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Difference between revisions of "V331.xx - Patch Notes"

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(Status)
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This patch will be live October 16, 2022 at 5:00 PM
 
This patch will be live October 16, 2022 at 5:00 PM
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=== 2nd Skill Activation Percent (Balancing) ===
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In this patch, for the first time ever, we are making attempts to balance out 2nd Skill Activation Percent (abbreviated as 2nd Skill %). The balancing will be dependent on 4 factors: Game Mode type, Card type, Element type, and flat rate bonuses from bonus cards (SS'E', Premium Event).
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==== Changes to Fusion ====
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* All existing cards' 2nd Skill % will be increased by 1.5x.
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** For example, if you had a card at 40%, it will now be 60%.
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* The new maximum for 2nd Skill % is 80%.
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==== Changes to Level 10/11 ====
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* Representation of the Level 10 and 11 cards have changed.
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** Previously, a Level 10 card was a 'E' card with an '8' printed as it's level, and below 41% 2nd Skill %.
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** A level 11 card was the same as a Level 10, but with 41% 2nd Skill %.
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* From this patch forward, these representations will be changed to:
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** Level 10: 'E' Card with a '7' printed as it's level
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** Level 11: 'E' Card with a '8' printed as it's level
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*** We are now ignoring the 41% 2nd Skill % to identify Level 11.
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==== Scaling Math ====
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The 2nd Skill % will be changed based on the 4 factors listed prior:
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* Game Mode type
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* Card type
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* Element type
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* Flat rate bonuses from bonus cards (SS'E', Premium Event).
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The calculation for what your 2nd Skill % would be for a certain mode would be as follows:
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* ((Game Mode Rate x Card Type x Element Type) x Card's 2nd Skill %) + Flat Rate Bonus
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For example, if you were playing Teamplay Mode with a Water Sword that is 40% 2nd Skill % and a Water SS'E':
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* Teamplay Mode Multiplier: 0.66x
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* Card Type (Sword) Multiplier: 0.9x
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* Element Type (Water) Multiplier: 0.9x
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* SS'E' Flat Rate Bonus: +2%
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* ((0.66x * 0.9x * 0.9x) x 40%) + 2%) = 23.38% -> 23% (Rounded)

Revision as of 10:58, 6 October 2022

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Patch v331.0

Status

This patch will be live October 16, 2022 at 5:00 PM

2nd Skill Activation Percent (Balancing)

In this patch, for the first time ever, we are making attempts to balance out 2nd Skill Activation Percent (abbreviated as 2nd Skill %). The balancing will be dependent on 4 factors: Game Mode type, Card type, Element type, and flat rate bonuses from bonus cards (SS'E', Premium Event).


Changes to Fusion

  • All existing cards' 2nd Skill % will be increased by 1.5x.
    • For example, if you had a card at 40%, it will now be 60%.
  • The new maximum for 2nd Skill % is 80%.

Changes to Level 10/11

  • Representation of the Level 10 and 11 cards have changed.
    • Previously, a Level 10 card was a 'E' card with an '8' printed as it's level, and below 41% 2nd Skill %.
    • A level 11 card was the same as a Level 10, but with 41% 2nd Skill %.
  • From this patch forward, these representations will be changed to:
    • Level 10: 'E' Card with a '7' printed as it's level
    • Level 11: 'E' Card with a '8' printed as it's level
      • We are now ignoring the 41% 2nd Skill % to identify Level 11.

Scaling Math

The 2nd Skill % will be changed based on the 4 factors listed prior:

  • Game Mode type
  • Card type
  • Element type
  • Flat rate bonuses from bonus cards (SS'E', Premium Event).

The calculation for what your 2nd Skill % would be for a certain mode would be as follows:

  • ((Game Mode Rate x Card Type x Element Type) x Card's 2nd Skill %) + Flat Rate Bonus

For example, if you were playing Teamplay Mode with a Water Sword that is 40% 2nd Skill % and a Water SS'E':

  • Teamplay Mode Multiplier: 0.66x
  • Card Type (Sword) Multiplier: 0.9x
  • Element Type (Water) Multiplier: 0.9x
  • SS'E' Flat Rate Bonus: +2%
  • ((0.66x * 0.9x * 0.9x) x 40%) + 2%) = 23.38% -> 23% (Rounded)