Critical Rate and Damage
Starting at 3% when equal, critical hit rate increases with the ratio of attacker's and defender's critical stats. Critical hit rate is given by:
$$Critical Rate = 3\% \times 4.26^{\log { ( { Critical_A \over Critical_D } ) }}$$
Any Critical Rate Bonus is multiplied by this value.
Some examples:
Attacker Crit | Defender Crit | A/D Ratio | Critical Rate |
---|---|---|---|
1000 | 1000 | 1 | 3.00% |
2000 | 1000 | 2 | 4.64% |
3000 | 1000 | 3 | 5.99% |
100000 | 1000 | 100 | 54.4% |
1000 | 2000 | .5 | 1.94% |
1000 | 3000 | .333 | 1.50% |
While the possibility exists in the code, art cards choices do not currently affect critical rate. All attacks are equally likely to crit in a given matchup, and all critical hits does 25% more damage.
Ki Recovery Rate
A fighter's Ki Recovery Rate translates to gain per second by:
$$ Ki Gain = 8 + { Ki Recovery \over 625 } $$
Since Ki Gain ranges from 1250 to 2500, most fighters take 8 to 12 seconds to fully recover their ki gauge.
Vanish Recovery Rate
All fighters have the same Vanish Recovery stat of 2000, so they all recover their vanish gauge in 5 seconds.
Rising Rush
A typical Rising Rush does around 500k damage with a full roster of health maxed Fighters. The trick to increasing a Rising Rush's Damage output is as follows:
- Element Advantage: +50% Damage
- Downed Teammates: +25% Damage per downed Teammate
- Special Move (blue card) in your card selection: +20% Damage per Special Move Arts Card.
- More blue cards can be gained by using the Main Abilities of Fighters who can draw Special Move Arts Cards.
- Equipment that Boosts base Attack stats and Damage.
- Z-Abilities that Boost base Attack Stats.
- Have Teammates with Defeated Unique Abilities (SP SSJ Gohan YEL is a good pick because his Defeated Ability grants a permanent Buff).
- The Fighter using the Rising Rush should be fully maxed out in level, stars, and soul boosts.
- Weaker Enemies take more Damage: up to +200% Damage.
- Damage is increased in increments depending on whether the Fighter using Rising Rush is below 75%, 50%, and 25%, respectively.
The ideal order of operations prior to activating Rising Rush is as follows:
(NOTE--it's best to start the Combo with a Strike or Blast Arts Card Attack before activating Rising Rush so the Enemy won't be able to Vanish Dodge at the last second)
- The Fighter intended to use Rising Rush should take enough hits to get them below 50% Health (ideally below 25%).
- Switch in the other Teammates and weaken the Enemies.
- Wait until one Special Move Arts Card is drawn, then use their Special Move drawing Main Abilities (for a total of three Special Move Arts Cards in the hand) before letting both Teammates die.
- Activate Rising Rush with the remaining and severely weakened Fighter and pick one of the Special Move Arts Cards.