Quick question - Quick answer

Varies depending on ping.

The closer people are to the server and also each other, the less damage cancel there will be.
 
Do weapon percents only add ATP based on the weapon's min ATP or does it add a variable amount of ATP based upon a given roll for the range of a weapon's ATP?

Example:

Tsumikiri J-Sword
Min ATP: 700
Max ATP: 756

Would 100% in an area only add 1400 ATP to the weapon or add anywhere between 1400 to 1512 ATP to Total ATP?
 
It buffs both, so the weapon will have 1400-1512 ATP at 100%.
 
No wonder people sphered 100% Machine on their Inferno Claws on Schthack then.

:eek:
 
Are the reward items from Beak's Cafe's 10 ticket machine all equal chance?

They are not, in fact! I took a look at the quest file and here are the approximate rates:

Photon Crystal: 5%
Photon Drop: 10%
Material: 25% (5% chance of each type)
Scape Doll: 40%
Nothing: 20%

Overall, you have a 20% chance of getting a prize worth at least 1 PD (i.e. PC, PD, or luck mat). Since a single MA3 run gives you 3 tries at the roulette, that gives you a roughly 50% chance of getting at least one "good prize" per run.

The quest actually generates a number from 0 to 100 (get_random 0 65, where hex 65 = dec 101, and get_random is inclusive for the first argument and exclusive for the second). This is a little spooky, since the probabilities don't work out to be quite so clean, as there are 101 possible numbers that can be generated. However, it actually gives you a better chance of getting good items than the approximate probabilities presented above due to how the prize is generated!

The pseudocode for generating the prize is as follows. The symbol >= stands for "greater than or equal to".
  1. Generate a random integer, rand, between 0 and 100, inclusive.
  2. If rand >= 94, give Photon Crystal. (7/101, or 6.93%).
  3. Else if rand >= 84, give Photon Drop. (10/101, or 9.90%).
  4. Else if rand >= 61, give random Material. (23/101, or 22.77%). The material type is selected uniformly at random (so 23/505, or 4.55% each)
  5. Else if rand >= 21, give Scape Doll. (40/101, or 39.60%).
  6. Else give nothing. (21/101, or 20.79%).
So the chance of getting something worth at least 1 PD is p = (7+10+23/5) / 101 = 21.39%. Then, the probability that you'd get at least one such item after 3 rolls is 1 - (1 - p)^3 = 51.42%.

Please let me know if I've made any errors in the calculations above!

Thanks @Matt for telling me how to dig into the script.
 
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Are charge vulcs the only vulcs worth having? I tried out a 45hit hell + v502 and it was most underwhelming.
To add to people's answers, Gush Vulcs is okay on Falz 3 for when it goes invincible to normal attacks, that's about it though.

They are not, in fact! I took a look at the quest file and here are the approximate rates:

Photon Crystal: 5%
Photon Drop: 10%
Material: 25% (5% chance of each type)
Scape Doll: 40%
Nothing: 20%

Overall, you have a 20% chance of getting a prize worth at least 1 PD (i.e. PC, PD, or luck mat). Since a single MA3 run gives you 3 tries at the roulette, that gives you a roughly 50% chance of getting at least one "good prize" per run.

The quest actually generates a number from 0 to 100 (get_random 0 65, where hex 65 = dec 101, and get_random is inclusive for the first argument and exclusive for the second). This is a little spooky, since the probabilities don't work out to be quite so clean, as there are 101 possible numbers that can be generated. However, it actually gives you a better chance of getting good items than the approximate probabilities presented above due to how the prize is generated!

The pseudocode for generating the prize is as follows. The symbol >= stands for "greater than or equal to".
  1. Generate a random integer, rand, between 0 and 100, inclusive.
  2. If rand >= 94, give Photon Crystal. (7/101, or 6.93%).
  3. Else if rand >= 84, give Photon Drop. (10/101, or 9.90%).
  4. Else if rand >= 61, give random Material. (23/101, or 22.77%). The material type is selected uniformly at random (so 23/505, or 4.55% each)
  5. Else if rand >= 21, give Scape Doll. (40/101, or 39.60%).
  6. Else give nothing. (21/101, or 20.79%).
So the chance of getting something worth at least 1 PD is p = (7+10+23/5) / 101 = 21.39%. Then, the probability that you'd get at least one such item after 3 rolls is 1 - (1 - p^3) = 51.42%.

Please let me know if I've made any errors in the calculations above!

Thanks @Matt for telling me how to dig into the script.
Now my log is useless o;
 
In sphering, are the grinders ATP applied after % buff or included?

E.g. for Heaven Striker +20 with 100% dark

Is it 1100-1320 + 40
OR
Is it 1180-1400
 
In sphering, are the grinders ATP applied after % buff or included?

E.g. for Heaven Striker +20 with 100% dark

Is it 1100-1320 + 40
OR
Is it 1180-1400
From testing in sandbox it seemed more like the latter.
 
What's a good way to get a good amount of PDs and/or Team points? We only have 7 undergeared team members and its a struggle bus to get 1500 points for PoD.
 
Hunt Magic Rock Moola (50TP) or Branch of Paku Paku and transform it into Striker of Chao in TTF (50TP).
 
We did a few runs with a purp id and no luck with the branches on quests that have good amounts of gigoboomas. We seem to cash in better from random 10pt boss drops from ttf such as guilty light and mahu.
 
In sphering, are the grinders ATP applied after % buff or included?

E.g. for Heaven Striker +20 with 100% dark

Is it 1100-1320 + 40
OR
Is it 1180-1400
Grinders are applied post sphering, which is why Double Cannon is stronger than Vivienne when sphered.
 
Well mop up 1 has a nice wave of gigobooma. Get your hunters boost road up and it might pay. Of course purplenum was the ID. :D
 
Grinders are applied post sphering, which is why Double Cannon is stronger than Vivienne when sphered.
But from sandbox testing, Sphered Flowen 3084's Heavy attack hits harder than 0% TJS, with both grinded to max, which wouldn't make sense if that's the case.
300~320 +85*2 => 770~810, while TJS is 800~856.
 
You're probably right actually, let me test something else as well.

EDIT: You're absolutely right, Vivienne sphered hits harder than Double Cannon.
 
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No, I meant, sphered Vivienne is stronger than sphered Double Cannon.
 
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