending) - round(Skill damage * .5)

Anticipate buff (Anticipate) - round(Skill damage * .5)

Meditate debuff (Meditate Exhaustion) - ceiling(Skill damage * .25)

Contuse debuff (Contuse) - ceiling(Skill damage * .75)

Enfeeble debuff (Amplify) - ceiling(Magical skill damage * 1.3)

Fossilize debuff (Petrify) - ceiling(Skill damage * .1) or floor(Skill healing * .1)

Sear debuff (Burn) - ceiling(Physical skill damage * 1.3)

Contaminate debuff (Virus) - Skill healing * -1
Does not affect Sap health leech, Regeneration ticks (applied either before or after Virus), or health potions.

Healing from skills:
Quote:

Aid - 16 + 6 * INT

Regeneration - 20 + 10 * INT over 5 turns; Each tick deals total heal / 5 on the turns of the receiving dragon, which means that dragons with higher QCK will receive healing from Regeneration faster. Unlike most skills that deal damage or healing, Regeneration cannot crit, but ignores the Virus debuff. For some reason, it is also not buffed by Concentration.

Sap - ceiling(Damage dealt by Sap / 4); ignores Virus debuff

Add health potions here and into tool later. They all ignore the Virus debuff.

Buffs:
Quote:

Haste (QCK) - Buffs by Level + 5.

Rally (STR) - Buffs by Level + 5.

Concentration (INT) - Buffs by Level + 5.

Bolster (DEF) - Buffs by Level + 5.

Ward (MND) - Buffs by Level + 5.

Reflect - Causes damage, healing, or buffs to bounce to a random target according to the Caster's INT (damage, healing), Target's DEF/MND (damage), or Caster's level (buffs).

1604_250px_sylvandyr_by_miirshroom-dcg8160.png
Additional information

Rounding and order of application

Skills and stat calculations are rounded in a certain way. Knowing the rounding mechanics is important because it affects the edge cases; if our understanding is incomplete, it would be possible to experience off-by-1 situations.

In addition, this section describes the order in which skills and effects are applied in situations where the order might not be clear. It is important to understand the order of application because the calculations can be affected depending on which skills and effects are considered first.

  • The 5% stat camping bonus introduced in Coliseum 2.0 rounds up to the nearest whole number, or in other words, performs a ceiling. This means that a 117 STR dragon will have 123 STR with a 5% STR camping bonus, and a 5 MND dragon will have 6 MND with a 5% MND camping bonus.
  • Anticipate will calculate damage reduction based on the target’s defensive stats. Buffs are applied before this calculation, meaning that Bolster will add DEF that will then benefit Anticipate.
  • When multiple bonuses are active, critical hit bonus is applied after other bonuses but before rounding. For example, an elemental attack that should do 347 damage normally will do round(347/2) as an ineffective element, which is 174 damage, but if that attack crits, it will do round (347/2 * 2), which is 347 damage, NOT round(347/2) * 2, which would be 348 damage.

Additional skill mechanics

  • Reflect always applies the effects based upon the offensive stat of caster of the Reflected spell and the defensive stat (if applicable) of the recipient of the Reflected spell. Reflected spells can be dodged based on the AGI stat of the recipient of the Reflected spell.
  • Bite can only be learned by Coliseum enemies. It deals the same damage as Scratch, but neither builds nor expends Breath.
  • A caster under the influence of the Berserk debuff will always use the move "Scratch" (even if it doesn't know the move normally) and damage is calculated according to its own STR and all the other normal damage rules.

Current bugs

These bugs currently still occur and can be the cause of confusion when making skill effect calculations.

  • The extra +1 stats displayed when a flight has first place Dominance bonuses do not actually have an effect. When your flight has first place Dominance bonuses (the flight flags on the left, not the standings on the right), make sure to subtract 1 from each stat when checking calculations. In the past, this could waste a Tincture of Dissolution when giving stats to your dragons, but since Coliseum 2.0, the confusing stats have been removed while using the stat allocation window in the Coliseum. (The ghost stats still show up in your lair.)

Archived bugs

These bugs used to happen, but they have since been fixed. This archive maintains a record for curiosity's sake.

  • All the Buff-type skills used to contribute a small amount of healing equivalent to the caster's INT. When applied, it did not show up during the battle where the buffs were cast, but they healed the target immediately, for as many times as the buff was cast. The fact that the healing did not show up on the battle was simply a display error. (This is why sometimes our dragons may have seemed to have 0 HP but did not get KOed; the extra instant health from the buffs made it able for our dragons to survive.) With the release of Coli 2.0, both these bugs were squashed.
Additional information

Rounding and order of application

Skills and stat calculations are rounded in a certain way. Knowing the rounding mechanics is important because it affects the edge cases; if our understanding is incomplete, it would be possible to experience off-by-1 situations.

In addition, this section describes the order in which skills and effects are applied in situations where the order might not be clear. It is important to understand the order of application because the calculations can be affected depending on which skills and effects are considered first.

  • The 5% stat camping bonus introduced in Coliseum 2.0 rounds up to the nearest whole number, or in other words, performs a ceiling. This means that a 117 STR dragon will have 123 STR with a 5% STR camping bonus, and a 5 MND dragon will have 6 MND with a 5% MND camping bonus.
  • Anticipate will calculate damage reduction based on the target’s defensive stats. Buffs are applied before this calculation, meaning that Bolster will add DEF that will then benefit Anticipate.
  • When multiple bonuses are active, critical hit bonus is applied after other bonuses but before rounding. For example, an elemental attack that should do 347 damage normally will do round(347/2) as an ineffective element, which is 174 damage, but if that attack crits, it will do round (347/2 * 2), which is 347 damage, NOT round(347/2) * 2, which would be 348 damage.

Additional skill mechanics

  • Reflect always applies the effects based upon the offensive stat of caster of the Reflected spell and the defensive stat (if applicable) of the recipient of the Reflected spell. Reflected spells can be dodged based on the AGI stat of the recipient of the Reflected spell.
  • Bite can only be learned by Coliseum enemies. It deals the same damage as Scratch, but neither builds nor expends Breath.
  • A caster under the influence of the Berserk debuff will always use the move "Scratch" (even if it doesn't know the move normally) and damage is calculated according to its own STR and all the other normal damage rules.

Current bugs

These bugs currently still occur and can be the cause of confusion when making skill effect calculations.

  • The extra +1 stats displayed when a flight has first place Dominance bonuses do not actually have an effect. When your flight has first place Dominance bonuses (the flight flags on the left, not the standings on the right), make sure to subtract 1 from each stat when checking calculations. In the past, this could waste a Tincture of Dissolution when giving stats to your dragons, but since Coliseum 2.0, the confusing stats have been removed while using the stat allocation window in the Coliseum. (The ghost stats still show up in your lair.)

Archived bugs

These bugs used to happen, but they have since been fixed. This archive maintains a record for curiosity's sake.

  • All the Buff-type skills used to contribute a small amount of healing equivalent to the caster's INT. When applied, it did not show up during the battle where the buffs were cast, but they healed the target immediately, for as many times as the buff was cast. The fact that the healing did not show up on the battle was simply a display error. (This is why sometimes our dragons may have seemed to have 0 HP but did not get KOed; the extra instant health from the buffs made it able for our dragons to survive.) With the release of Coli 2.0, both these bugs were squashed.
1604_250px_sylvandyr_by_miirshroom-dcg8160.png
[center][size=6][b]Ping lists and Helpers[/b][/size][/center] [center][size=4][url=http://www1.flightrising.com/forums/gde/967048#post_967048]Skills[/url] | [url=http://www1.flightrising.com/forums/gde/967048#post_1688435]Additional info[/url] | [url=http://www1.flightrising.com/forums/gde/967048#post_1688630]Ping lists and Helpers[/url] | [url=http://www1.flightrising.com/forums/gde/2531111]Data collection thread[/url] [url=https://fir-fr-coli-skills.firebaseapp.com]Tool: Skills + Enemies[/url] | [url=https://syl-fr-coli-stat-preview.firebaseapp.com/]Tool: Dragon Stats Preview[/url][/size][/center] [size=4][b][u]Tool updates[/u][/b][/size] This is a list of people who want to be pinged whenever there is a major update to the coliseum damage calculator tool. Feel free to ask to be added or removed at any time. I've opted against a self-editing spreadsheet for now. [code] @Foxofwonders @Serpenthyne @Valmue @Maki @MunchkinLynx [/code] [size=4][b][u]Volunteers for Coli 2.0 data collection[/u][/b][/size] Due to the way that Coli 2.0 is coded, it is no longer possible to see all the enemy stats easily. I have made a post [url=http://www1.flightrising.com/forums/gde/967048/40#31616296]here[/url] summarizing the extra steps we'll need to take. Collecting data will be much more labor-intensive and I am looking for volunteers to help me. We will work on reports in the companion [url=http://www1.flightrising.com/forums/gde/2531111]data collection thread[/url]. Thanks everyone. :) [size=4][b][u]Special thanks[/u][/b][/size] [LIST] [*][url=http://flightrising.com/main.php?p=view&tab=userpage&id=5817]lemondrop[/url] for the original iteration of the [url=http://flightrising.com/main.php?board=gde&id=242866&p=mb]Coliseum monster stat chart[/url], without which stat-damage observations would not have been possible. [*]The FR Devs, for saying that [url=http://www1.flightrising.com/forums/gde/242866/3#1707895]grabbing the monster data is absolutely okay![/url] [*][url=http://flightrising.com/main.php?p=view&tab=userpage&id=311]Salmastryon[/url], whose [url=http://flightrising.com/main.php?board=gde&id=50501&p=mb]Battle Stones guide[/url] was a helpful quick-reference. [*][url=http://flightrising.com/main.php?p=view&tab=userpage&id=24326]Cyradis4[/url] for noticing that Enfeeble damage is different than the other elemental special damage and for providing the data to calculate Enfeeble's formula, along with additional data for other elemental specials to confirm that they follow the first pattern. Also for relaying the method for collecting monster stat data so that I can look up new monster data that isn't yet available. [*][url=http://flightrising.com/main.php?p=view&tab=userpage&id=18918]nika[/url] for providing the data for Clobber. [*][url=http://flightrising.com/main.php?p=view&tab=userpage&id=27485]Kiena[/url] for inspiring me to make the tool with her [url=http://flightrising.com/main.php?board=gde&id=937136&p=mb]Coliseum grinding and exalting guide[/url] and for providing me with all the support that motivated me to continue developing the tool. Also for helping to provide monster data and find bugs. [*][url=http://flightrising.com/main.php?p=view&tab=userpage&id=19069]Maki[/url] for suggesting improvements to the tool, testing a bunch of stuff, providing a ton of data, and alerting me when discovering any new info. Also for the lovely new [url=http://www1.flightrising.com/forums/gde/1344211]Battle Stones guide[/url]! [*][url=http://flightrising.com/main.php?p=view&id=50681&tab=userpage]car340[/url] for helping to grab monster data. [*][url=http://flightrising.com/main.php?p=lair&tab=userpage&id=55018]Meredith44[/url] for noticing that the elemental ultimate damage multiplier for super effective attacks did not match the numbers in the calculator tool. This helped me to find out that the code for the elemental ultimate and elemental bolt were subtly wrong so that I could fix it. Also, for continuing to help report whenever an old monster's stats have been changed! [*][url=http://flightrising.com/main.php?p=lair&tab=userpage&id=52882]RageAsylum[/url] for pointing out that the health formula listed in the guide didn't match the true functionality in the tool, and for providing data on turn order. [*][url=http://flightrising.com/main.php?p=lair&tab=userpage&id=13969]Zamirathe[/url] for finding a workaround for the tool's Firebase host not being accessible to some people (see [url=http://www1.flightrising.com/forums/gde/967048/35#post_24850442]this post[/url]). [*]Anyone else who has helped to improve this guide through comments, volunteer work, and extra help. Thank you! :) [/LIST]
Ping lists and Helpers

Tool updates

This is a list of people who want to be pinged whenever there is a major update to the coliseum damage calculator tool. Feel free to ask to be added or removed at any time. I've opted against a self-editing spreadsheet for now.


Volunteers for Coli 2.0 data collection

Due to the way that Coli 2.0 is coded, it is no longer possible to see all the enemy stats easily. I have made a post here summarizing the extra steps we'll need to take.

Collecting data will be much more labor-intensive and I am looking for volunteers to help me. We will work on reports in the companion data collection thread.

Thanks everyone. :)

Special thanks
  • lemondrop for the original iteration of the Coliseum monster stat chart, without which stat-damage observations would not have been possible.
  • The FR Devs, for saying that grabbing the monster data is absolutely okay!
  • Salmastryon, whose Battle Stones guide was a helpful quick-reference.
  • Cyradis4 for noticing that Enfeeble damage is different than the other elemental special damage and for providing the data to calculate Enfeeble's formula, along with additional data for other elemental specials to confirm that they follow the first pattern. Also for relaying the method for collecting monster stat data so that I can look up new monster data that isn't yet available.
  • nika for providing the data for Clobber.
  • Kiena for inspiring me to make the tool with her Coliseum grinding and exalting guide and for providing me with all the support that motivated me to continue developing the tool. Also for helping to provide monster data and find bugs.
  • Maki for suggesting improvements to the tool, testing a bunch of stuff, providing a ton of data, and alerting me when discovering any new info. Also for the lovely new Battle Stones guide!
  • car340 for helping to grab monster data.
  • Meredith44 for noticing that the elemental ultimate damage multiplier for super effective attacks did not match the numbers in the calculator tool. This helped me to find out that the code for the elemental ultimate and elemental bolt were subtly wrong so that I could fix it. Also, for continuing to help report whenever an old monster's stats have been changed!
  • RageAsylum for pointing out that the health formula listed in the guide didn't match the true functionality in the tool, and for providing data on turn order.
  • Zamirathe for finding a workaround for the tool's Firebase host not being accessible to some people (see this post).
  • Anyone else who has helped to improve this guide through comments, volunteer work, and extra help. Thank you! :)
1604_250px_sylvandyr_by_miirshroom-dcg8160.png
Oh, okay! The note said "IMPORTANT: No augmentation stones", so I thought that was a no-no for some reason.

Clobber damage, STR 49 with 3 Berserker fragments, so 40 raw:
- Warcat Protector, damage 102
- Double-Tailed Warcat, damage 104
- Longneck Mender, damage 80
- Longneck Skirmisher, damage 200 with critical hit
- Longneck Interloper, damage 96
- Longneck Magi, damage 111
- Maned Rasa, 106
- Squall Rasa, 216 with critical hit
- Black Wolf, 91

Let me know if you want more, and if there's any specific ones you're looking for.
Oh, okay! The note said "IMPORTANT: No augmentation stones", so I thought that was a no-no for some reason.

Clobber damage, STR 49 with 3 Berserker fragments, so 40 raw:
- Warcat Protector, damage 102
- Double-Tailed Warcat, damage 104
- Longneck Mender, damage 80
- Longneck Skirmisher, damage 200 with critical hit
- Longneck Interloper, damage 96
- Longneck Magi, damage 111
- Maned Rasa, 106
- Squall Rasa, 216 with critical hit
- Black Wolf, 91

Let me know if you want more, and if there's any specific ones you're looking for.

Help figure out how various FR stuff works! We're tracking:

1) festival currency Coliseum drop rates
2) Coliseum enemy frequencies
Usually need more data from new venues.
@nika - Yeah it's definitely a no-no to report values that were inflated with those items! Since they don't actually contribute damage, the stat level would be incorrect if those effects aren't removed. For simplicity's sake I avoided buffs/debuffs too; it's entirely possible to calculate the correct base damage off of those but it just makes reporting require more details.

Berserker is supposed to give 5 STR each, so 3 * 5 = 15 and 49 - 15 = 34 base STR.

I think those numbers are good enough to work with, thank you :)
@nika - Yeah it's definitely a no-no to report values that were inflated with those items! Since they don't actually contribute damage, the stat level would be incorrect if those effects aren't removed. For simplicity's sake I avoided buffs/debuffs too; it's entirely possible to calculate the correct base damage off of those but it just makes reporting require more details.

Berserker is supposed to give 5 STR each, so 3 * 5 = 15 and 49 - 15 = 34 base STR.

I think those numbers are good enough to work with, thank you :)
1604_250px_sylvandyr_by_miirshroom-dcg8160.png
You're right, it's +5, I'm glad you checked! OOPS.
You're right, it's +5, I'm glad you checked! OOPS.

Help figure out how various FR stuff works! We're tracking:

1) festival currency Coliseum drop rates
2) Coliseum enemy frequencies
Usually need more data from new venues.
@nika - I've got a question for you, when you fought Longneck Mender did you happen to be hit by Contuse?
@nika - I've got a question for you, when you fought Longneck Mender did you happen to be hit by Contuse?
1604_250px_sylvandyr_by_miirshroom-dcg8160.png
Excellent question... How in the world did I forget that that counts as a debuff? So embarrassing. Yeah, I may have been. Uh, do you need me to get another dataset while I pay proper attention to this stuff, or was this the only outlier?
Excellent question... How in the world did I forget that that counts as a debuff? So embarrassing. Yeah, I may have been. Uh, do you need me to get another dataset while I pay proper attention to this stuff, or was this the only outlier?

Help figure out how various FR stuff works! We're tracking:

1) festival currency Coliseum drop rates
2) Coliseum enemy frequencies
Usually need more data from new venues.
@nika - Naw, I'm 100% sure you were hit by Contuse. Your data's fine, I just need to go interpret it. Thank you :)
@nika - Naw, I'm 100% sure you were hit by Contuse. Your data's fine, I just need to go interpret it. Thank you :)
1604_250px_sylvandyr_by_miirshroom-dcg8160.png
Awesome, thanks for doing all this work!
Awesome, thanks for doing all this work!

Help figure out how various FR stuff works! We're tracking:

1) festival currency Coliseum drop rates
2) Coliseum enemy frequencies
Usually need more data from new venues.
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