Rate the Nine cup. God roll or mid?
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Rate the Nine cup. God roll or mid? [14]

Maybe if the 12 health wasnt there, otherwise +4 kinda goes crazy, no?


Reply 14
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Unfortunately, the %DEF substat is one of the least sought-after, like %ATK, because it only buffs the character's base stat. So, for Nine, her base DEF is around 180, which only represents a bonus equivalent to +9.5 flat DEF.
It's still good to have, but it's far behind flat DEF as a substat, and even further behind Crit Chance/Crit Damage, since it's on these last two that you want to get the substat procs.
But just for the rarity of getting all 4 procs on the same substat, I'll give it a small bonus point.

I don't think it matters too much. For instance on my Serenei I use 25% attack instead of the 16% ele damage she could have. While the ele piece would provide 0.98% more damage (yes, less than 1%), you get slightly more from fixed dmg effects. And also higher defense gives you higher shield or heal, if you have such effect or equipment on Nine so it may be worth running %defense instead. Either way the ~1% difference won't change much

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LiliandaHow did you arrive at 0.98%? Because I have many calculations regarding this, and I've already done many tests (which ended up proving the veracity of these calculations), and I can guarantee you that it's much more than just 0,98%, that honestly made me curious to know how you arrived at that number

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Glltysimple, I gave all the info to chatGPT and asked her for results. The math was solid, provided the dmg formula she could find is valid cos devs didn't give it out yet (that was my first question)

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LiliandaSorry for the delay, I was busy, well, even though the developers haven't released the formulas, the closest and most consistent one ( based on a freak ton of calcs ) currently, is:


{[(((base ATK x (1 + ATK% increase) + partner ATK + memory fragment flat + friendship flat ATK) x (1 + partner ATK% + set bonus ATK%) + equipment flat) x 0,35%)] x [((base multi + potential additive base multi) x (1 + potential multipicative multi)) x (generic card multiplicative multi) + generic additive multi) x (1 + elemental advantage multi) x (1 + vulnerable multi) x (1 - Enemy damage reduction) x (1 - weakness multi)]} x (1 + element DMG%) x (1 + mechanic DMG% increase) x (enemy defense multi) x (1 + Crit DMG) = Final DMG


or, we can simplify doing:


Final card multi x Final ATK x 0,35 x (1 + elemental DMG%) x (1 + mechanic DMG% increase) x (enemy defense mult) x (1 + Crit DMG)


But, to compare ATK% main stat against Elemental% we can just use+

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Gllty+ Final card multi x Final ATK x 0,35 x (1 + Elemental DMG% Boost); and then we have a kind of "base vallue" to work on, that will be further affected by extra mechanics and the such


edit: that said, what you need to rlly consider, is that when you have better memory fragment ( The later in the game you are, and the better your gear is ), the elemental dmg% greatly increase in effectivity, and even more when using low base ATK characters, AND as long as you reach de potentials stat lines for the % upgrade in your cards

Wouldnt say "god roll" but its a solid 8.8/10 piece, good substat synergy, and high rolls, what keep it from being a 10/10 ?


1. Flat stats are better than % stats, so, flat defense would be more valuable


2. No crit DMG, wich is one of the most valuable substats to have

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