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[Guide] Flameburst and its Math

Posted: Sat Mar 05, 2011 4:07 am
by Soluna
Flameburst is a great skill, good for field control while outputting damage to the enemy.
However, many have often wonder how does the damage calculation stack up? Well, look no further, here is the complete break down on the Flameburst damage calculation.

First thing is to look at the overall damage formula:
Base Damage + Alchemy ES Damage + Max ES Damage + Mastery Bonus = Final Damage.

That's really simple, but that's the overall picture, now we will have to break it down into smaller pieces. And there's a reason I choose this method of calculation, because it is easier to point out some important things!

Base Damage = { [(Skill Damage x Charge) x Critical Multiplier x (1 + Cylinder Efficiency) ] - Enemy Defense } x (100% -Enemy Protection)
Skill Damage is determined by your rank, at rank 1 Flameburst you will have 42 max damage.
Charge is the charge count, maximum is 5, there is no bonus multiplier for a full 5 charge.
Critical Multiplier is determined by whether if is a critical hit or not, if is not then it is 100%, if it is a critical hit it is 100% + bonus% of Critical Hit Rank (150% at r1).
Cylinder Efficiency is determine by what cylinder you use, normal cylinder have 0%, fire have 15%, volcano have 30%.
Enemy Defense is defense of the monster/target.
Enemy Protection is the protection of the monster/target.

Alchemy ES Damage = [(Fire Damage Enchant/Upgrade x Charge Count) x Critical Multiplier x (1 + Cylinder Efficiency)] x (100% -Enemy Protection)
Fire Damage Enchant/Upgrade is the value of all the fire alchemy enchant, +fire damage upgrade on cylinder/title you get. (e.g. Explode ES +5 fire damage)
Charge is the charge count, maximum is 5, there is no bonus multiplier for a full 5 charge.
Critical Multiplier is determined by whether if is a critical hit or not, if is not then it is 100%, if it is a critical hit it is 100% + bonus% of Critical Hit Rank (150% at r1).
Cylinder Efficiency is determine by what cylinder you use, normal cylinder have 0%, fire have 15%, volcano have 30%.
Enemy Protection is the protection of the monster/target.

Max ES Damage = [Max Damage Enchant x Critical Multiplier x (1 + Cylinder Efficiency)] x (100% -Enemy Protection)
Max Damage Enchant is the value of all the pure damage enchant you are wearing. (e.g. Fox ES +4 damage)
Critical Multiplier is determined by whether if is a critical hit or not, if is not then it is 100%, if it is a critical hit it is 100% + bonus% of Critical Hit Rank (150% at r1).
Cylinder Efficiency is determine by what cylinder you use, normal cylinder have 0%, fire have 15%, volcano have 30%.
Enemy Protection is the protection of the monster/target.

Mastery Bonus = (Master Multiplier x Charge Count) x (1 + Cylinder Efficiency)
Master Multiplier is the bonus from Alchemy Mastery and Fire Elemental Mastery and Fire Elemental Master Title which needs to be calculated, see below for how to calc it.
Charge is the charge count, maximum is 5, there is no bonus multiplier for a full 5 charge.
Cylinder Efficiency is determine by what cylinder you use, normal cylinder have 0%, fire have 15%, volcano have 30%.

Master Multiplier = [(10 x 100) x (Alchemy Mastery Bonus + Fire Alchemy Bonus + Fire Alchemy Master Title)]/15
Alchemy Mastery Bonus is 1% per rank, 15% at rank 1
Fire Alchemy Bonus is 10% at rank 1.
Fire Alchemy Master is 10% of Fire Alchemy Bonus, which is 1%.

Now, that's all the pieces we need to calculate the final output. But wait! There are things that needs to be pointed out!!

If you are quick, you probably already see that both Fire Alchemy ES/Upgrade and Max Damage ES ignores the enemy defense. In addition, Fire Alchemy ES/Upgrade will get the charge bonus, so it is preferred over Max Damage ES.

Next, if you look at the pieces, you will see that Cylinder Efficiency effects everything, so using a "proper" cylinder is important.

Finally, there's the issue regarding Fire Alchemy Master Title. If one look closely at the calculation you would notice that the title bonus says 10% increase in efficiency. Many have thought that it is a title will give you 10% damage overall, that is WRONG. It has been proven that it is 10% of the Fire Alchemy Mastery Bonus, which results to be 1%. Many have thought that it is a title give you 1% damage over all, that is also WRONG.

As in the formula it clearly shows that the fire alchemy mastery title simple increase the Master Multiplier by a fixed value, which results in a general output of 1 damage increase or 5 damage if it is a 5 charged blast. Not only that, the damage does not get critical hit multiplier which makes the title even less significant compare to Alchemy Master/Royal Alchemist/Chain Cylinder Master title. The one plus side however though is that the Mastery Bonus damage ignores both enemy defense and protection.

That's all about the.... Wait! You forgot about Cressidia Set Bonus! That's right, what about Cressidia? To add the 15% bonus of Cressidia is easy, simply increase the Final Damage you obtain from the formula and increase 15% and that's the bonus from Cressidia. That's right, Cressidia does indeed give 15% damage bonus overall for Flameburst.

Finally, what about S/R upgrades? S upgrade will increase the "Fire Damage" of the cylinder while R upgrade will increase the "Critical Multiplier", it is just that simple.

To conclude the topic, HERE is the link to an Excel File Sheet that will calculate your max damage for Flameburst. I was gonna do a JavaScript, but I am too lazy and Maginobi is not ready to go online yet. This calculation has been through many testing and if you like to test out the accuracy of the formula, feel free to use the barrier wall in Provocation (0 defense/0 protection) and compare the result with the calculator.

Re: Flameburst and its Math.

Posted: Sat Mar 05, 2011 7:09 am
by Kenero
Sorry I can't get it to work, the Excel... but what would the max critical dmg as well as normal critical dmg if you have the following:

Rank 1 Alchemy Flame Mastery, Rank 1 Alchemy Mastery, Rank 1 Flame Burst, Rank 1 Critical Hit with the following equipment:

*The Master of Alchemy Title (+10 Fire Alchemy Damage)
*Oblivion (+10 max damage) Flame (+6 Fire Alchemy Damage) Bonita Twin Ribbon
*Explode (+6 Fire Alchemy Damage) White Horse (+7 max damage) Cressida Wear
*Spark (+5 Fire Alchemy Damage) Wild Boar (+3 max damage) Cressida Gloves
*Hot (+8 Fire Alchemy Damage) Viscount (+8 max damage) Cressida Boots
*Steam (+3 Fire Alchemy Damage) Wild Boar (+3 max damage) Heater Shield
*Heated (+6 Fire Alchemy Damage) Wild Boar (+3 max damage) Ring
*Heated (+6 Fire Alchemy Damage) Wild Boar (+3 max damage) Mug

*Fully Upgraded (+13 Fire Alchemy Damage) Synergy (+12 Fire Alchemy Damage) Caliburn (+10 Max Damage) +3 S Upgrade (+9 Alchemy Fire Damage) Volcano Cylinder (30%)

*Cressida Wear (15%)

Total

+84 Fire Alchemy Damage
+47 Max Damage

Cressida Wear (15%)
Volcano Cylinder (30%)


How much damage will it be on a 0 def, 0 prot mob on a 5 charge burst? Both the critical and non critical rate?

Sorry I have to ask this.

Re: Flameburst and its Math.

Posted: Sat Mar 05, 2011 11:56 am
by Lyrrad
If I'm doing it right,

Non-Crit : 1136
Crit : 2654

Re: Flameburst and its Math.

Posted: Sat Mar 05, 2011 12:48 pm
by Soluna
Kenero wrote: Total

+84 Fire Alchemy Damage
+47 Max Damage

Cressida Wear (15%)
Volcano Cylinder (30%)

Sorry I have to ask this.
What Lyrrad said is correct, the max damage for a non critical hit is 1136 and the max damage for a critical hit is 2654, therefore your max damage range will be between (1136~2654) x 5 from 5 hits added up.

As a comparison, with the setup you suggested:
Using Alchemy Master title (Fire damage +10)
1 charge no critical - 283 damage
1 charge with critical - 671 damage
5 charge no critical - 1136 damage
5 charge with critical - 2654 damage

if switch to Fire Alchemy Master title (1% Efficiency bonus)
1 charge no critical - 269 damage
1 charge with critical - 635 damage
5 charge no critical - 1066 damage
5 charge with critical - 2472 damage

if switch to Royal Alchemist title (Fire damage +5)
1 charge no critical - 277 damage
1 charge with critical - 653 damage
5 charge no critical - 1104 damage
5 charge with critical - 2566 damage

if switch to Chain Cylinder Master title
1 charge no critical - 268 damage
1 charge with critical - 634 damage
5 charge no critical - 1061 damage
5 charge with critical - 2467 damage

do note that 5 charge no critical damage is not to be considered to be your "min" damage because here it is assuming you hit the max damage possible. If you want to know the "min" damage, simply change the max 42 value to the min damage value of rank 1 and that will give you the "min" damage. What I wanted to demonstrate here mainly is that Fire Alchemy Mastery title is really bad and not Flameburst user should really even consider it for the insignificant damage boost that even Chain Cylinder Master will give better overall average damage even if it doesn't increase the base damage itself. I hope every can see that with this comparison.

As for the file not work, is it you can download it? Or the number comes out weird? In the file Fire Alchemy Mastery is referred as EM (Elemental Mastery).

Re: Flameburst and its Math.

Posted: Sat Mar 05, 2011 2:57 pm
by Kenero
Isn't the 5 charge Flame Burst damage x7.2?

Re: Flameburst and its Math.

Posted: Sat Mar 05, 2011 3:58 pm
by Soluna
Kenero wrote:Isn't the 5 charge Flame Burst damage x7.2?
Flameburst used to receive a higher charge bonus at 5 charges. With the implementation of G12 increasing the base damage of Flameburst to 21~42 at Rank 1 (It was 17~34 prior to the update), Flameburst no longer receive a bonus modifier at a full 5 charge. A 5 charge blast will only give x5 bonus now. In a sense, it is more of a nerf rather than buff.

Re: [Guide] Flameburst and its Math.

Posted: Tue Jun 26, 2012 9:45 pm
by Spaghedeity
Necro's are rather awesome? But I have a question pertinent to this thread.

I've seen several threads in other places on the web talking about R vs S for flameburst, and I've seen Yoorah say that S-Type was always better. I've looked at the calculator in the original post and it doesn't actually incorporate S and R upgrades. It has fields to put them in but the fields don't actually do anything.

So yeah, I'm curious about the math.

EDIT: Figured out to just edit the regular crit multiplier and enchant damage for the R vs S upgrade. It'd still be nice to hear some more detailed math on this since this isn't my strongsuit.

Re: [Guide] Flameburst and its Math.

Posted: Wed Jun 27, 2012 11:12 am
by Soluna
Spaghedeity wrote: So yeah, I'm curious about the math.

EDIT: Figured out to just edit the regular crit multiplier and enchant damage for the R vs S upgrade. It'd still be nice to hear some more detailed math on this since this isn't my strongsuit.
Personally I hate doing math when a game is suppose to be "skill" based.

But the S/R is the same with most S/R upgrade: R upgrades have more damage potential, S upgrade have more consistent damage. They are about the same in the end when you avg out with R doing more slightly; that's only accounting you have obtained every Fire alchemy enchant and make the opens slots damage enchants. In total the bonus gained from Fire Alchemy should be +99 fire damage without considering "special" event items. In fact, in at exactly +99 fire damage +0 damage bonus S would do better, but with extra damage enchants R will overcome S in the end slightly.

This is of course is not accounting reforges like Flameburst damage increase or duration increase (+1 extra hit per 5 level).