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r/NikkeMobile • … • u/YaminoEXE

Update + Frima and Signal

**The title is supposed to be Defence Down Update + Frima and Signal but butterfingers and I don't have the will to delete this post and redo it. Thanks reddit for not having the ability to change post titles.**

**NOTE: All information regarding mechanics is acquired from Prydwen.gg and Nikke.gg. If any info is wrong, please correct me.**

# Disclaimer

**Before we start, I will just have to say that this is just a suggestion. Shift Up doesn't need to implement this or listen to my ramblings. This is just a small suggestion post from a passionate fan who wants the game to be more fun. I understand that game development takes a lot of work and that some of the implementations I suggest can be seen as unrealistic.**

**[Previous post if you haven't read it](https://old.reddit.com/r/NikkeMobile/comments/1avw15k/defence_down_change_proposal/)**

# Quick word

Thanks to everyone for reading my previous post. I didn't expect positive responses and discussions from the other members of the sub so I will try to write more often on balancing and stuff. Writing and editing and making calculating graphs along with IRL stuff do take a while so I hope you will be patient with me.

About the previous version of the post, I was not happy with the quality of the post so I decided to remove it and did a bunch of revisions along with finishing the Signal segment as a bonus for you guys for being patient with me. I will try to keep posts on a weekly schedule from now on.

~~Also it seemed that Frima was going to be buffed with treasures anyway according to dev notes so I spent days writing this for no reason.~~

# General Philosophy on character buffs

When it comes to character balance and buffs there are 3 main ideas I usually go for:

1. Every character is someone’s waifu (Yes, even Crow) and thus every character deserves to get buffs and balance even if I personally don’t like them.

2. Buffs over nerfs. When there are nerfs, buffs must be there to compensate. Buffs should be overly strong rather than not strong enough, this is to keep the game interesting and allows for diversity for weaker units.

3. Buffs and balance changes should not change character identity. For example, if a character is a healer, I wouldn’t remove all the healing and change them into a DPS. This also means that characters with unique or niche kits wouldn’t get their uniqueness removed.

# Flat Defence Down vs Percentage Defence Down follow-up

Just a quick reminder about the current damage formula and the suggested damage formula.

**Current**

> A = Attacker; B = Defender

> Base Damage = (A.Attack * (1 + Attack Buff Sum)) - (B.Defence * (1 + Defence Buff Sum)) * Weapon/Skill Multiplier

> a = attack; d= def; s = attack buff sum; g = defence debuff sum (defence downs will be negative); m = weapon/skill multiplier

**Suggested**

> Base Damage = (A.Attack * (1 + Attack Buff Sum)) - (Defence Coefcient(DC)) * Weapon/Skill Multiplier

> If (B.Defence ≤ 0 and Defence Buff Sum < 0%) then DC = (A.Attack * 2 * Defence Buff Sum %) # When enemy defence is 0

> If (B.Defence > 0 and 1 + Defence Buff Sum < 0) then DC = ((A.Attack * 2 * (1 + Defence Buff Sum %)) # Situations where defence buff sum is < -100%

> Else DC = (B.Defence * (1 + Defence Buff Sum %)) # Normal situations

One thing I forgot when writing the calculation is how flat defence down impacts things. For example, Mast has a flat defence down instead of a percentage defence down. Currently, in Nikke, defence can't go lower than 0 as such her S1 would be useless against enemies with 0 defence. As such, I didn't account for negative defence when writing the previous post's suggested formula. To remedy this, if the target's defence is in the negative, it would be added as bonus damage **after defence shred.** This is mainly to make negative defence both beneficial to attack ups and defence downs. Note that with enemy defence, flat defence down is accounted for before percentage reduction, this is to make reaching the 0 defence threshold easier to achieve.

**New suggested**

> Base Damage = (A.Attack * (1 + Attack Buff Sum)) - (Defence Coefficient (DC)) * Weapon/Skill Multiplier

Defence Coefficient (DC) can be explained as such

> B.Defence = B.BaseDefence + Flat defence modifier

> If (B.Defence ≤ 0 and Defence Buff Sum < 0%) then DC = (B.Defence + (A.Attack * 2 * Defence Buff Sum %))

> If (1 + Defence Buff Sum < 0 and B.Defence > 0) then DC = (A.Attack * 2 * (1 + Defence Buff Sum %))

> Else DC = (B.Defence * (1 + Defence Buff Sum %))

What does this do actually? It mostly benefits Mast who uses flat defence downs instead of percentage. Since originally, enemy and unit defence would never go past 0, getting negative defence benefits her a lot.

[New damage formula](https://www.desmos.com/calculator/gite3uleop)

[Mast new defence down visualization](https://www.desmos.com/calculator/5dxrtfx33b)

Now that's done, let's go through the character balance changes.

# Eunhwa (wait, did we do this before?)

I am mostly just using her numbers as a baseline. Here's a refresher on what's changed, the analysis is in the previous post. Simply, Eunhwa is a defence shred B2 that functions well in pure defence shred teams due to her ability to increase the defence shred multiplier from 2 to 2.5 at the maximum level of her burst. I also updated the graph for her.

[Updated Eunhwa calculations](https://www.desmos.com/calculator/zlfnbm77cz)

## Weapon

> Deals 71.07% of ATK as damage.

> Charge Time: 1 s

> Charge Damage: 250%

> Reload Time: 2.33 s

> Burst Generation: 2.9%

> Ammo 6

## Skill 1: Ready and Able

> Affects self. Activates after firing the last round. Charge Damage â–˛ 23.64/25.71/27.78/29.85/31.92/33/35.07/38.14/40.21/42.28% for 2 shots. Charge Speed â–˛ 12.76/13.63/15.49/15.35/16.22/17.08/17.94/18.8/19.67/20.53% for 2 rounds.

## Skill 2: Achilles' Heel

— 0