This means that a build that costs 19 SP will score the same, but if it was at 2000 SP it would increase score. Thus, the raw potential tells how likely it is for a unit to change actual score potential with the introduction of higher SP skills.Īs can be seen in the rating criteria, every 100 SP increases Potential by 1, which roughly translates into 100 SP = 0.5 Arena Score The tier list also displays raw potential for each unit, which is almost the same as the actual score potential, except that the SP values are not rounded down. The SP of passive skills includes Sacred Seals. Usually units with exclusive skills tend to have a higher value for one or more of these slots than for those without. This is influenced by factors such as skill inheritance restrictions, which determine which skills a unit is able to use. MaxSkillsSP will always be the highest possible SP for the skill slot the unit has access to.The stats of a unit can be influenced by stat variation, and MaxTotalBaseStats will always use the variation that results in the highest number.For units that can be summoned, this is 10. MaxMerges is the maximum possible amount of merges units can have access to.P o t e n t i a l = ( M a x M e r g e s × 2 ) + ⌊ M a x T o t a l B a s e S t a t s × 0.2 ⌋ + ⌊ M a x S k i l l s S P × 0.01 ⌋ To calculate a unit's scoring potential, the following formula is used: Ratings in this tier list are based on a unit's highest possible score potential, which uses full use of merging units, inheriting skills, and stat variations.
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