Extra Info & Math
These are things I have thought needed some extra explanation that I couldn’t fit into the guides, includes basic calculators and links to more!
I will continue to update this page with more small form calculators and information as I think of more ideas or if requested
Attack Speed Breakpoints
ATK Speed Calculator
True ATK Speed Result: -
Until Next Breakpoint: -
What is this?
Attack speed breakpoints are very common in many games, in basic terms it is the specific numerical threshold of attack speed required to reduce an attack animation by one or more frames
Why should I care?
Knowing these attack speed breakpoints will help you know when and when not to add more attack speed, for example:
If you need 1 more attack speed point to increase the threshold and a specific item is only going to give you 0.5 then you don’t need to use it as it wont make a difference
How to use?
Input the attack speed from your stats into the calc, it will then show you your true attack speed and the amount needed for the next breakpoint
You can then check if an increase you want to do will take you to that, for example if you are at 4 you need a 7.25% increase to reach the next breakpoint!
Credit: This comes from research posted on the Kinoko Wiki here
HP DMG
HP DMG Calculator
Inputs
Player Stats
Enemy Stats
Results
| Final Damage (Billions) | |
|---|---|
| Final HP DMG % | |
| Maximum Damage (Billions) | |
| Maximum HP DMG % | |
| Damage Status |
What is this?
HP DMG is the main source of damage for Tanks, it can be used whilst not being a Tank but you may lack some of the stats to make it work
Put simply HP DMG is a % of either the Player or Enemies HP (Current or Maximum) however, this stat isn’t a set number it is infact calculated using your ATK and Batk alongside the opponents DEF and then whoevers HP is being used to calculate the damage
Note: This is a super simple calculator, not one for true values with items/skills etc, for that I recommend using Birds Calculator here
Why should I care?
This is important to know what stats you need and where your limits are on opponents;
Outcome 1. If you used bee with 3% Max HP but you were actually only doing 1% HP vs an opponent you know you need to push ATK and Batk otherwise you will struggle to hurt them as much as you could
Outcome 2. On the other hand, if the result came back as 3% you know to push HP up as this will further increase your DMG (you can also be at peace knowing you have the stats for that level of opponent)
There is also use for this to calculate how much your opponent is doing to see how best to reduce their damage, there are 2 ways this goes;
1. If you can get your DEF to make their HP DMG % come down then this is the best way
2. The other way is to match/overtake their HP, if they use a bee doing 3% of their own Max HP but (for easy logic sake) they had 3x lower HP then you that “3%” only equates to 1% of your own!
How to use?
Use this calculator to see how much you can actually deal from the listed damage %, for example if your Honeypot Warrior says 3% Max HP you want to put:
1. “Player Maximum HP” in Damage type
2. 100% in Current HP %
3. 3 in HP DMG %
Then fill out the details and it will give you the result!
For Current HP based damage you want to change Current HP to whatever HP you stay at the longest for the average result
Hundred Slashes
Hundred Slashes ATK Bonus Calculator
ATK Multiplier (%): -
Bonus ATK (Billions): -
Final ATK (Billions): -
What is this?
Hundred Slashes is calculated using your Current HP, so it’s ATK bonus heavily depends on your HP, this is why you may see recommendations to not use Hundred Slashes until around Eternal gear, this is because of this, your HP just isn’t high enough to really make a bonus
Why should I care?
This calculator lets you check what your bonus would be so you can see if you need to push more HP and/or actually use the skill
If the bonus is below 15% it is likely that Wild Gust would be a better pick for example
So if you don’t know what it’s output actually is you may be wasting a skill slot!
How to use?
Input your total HP and ATK and then test a few different % depending on what is often your HP when the skill activates, if you are a DPS player and the fight is only 1 skill round then you will likely have 100%. But if you’re a Tank and you last awhile then us the % you stay at for most the fight for an average
Level Calculators
Cogs Calculator
Hammers Calculator
Gems of Love Calculator
Boost Power (Fake Power)
This is just a brief section about building a “Fake Power” set
Why? Some modes such as Sailing and Drakebone draw your starting stats from your Highest Ever Power so it’s nice to have one that can boost so you get the most here!
Note: you don’t need to keep the set if you don’t have space, as long as it has registered once that will stay for Sailing etc, you can see your highest Power in Family Brawl!
These are all the things that can add power;
Gear, Prayer, Talent Tree, Enchantment Runes, Awakening, Avian, Divining, Guardian
Creating the set
Step 1: Evasion / Regen Gear, this is the key to it and the rest won’t matter without it
Simply this is the gear that gives the most base power -> As you can see in the picture above my Power went from 171M to 193M just from changing between PalCrit/PalCombo Gear to Evasion/Regen!!
Step 2: Awakening, you want to build one that is completely level as each ‘node’ gives the same bonus. This way you keep cost low and will gain a higher Power overall
Step 3: Talent Tree, the easiest and best way I found for this is to start by getting all the end nodes you can (try 1 a page) and then just do whatever the cheapest upgrade is until you run out!
Step 4: Enchantment Runes, if you only have 1 set then just use that. If you have multiple then you can create a new preset, click through each rune on each slot and when equipped it’ll show if you go up or down, select the highest on each slot and you’ll have the highest you can reach from here!
Step 5: For these; Prayer, Avian, Guardian, Divining, it’s just going to be whichever is your highest so just click through them!
Now when you go into Sailing etc you will have better starter stats!!
Guardians (TPEN & Tenacity)
(Value of the Remolds)
What are they & How do they work?
TPEN is the Guardians “Attack”, it is the damage it will deal to an opposing Guardian each second
Tenacity is the Guardians “HP”, it is important to note that your tenacity will reflect your “Natural Reduction” which is 10% per second (Making a Guardian fight a max of 10s)
Put simply a Guardian fight will work as so:
Own Guardian takes ‘Opposing Guardian TPEN+100% Own Tenacity’ per second until it dies
Why is this important?
Guardians gain pretty powerful effects when they spawn, for some the effects are always there and on others they only function when the opposing Guardian is dead
You can notice this difference in “Skill” if the effect is after “While the Guardian exists” then it is always active, if it’s after “Attacks on non-Guardian units” then the opposing Guardian needs to be dead for the effect to take place
So, there are a few reasons why TPEN/Ten can be important;
Reason 1. You want the opposing Guardian dead so their effects aren’t an issue anymore -> for this you want high TPEN
Reason 2. You want the opposing Guardian dead so your effects can activate -> for this you want high TPEN and some Tenacity to keep alive longer with your effects
Reason 3. You want to tank the opposing Guardian so you can keep your effects for longer -> for this you want high Tenacity
How much is too much?
Firstly I just want to mention the difference between Global and Regular of these two stats, Global will be a % of the total, so if your Guardian has 1,000 TPEN and you get 10% Global TPEN you would have 1,100
Now, the max drawable of Regular for both (Ten: 2250, TPEN: 160) is worth less then max drawable Global (10% Both) on MOST Guardians once they are Red however, before Red it can be feasible so just play around in the Calculator linked at the end!
To see how much is worth getting of either you first need to consider what stats you could get instead, and compare it to what you would gain. If the difference is substantial then you can move onto checking where you would be making a difference
While stacking them high seems like a great idea, it takes a lot of either stat to make a 1s difference in the fight
Me and Bird created this calculator so you can input what Guardian you and your opponent have as well as bonus values, if you input different values and play around with it you can see what the ‘max’ you need to get is and what would just be a waste!
Yuko Math
For access to Formulas Yuko has a great sheet full of them as well as a stat database of sorts with more calculations, I think it’s great to get a full understanding of the game you play and to know what is actually worth doing in certain situations - make sure to check through the thread itself as some information has changed/updated since Yuko made the sheet
Extras!
Block and Pierce both have a 30% chance to activate, however if one occurs the other cannot as they share the same 100% trigger pool
Note: It is also believed that Pierce has priority however I am not 100% sure on this
In game activated stats are always additive with each other and multiplicative in battle, for example;
If you have 5B ATK out of battle and you have an item giving 20% and another giving 10% it would work like this:
20%+10% = 30% -> 5*(1+0.3) = 6.5B ATK