Epic Seven Combat Power Calculation Guide
by YufineThrowaway
The formula is split on two parts. First part calculates the combat power off the hero stats (which I assume is how was calculated until some updates ago.) while the second part calculates some values based on the artifact, exclusive equipment, skill upgrades and specialty change tree.
Yes, this can be simplified. But I’d rather let others do this and explain it throughly.
This is the final combat power formula:
P1 = ((att * 1.6 + att * 1.6 * chc * chd) * (1 + (spd – 45) * 0.02) + hp + def * 9.3) * (1 + (res + eff) / 4)
P2 = (1 + artifact + exclusive_equipment + specialty_change + skill_upgrade)
CP = math.floor(P1 * P2)
Formula – Part 1
P1 = ((att * 1.6 + att * 1.6 * chc * chd) * (1 + (spd – 45) * 0.02) + hp + def * 9.3) * (1 + (res + eff) / 4)
Just replace your hero stats on the formula. This is easily verifiable by removing the artifact and exclusive equipment of an hero that has no skill upgrades or specialty change tree and leaving them with gear and zodiac tree stats alone.
Example: Level 5 Melissa. No gear, no artifact, no exclusive equipment, no skill upgrade or specialty change.
- 173 Attack
- 459 Health
- 106 Speed
- 116 Defense
- 15% Critical Hit Chance
- 150% Critical Hit Damage
- 0 Effectiveness
- 0 Effect Resistance
result = floor(((173 * 1.6 + 173 * 1.6 * 0.15 * 1.50) * (1 + (106 – 45) * 0.02) + 459 + 116 * 9.3) * (1 + (0 + 0) / 4))
result = 2290 Combat Power
Note: For parameters that are percentage stats in game you need to denote them as floats. So if you have 15% Critical Hit Chance you would list it as 0.15 or if you have 150% Critical Hit Damage you would list it as 1.5.
Formula – Part 2
P2 = (1 + artifact + exclusive_equipment + specialty_change + skill_upgrade)
Artifact
Adds a value from the table below to the formula based on the rarity and skill level.
Rarity | Lv. 1 | Lv. 2 | Lv. 3 | Lv. 4 | Lv. 5 | Lv. 6 | Lv. 7 | Lv. 8 | Lv. 9 | Lv. 10 | Lv. 11 |
---|---|---|---|---|---|---|---|---|---|---|---|
3* | 0.03 | 0.033 | 0.036 | 0.039 | 0.042 | 0.045 | 0.048 | 0.051 | 0.054 | 0.057 | 0.06 |
4* | 0.045 | 0.049 | 0.053 | 0.058 | 0.062 | 0.067 | 0.072 | 0.0765 | 0.081 | 0.0855 | 0.09 |
5* | 0.06 | 0.066 | 0.072 | 0.078 | 0.084 | 0.090 | 0.096 | 0.102 | 0.108 | 0.114 | 0.12 |
Example: Using the Melissa above we know her combat power is 2290. But let’s add Grail of Blood artifact. Artifacts also modify attack and health so need to update the values on the formula.
- 3 Stars
- 14 Attack
- 21 Health
- Artifact skill level 1
Based on that we will grab 0.03 from the table above.
P1 = ((187 * 1.6 + 187 * 1.6 * 0.15 * 1.50) * (1 + (106 – 45) * 0.02) + 480 + 116 * 9.3) * (1 + (0 + 0) / 4)
P1 = 2372.4744
P2 = (1 + 0.03)
P2 = 1.03
CP = math.floor(part1 * part2)
CP = 2443 Combat Power
Exclusive Equipment
If the hero has an exclusive equipment equipped, add 0.02 to the formula. Applies to all exclusive equipments we have.
Skill Level
Note: You have to do this for every skill.
If the skill is a passive grab the value according to the skill level. You can see if it’s a passive skill or not since it’s border will differ from the rest.
Skill Level | Value |
---|---|
1 | 0.008 |
2 | 0.017 |
3 | 0.027 |
4 | 0.038 |
5 | 0.05 |
6 | 0.063 |
7 | 0.077 |
8 | 0.092 |
9 | 0.108 |
If the skill is not a passive, it’s a bit more difficult. It counts every upgrade the skill.
Upgrade | Value | Upgrade | Value |
---|---|---|---|
+5% chance of inflicting bleeding | 0.004 | +10% effect chance | 0.008 |
+10% effect chance | 0.01 | +5% effect chance | 0.006 |
+10% provoke chance | 0.008 | +10% effect chance | 0.012 |
+15% provoke chance | 0.012 | +15% effect chance | 0.013 |
+10% debuff chance | 0.01 | +2% effect chance | 0.005 |
+15% debuff chance | 0.012 | +25% effect chance | 0.013 |
+10% dispel chance | 0.01 | +3% effect chance | 0.006 |
+5% dispel chance | 0.006 | +5% effect chance | 0.008 |
+1% Combat Readiness | 0.004 | +2% healing / Combat Readiness | 0.007 |
+10% Combat Readiness | 0.015 | +3% healing / Combat Readiness | 0.009 |
+2% Combat Readiness | 0.005 | +3% Combat Readiness | 0.006 |
+3% Combat Readiness | 0.006 | +4% Combat Readiness | 0.007 |
+5% Combat Readiness | 0.008 | +5% healing / Combat Readiness | 0.011 |
-10 Fighting Spirit consumed | 0.008 | +10% healing | 0.012 |
+5 Fighting Spirit acquired | 0.005 | +15% healing | 0.014 |
-1 turn cooldown | 0.02 | +20% healing | 0.015 |
+10% damage dealt | 0.014 | +5% healing | 0.008 |
+15% damage dealt | 0.015 | +1 Soul acquired | 0.006 |
+5% damage dealt | 0.012 | +10% Combat Readiness | 0.013 |
+2 Soul acquired | 0.01 | +10% barrier strength | 0.012 |
+5% Combat Readiness | 0.01 | +5% barrier strength | 0.01 |
+15% barrier strength | 0.013 |
Example: Let’s use a Tamarinne fully awakened at 6*. Unequipped with skill levels 0/7/1.
Her second skill upgrade looks like:
Upgrade | Value |
---|---|
+2% healing / Combat Readiness | 0.007 |
+2% healing / Combat Readiness | 0.007 |
+2% healing / Combat Readiness | 0.007 |
+3% healing / Combat Readiness | 0.009 |
+3% healing / Combat Readiness | 0.009 |
+3% healing / Combat Readiness | 0.009 |
+5% healing / Combat Readiness | 0.011 |
Total | 0.059 |
While her third skill is just -1 Turn Cooldown so 0.02. So the value of her skill upgrades is 0.059 + 0.02 = 0.079
P1 = ((932 * 1.6 + 932 * 1.6 * 0.15 * 1.50) * (1 + (108 – 45) * 0.02) + 4370 + 652 * 9.3) * (1 + (0 + 0) / 4)
P1 = 14561.9872
P2 = (1 + 0.079)
P2 = 1.079
CP = math.floor(part1 * part2)
CP = 15712 Combat Power
Specialty Change
This one is a bit too hard to explain. I’ll try my best.
Some runes on the specialty change tree do a simple and direct upgrade to the hero stats. An example is Falconer Kluri’s Fruition Rune which increases Speed by 5. Some other runes upgrade skills of the hero while other runes apply a passive like Chaos Sect Axe’s Courage Rune which gives a 5%/15%/30% chance to be granted Increased Attack for 1 turn.
You only have to take into account the runes that upgrade a skill or provide a passive ability, the runes that upgrade stats go to the first formula instead. Sum the amount of upgrades between all these runes and grab the value off the table below. To figure out if it’s a skill upgrade will be because it mentions the skill name on the rune description and as far as passive goes, it’s because it won’t be a simple “Increases Speed by 5.”
Upgrades | Value | Upgrades | Value |
---|---|---|---|
1 | 0.005 | 16 | 0.08 |
2 | 0.01 | 17 | 0.085 |
3 | 0.015 | 18 | 0.09 |
4 | 0.02 | 19 | 0.095 |
5 | 0.025 | 20 | 0.1 |
6 | 0.03 | 21 | 0.105 |
7 | 0.035 | 22 | 0.11 |
8 | 0.04 | 23 | 0.115 |
9 | 0.045 | 24 | 0.12 |
10 | 0.05 | 25 | 0.125 |
11 | 0.055 | 26 | 0.13 |
12 | 0.06 | 27 | 0.135 |
13 | 0.065 | 28 | 0.14 |
14 | 0.07 | 29 | 0.145 |
15 | 0.075 | 30 | 0.15 |
Example: Let’s take a look at Chaos Sect Axe Specialty Change tree and assume it’s maxed (+30).
Rune Name | Description | Type |
---|---|---|
Health Rune | Increase Health by 1%/3%/5% | Stat Upgrade. (Doesn’t count.) |
Life Rune | Increase Health by 1%/3%/5% | Stat Upgrade. (Doesn’t count.) |
Earth Rune | Increase Health by 2%/5%/10% | Stat Upgrade. (Doesn’t count.) |
Fruition Rune | Increase proportional damage dealt of Vigorous Strike by 1%/3%/5%. | Skill Upgrade. (Counts) |
Thorn Rune | When attacking with Disconnect, 10%/25%/50% chance to inflict Bleed for 1 turn. | Skill Upgrade. (Counts) |
Obscurity Rune | When defeating an enemy with Attack Chain, 3%/8%/15% chance to decrease the cooldown of Attack Chain by 1 turn. | Skill Upgrade. (Counts) |
Disease Rune | When attacking with Attack Chain, 10%/25%/50% chance to decrease Attack of enemies for 1 turn. | Skill Upgrade. (Counts) |
Wedge Rune | Increase Critical Hit Chance by 1%/3%/5%. | Stat Upgrade. (Doesn’t count.) |
Harvest Rune | Upon being attacked, if the caster’s current health is below 50%, recover 2%/5%/10% of max Health. Can be activated once per turn. | Passive ability. (Counts) |
Courage Rune | When attacked, the caster has 5%/15%/30% chance to be granted Increased Attack for 1 turn. | Passive ability. (Counts) |
Since only skill and passive upgrades count, we’ll sum the enhancements of the runes that provide either.
Upgrade | Amount/30 |
---|---|
Skill Upgrade | 12/30 |
Passive Ability | 6/30 |
TOTAL | 18/30 |
So we go to the table and grab 0.09 which comes from 18.
I’ll use a Chaos Sect Axe at 6, Level 60 and 5 Awaken:
- 1064 Attack
- 543 Defense
- 5710 Health
- 101 Speed
- 28% Critical Hit Chance
- 150% Critical Hit Damage
- 0% Effectiveness
- 0% Effect Resistance
Since the rune sum was 18, we’ll have to get 0.09.
part1 = ((1064 * 1.6 + 1064 * 1.6 * 0.28 * 1.50) * (1 + (101 – 45) * 0.02) + 5710 + 543 * 9.3) * (1 + (0 + 0) / 4) = ~15884
part2 = (1 + 0.09) = 1.09
result = floor(part1 * part2) = 17314
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