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THEORY: Status infliction is determined per attack, not per hit (Debunked)

9 Réponses [Dernière contribution]
Portrait de Hexzyle
Hexzyle

This basically means that your attack rolls to status, and if it succeeds, will apply its status to all monsters it hits.
Status is not determined on a per-monster basis. (I guess unless resistances are involved, then perhaps the roll values are modified by the resistance value and compared to a threshhold? I'll have to experiment more on this)

This was brought to my attention when I realised that monsters deal varying damage to shields depending on whether or not their status rolls succeed.
Silversaps on Depth 10 will break a level 10 Force Buckler if either of their status rolls succeed, but will not break it if both status rolls fail.
This also proves that statuses are applied after damage, as a shield broken in this way will never cause the wielder harm as only the stun/freeze is overflowing the shield's hp, no damage.

Portrait de Falminar
Falminar
Interesting....

For weapons that can hit multiple times with one attack (like autoguns, shooting 6 times with each attack) each hit would be counted as a separate attack and would have separate rolls. I have a Fiery Pepperbox, and it doesn't always inflict fire on all monsters it hits when it inflicts fire on one (even for the same type of monster, meaning the have the same resistances), so each bullet from it would have a separate roll.

Portrait de Parasthesia
Parasthesia
I think the best way to test

I think the best way to test this would be with a fang of vog on closely grouped enemies. There are multiple factors involved in hitting with an alchemer or autogun like multiple bullets and bounces. The FOV swing should hit all enemies in its arc at the same time.

Portrait de Fangel
Fangel
Yeah

I've suspected this for a while. Easy way to see it as well is smack crowds with the two hit combo of the gran faust. When something eventually gets inflicted with curse, typically whatever in total you hit is cursed rather than just one enemy.

Portrait de Skepticraven
Skepticraven

Why not test your hypothesis.

Pick a ranged weapon, chilling duelist for example.
Go to guild hall training.
Sample mean frequency of inflicting freeze on shufflebots (single target only).
Sample frequency of inflicting status on two monsters (count both one target frozen, and both targets frozen).
Ignore or add to the first set when only one damage value appears.

With your hypothesis, you should find 0 instances of 1 frozen target when 2 monsters are hit.

Portrait de Hexzyle
Hexzyle

For weapons that can hit multiple times with one attack (like autoguns, shooting 6 times with each attack) each hit would be counted as a separate attack and would have separate rolls

This is why I believe it has gone unnoticed for so long: most weapons that deal status have multiple attack components per action, all of which can deal the status. The Triglav's second swing and Triglav/Sudaruska charges seem like good methods to prove this theory though.

My theory regarding status chance against resists is something along the lines ofa tabletop war game. Chance to inflicting against one creature might only require a roll of 2+ on a D6, but a 4+ on another. If you roll a 3 for an attack, but land the attack on both simultaneously, then you inflicting against the former but not the latter.
Then the strength and duration of the status is modified by any resists on any targets you manage to inflict on (regarding statuses in SK, all characters and mobs have +4 resist against all statuses by default)

Portrait de Holy-Nightmare
Holy-Nightmare
......

This is why Strikers can run over hazes in LD and sometimes not get statused, or they can barely touch the edge and get shocked...... it's all RNG

Portrait de Skepticraven
Skepticraven

The reason I feel this hypothesis should be tested is when I was using haze bombs for some damage testing myself in the guild hall training, I specifically recall the 6 punching bags not being synced up with receiving statuses. I never watched the pattern of where the status was applied (because they likely have different levels of resistance matching the monster they mimic).

I specifically chose a weapon with "slight chance", because we would expect at a lower rate having 2 different monsters both receive status be a very rare occurrence.
Lets say the chance is 10% against a specific monster: we would expect 1% (for both receiving a status) if the rolls are independent and 10% if they are not.
If that chance was 50%, we would expect 25% rolls if they are independent and 50% if they are not.
If that chance was 90%, we would expect 81% rolls if they are independent and 90% if they are not.

Statistically differentiating between 81% and 90% chances is a lot more difficult than 1% and 10%, since the frequency would expect to change 10x.
That being said, you'd be able to do it with any of them... and if you are looking for one instance that would prove your hypothesis wrong... the 50% chance status would be the best (25% chance of it inflicting on one but not the other).

Portrait de Hexzyle
Hexzyle

The reason I feel this hypothesis should be tested is when I was using haze bombs for some damage testing myself in the guild hall training, I specifically recall the 6 punching bags not being synced up with receiving statuses.

Haze bombs inflict status with rays: every punching bag is being hit by different rays.

Portrait de Skepticraven
Skepticraven

Took me 2 minutes to test it.

GH training T3
Weapons disproving your hypothesis:
Chilling Duelist, Static Flash, Firecracker.

The bombs normally only hit 1 or 2 of the 4 shufflebots with status, never 4.
In about 60 shots (enough to kill them), always hitting 2 shufflebots at once, there was never an occurance of freezing both, but 8 occurrences of freezing one.