• [2018/06/22]
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ACCURACY、PIERCING,how does them work?

paladin71

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and resistence,these character stats are so confusing,could someone explain them?Or where can I find stuffs about these?links are good.
 
And,will RESISTENCE work when the debuff is caused by my fighter(not opponent),e.g,Annie(solar flair)'Signature Ability,TO BE SPECIFIC,if she has a RESISTENCE of 50% and opponent has a ACCURACY of 0,will the odds of FATIGUE go down from 100% to 50%,and will the odds of STUN go down from 50% to 25%?
 
How does them work when there is 3 stacks of ARMOR and a DEFENCE of 50%,will the fight suffer 0.4*0.5=0.2 damage or 1-0.6-0.5=0 damage instead of original 100%?
Will PIECING work twice,both on ARMOR and on DEFENCE?
 
These are complicated questions but I'll do my best to answer them!

Accuracy: Increases rate of chance based signature abilities, and reduces opponent resistance by the amount of accuracy you have. Good on fighters like Bad Hair Day, who can use 50% accuracy to increase her Bleed SA rate from 10% to 15% if they don't have resistance. If they do have resistance, she's able to ignore it, making her bleed power still high.

Resistance: Reduces the rate of debuffs an opponent inflicts. A fighter with 50% resistance will only take half as many debuffs. If the opponent has 50% accuracy, they can no longer ignore debuffs, but they instead will reduce the opponent accuracy. So in that Bad Hair Day example, despite having 15% accuracy, she'll only have 10% of her usual proc rate. So resistance is still helpful.

Piercing: reduces opponent defense by whatever % piercing you have. So if they have 50% defense and you have 50% piercing, their defense will be halfed and they take 75%.

To my current testing, resistance will only reduce the rate of debuffs inflicted directly by the opponent. So Solar Flair can't resist her own fatigue or the stun caused by it. It also won't reduce catalyst or modifier debuffs.

Piercing is the last thing applied to the damage formula, as far as I can tell. On top of that, defense can never be raised above 100%. So even if your opponent has 50% defense and 5 stacks of armor, you will still be inflicting 50% damage if you have 50% piercing.
 
As far as I remember, PIERCING does not reduce DEFENSE by its percent, but instead subtracts PIERCING value from DEFENSE value. So, if the opponent has 50% DEFENSE and your fighter has 30% PIERCING, then the resulting damage output would be reduced by 20% (50%-30%). In other words, 30% of PIERCING ignores exactly 30% of opponent's damage reduction provided by DEFENSE, ARMOR, or special effects like Annie's BLUE SHIFT MA.
 
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As far as I remember, PIERCING does not reduce DEFENCE by its percent, but instead subtracts PIERCING value from DEFENCE value. So, if the opponent has 50% DEFENCE and your fighter has 30% PIERCING, then the resulting damage output would be reduced by 20% (50%-30%). In other words, 30% of PIERCING ignores exactly 30% of opponent's damage reduction provided by DEFENCE, ARMOR, or special effects like Annie's BLUE SHIFT MA.
Unfortunately, nope. That's what the patch notes said, but a discord member found it wasn't being reduced as expected and after some testing we found it's dividing the defense rather than subtracting it.

It's not the first time patch notes were wrong (inverse still doesn't stop most revives q.q)
 
Unfortunately, nope. That's what the patch notes said, but a discord member found it wasn't being reduced as expected and after some testing we found it's dividing the defense rather than subtracting it.
That's really awkward... 😒

I would need to make some recalculations in my strategy of stat optimization then. Previously I calculated that having +3% PIERCING was always better than having +3% ATK if you consider that your opponent has 50% DEFENSE, but it might be not true with the updated math.

It would be very appreciated if @Sairus, @Bones, or someone else from Hidden Variable could confirm this though.