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Nov 18th, 2019
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  1. Cell
  2. 70877
  3. 1491751
  4. 17401
  5. 410
  6.  
  7. Buu
  8. 70877
  9. 1413364
  10. 12548
  11. 419
  12. __________________
  13. Cell
  14. 0
  15. 78387
  16. 4853 = 3.5% Damage mitigation
  17. -9
  18. __________________
  19.  
  20. 50% Silence for 1 turn, 3 Targets
  21. 15% Teleport, Once a turn (full damage mitigation)
  22. 50% Heal once per battle
  23. 12% Dodge, Restore 35% Energy increasing Silence consistancy
  24.  
  25. Taunt for 1 turn forcing default attack
  26. 15% Teleport, Once a turn (full damage mitigation)
  27. 30% Block, 20% Chance to Chocolate for 1 turn. Applies Once each 2 turns.
  28. 30% HP Revive once per battle.
  29.  
  30. =Active=
  31. Cell: Minimum 0% Damage mitigation, on average, 1.0 (conservative damage mitigation value of 1) equals a 50% Damage mitigation from 1 target. Up to 150% Or 1.5 Character damage mitigation.
  32. Kid Buu: Garunteed 50% Damage mitigation.
  33. ====== Result ======
  34.  
  35. Cell, having a significantly high damage mitigation potential while also having the ability to delay healing or bleed detonations.
  36.  
  37. =Passive 1=
  38. Cell: 15% Teleport.
  39. Buu: 15% Teleport.
  40. ====== Result ======
  41.  
  42. Tie, Easy one here.
  43.  
  44. =Passive 2=
  45. Cell: 50% Heal once per battle
  46. Buu: 30% Revive once per battle. (drops all buffs/debuffs)
  47. ====== Result ======
  48.  
  49. Tie, while the effective regain is significantly less, being able to drop all debuffs or bleed stacks makes up for that 20% life descrepincy.
  50.  
  51. =Passive 3=
  52. Cell: 12% Dodge, Restore 35% Energy limit to 5 times a round.
  53. Buu: 30% Block, 20% chance to Chocolate for 1 turn, Once every 2 rounds.
  54. ====== Result ======
  55.  
  56. Base block mitigation is 30% damage, With 30% chance for it to occur giving it a 9.0% Damage mitigation value for an entire characters life time. 20% Chance to choco for 1 turn, Every 2 turns on block. With a 30% block and only a 20% of it happening on block. You are left with only a 6% chance of it occuring per attack, or 30% Chance of it occuring in a full turn cycle. Assuming your tank on average lives 5 rounds (personal average) That means its likely to occur once through the entire combat. Resulting in 15x5= 75 theoretical attacks without convergence. Causing a 1/75th damage mitigation equating to 1.25% damage mitigation. So 9.0% + 1.25% = 10.25% Damage mitigation. Vs's Cells 12% Flat dodge and none of this takes into account his 35% Energy gain on dodge causing a potential high ceiling of silences effecting heals, bleeds, detonates.
  57.  
  58. Conclusion: Cell through passives has a 25% + 1.75 higher situational damage reduction and a 3.5% static damage reduction. Combined with his higher base HP, statistically, he has the highest damage mitigation between the two.
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