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A3 Still Alive: Advanced Damage and Damage Reduction Guide

ALSO SEE:

A3 Still Alive: Heroic Soul Linker Tier List

A3 Still Alive: Best Soul Linker Guide

A3 Still Alive: Ultimate Battle Royale Guide

A3 Still Alive Ultimate End Game Guide

A3 Still Alive Apostle Guide

A3 Still Alive Attribute Runes Guide


ALL A3: Still Alive GUIDES

Introduction


Hello and welcome to the advanced guide for damage and defence factors in A3 Still Alive. You will learn the mechanics of each offensive and defensive component in the game and how to optimize your build for performance. In this guide we will cover 4 major elements, Accuracy/Evasion, Penetration/Defence, Critical Damage, and Elemental Attribute Damage.

How Damage is Calculated in A3 Still Alive


First let's break down how damage is added and subtracted from a general level then we'll go into detail on each component in a later section.


Damage starts with 100% unaffected damage (yellow damage) meaning every 100 damage you deal equals 100 damage taken by the enemy. (This number is impacted by a random number generator (RNG) and has a variance cap of 107% which means you can actually deal anywhere from 100 damage to 107 damage per hit) Keep in mind PvP damage is 75% of regular PvE damage.


MINUS: Damage dealt is reduced based on the enemy's defence.

PLUS: Damage lost from enemy's defence can be recovered by adding penetration.

MINUS: Damage dealt is reduced when you miss (white damage) and is further reduced by the enemy's base evasion damage reduction plus any 'Damage decrease upon EVA' stats. (You can counter this with adding more accuracy stats)

PLUS: Damage dealt is increased if you hit an enemy with a critical strike/critical success. (Enemy's can counter critical success with critical EVA)

PLUS: Damage dealt is further increased if you have added critical damage increase.

PLUS: Damage dealt is increased through added elemental damage (fire, water, wind, and earth)

MINUS: Damage is reduced from elemental damage if the enemy has elemental attribute damage decrease stats.

MINUS: Damage dealt is reduced if enemy has 'Decrease PvP/PvE Damage Taken' stat.

PLUS: Damage dealt is increased if you have 'PvE/PvP Damage Increase' stat.


To summarize, accuracy and penetration will help you recover damage lost from enemy's defence and evasion but can never help you go above 100% damage. Critical success, elemental damage and PvE/PvP damage increase stats will help you add damage beyond 100% of your normal attack.

How Damage is Displayed

In A3 Still Alive, you will see multiple colors during combat and each will have a significant meaning:


Yellow = The normal/non-penalised damage you dealt.

White = The penalised damage you dealt caused from a 'miss' based on your Accuracy and the enemy's evasion. (We will dive into this in the next section)

Orange = A critical success damage that you've dealt.

Pink = The damage your Soul Linker is doing.

Red = The damage you are taking from an enemy.

Dark Grey = The reduced damage you are taking from an enemy after Evading and applying the 'Damage decrease upon EVA' stat.

Accuracy

How Does it Work


In A3 Still Alive accuracy and evasion is unlike the hit and miss system in the majority of games out there. Instead, a 'miss' in A3 is considered a penalised/reduced damage (white damage text). - Here we will consider orange (crit damage) equivalent to yellow damage as they are both considered a hit and non-penalized.


Every player starts with a 60% base accuracy rate, which will go up with your added accuracy stats and will go down based on your enemy's evasion stats. The lowest your accuracy can go is 30% which means even if you had 0 accuracy and your enemy had 1 million EVA, you will still have a 30% chance to hit (Yellow damage). The highest accuracy you can have is 100% obviously.


How White / Miss Damage is Calculated


The reduced/white damage based on accuracy and evasion is always the last factor to apply (after crit, penetration, elements, etc.) is calculated in three steps:


1. First when an evasion is triggered, your enemy's base damage reduction upon evasion of 20% will be applied to the damage reduction calculation.

3. Then, the enemy's added Damage decrease upon EVA stat will be added to further reduce damage UP TO a maximum damage reduction of 50% on evasion.

3. Finally, you (the attacker) will trigger a miss/white damage, and this damage will take the reduced damage calculated in the first 2 steps and further apply UP to another 7% damage reduction.


TO SUMMARIZE, the highest white/miss damage you can do is 20% of your yellow/normal damage and the least white/miss damage you can do is 43% of your yellow/normal damage. In the current game, the average player's white/miss damage will be deal about 50%-60% of their yellow/normal damage on monsters/bosses that are level 100-120.


What is the Recommended Accuracy in PvE


After doing some initial testing, these accuracy stat requirements seems to be consistent for hitting enemies the majority of the time based on the enemy's level:


Level 130 monster requires 40,000 accuracy for high consistency of yellow/hit damage.

Level 120 monster requires 30,000 accuracy for high consistency of yellow/hit damage.

Level 110 monster requires 22,000 accuracy for high consistency of yellow/hit damage.

Level 100 monster requires 15,000 accuracy for high consistency of yellow/hit damage.

Evasion


Like Accuracy, Evasion isn't actually dodging damage, but instead you take a reduced damage (dark grey damage text). - Do not be confused, some people out there are saying this grey damage is the damage you would have taken, which is false.


Every player on evasion will reduce the enemy's damage by 20% which can be increased up to 50%. This reduced damage can be reduced even further through the 'damage decrease upon EVA stat' by UP to 7% based on the enemy's miss damage penalty. Therefore, you will be able to reduce up to a maximum of 57% of your enemy's damage. (Adding anymore damage decrease upon EVA at this point would be a waste) The lowest damage you can take upon evasion is still 1.


Every player will start with a 10% evasion rate (before being affected by the enemy's accuracy). Evasion does not have a cap and can be stacked to 100% if the enemy's accuracy stays static and doesn't increase. (This means stacking evasion could potentially be quite good if you can get it high enough since evasion has a very high threshold).


What is the Recommended Physical/Magical EVA for PvE


After doing some initial testing and estimates, these EVA stats seems to be consistent for enemies to miss (dark grey damage) majority of the time based on the enemy's level, you will have to know your opponents damage type to build this EVA (Physical or magical):


Level 130 monster requires 50,000 EVA for high consistency of evade/dark grey damage taken.

Level 120 monster requires 40,000 EVA for high consistency of evade/dark grey damage taken.

Level 110 monster requires 30,000 EVA for high consistency of evade/dark grey damage taken. `

Level 100 monster requires 20,000 EVA for high consistency of evade/dark grey damage taken.

Penetration


To understand penetration you will first need to understand how defence works in A3 Still Alive. Defence reduces a percentage of damage from an enemy - this part is important. It is not 1000 defence reduces 1000 damage, instead it reduces a certain % of the 1000. This also means penetration is also on a percentage basis, it does not mean 1000 penetration reduces 1000 defence.


We did some testing with defence on monsters from level 100 to 120 using 4 different defence setups, one with 10K, 20K, 30K and 37K defence to see how much damage they would do to us. The results were as follows:


Using 10K defence as the base, every additional 10K defence we added, reduced the monster's basic attack by roughly 300 which translated to 20-25% damage reduction. This is not certain but from our testing we can conclude that every 10K defence added equals about either 300 damage per hit reduced or 20% damage reduced which eventually loses impact as we reach diminishing returns. (Meaning at some point adding more defence will yield us nothing)


Penetration is very straight forward and like most games, an enemy's physical/magical defence will reduce the damage you deal and penetration is the stat that pierces the enemy's defence to regain the lost damage. You can get penetration stats on a percentage basis or flat amount. (ie. gain 30% defence penetration or gaining 500 defence penetration). If you have both a percentage penetration and a flat amount penetration, the game will first apply the percentage penetration then the flat amount.


Here is what we know about physical/magical penetration


The higher the enemy's defence, the more your penetration will work in your favor and the lower the enemy's defence, the more useless the penetration stat becomes. We did a test and found that a player with 10K penetration was doing the exact same amount of damage as a player with 15K penetration on an enemy with 9K defence. We also found that the player dealt almost the exact same amount of damage with 15K penetration against an enemy with 9K defence and an enemy with 25K defence. Lastly, to our surprise the damage difference between 10K penetration and 20K penetration was extremely small against both an enemy with 10K defence and 25K defence.


With this said, the higher the enemy's defence, the more players will see the benefits of adding penetration stats as part of their arsenal.

Critical Success

Common in most RPGs, critical success allows players to deal damage above their normal attack damage based on chance. Players can influence critical damage chance by adding more critical success stats and increase the damage done through critical strikes through the the 'critical damage increase' stat.


Every player starts with 15% critical success rate not including any enemy's critical evasion. Critical success can be increased by a player adding critical success stats and decreased by an enemy's critical EVA stats, up to a maximum of 70% crit. rate and a minimum of 5% crit. rate.


Every player starts at 150% damage upon a successful critical hit not including an enemy's crit. damage decrease. Crit. damage can be increased through a player's Crit. Damage Increase stat and decreased by an enemy's Crit. Damage Decrease stat, up to a maximum crit damage of 180% and a minimum crit damage of 120%.


What is the Recommended Crit. Success for PvE


After some testing and estimates, without taking into account any critical success buffs from Soul Linkers and other things, to get consistently high critical success based on a monster's level:


Level 130 monster requires 50,000 Crit. Success for high consistency of orange/crititcal damage.

Level 120 monster requires 40,000 Crit. Success for high consistency of orange/crititcal damage.

Level 110 monster requires 30,000 Crit. Success for high consistency of orange/crititcal damage.

Level 100 monster requires 20,000 Crit. Success for high consistency of orange/crititcal damage.


What is the Recommended Crit. Damage Increase for PvE


The golden rule is, if you have beyond 25% crit. success rate (orange damage), then put as much into crit. damage increase as possible until you reach about 180% of your normal damage on crit (the maximum). If you are not getting any crit. damage, then crit damage increase is completely useless.

Elemental Damage

Elemental attribute damage seems more confusing than it actually is in A3 Still Alive. Players can add on Earth, Water, Earth and Fire attribute damage stats which will be considered as additional damage beyond your normal attacks and skills and considered as a an additional flat damage. Let's see it work in action:


Here is an example (This is a real and tested example):


Let's say if I am a Templar with 60K Magic ATK and I decide to use the skill Judgement which has a damage multiplier of 119% at level 25. There are two enemies, one with 9K magic defence and the other with 25K magic defence. I will have 15K magic penetration throughout this entire example. The result is as follows:


Enemy with 9K defence took 4300 damage

Enemy with 25K defence took 4000 damage.


Now, let's remove 10K damage and bring our Magic ATK down to 50K but we will add 1000 wind attribute damage, 1000 fire attribute damage and 1000 water attribute damage. The results in this new scenario is as follows:


Enemy with 9K defence took 4600 damage.

Enemy with 25K defence took 4100 damage.


Interestingly enough, the elemental attribute damage was impacted/reduced by almost the exact same amount by the enemy's defence. However, we can see that even though the skill's multiplier is purely based on the Magical ATK stat, the setup with 51K Magic ATK and 3K elemental attribute damage outperformed the setup with 61K Magic ATK.


What Did Our Tests on Elemental Attributes Conclude?


Adding elemental damage stats outperformed adding ATK stats for basic attacks and low scaling multiplier skills. However, adding the performance was about the same when we started using high damage multiplier skills (300%+). We also concluded that an enemy's defence and the player's penetration has an impact on elemental attribute damage just like it does on normal magic/physical damage.


With all this said, adding elemental damage is definitely a good thing and every 1,000 elemental attribute damage stat equals the performance of roughly 3,000 Physical/Magical ATK stat. If you want to maximize your damage, you will still want to have as much of both as possible.

Conclusion


Hope you all enjoyed this A3 Still Alive guide and explanation of different stats in the game and thank you for reading! Also please support our growing YouTube channel and the website for me to make more guides and provide the latest gameplay news on mobile gaming.


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RELATED:

A3 Still Alive: Heroic Soul Linker Tier List

A3 Still Alive: Best Soul Linker Guide

A3 Still Alive: Ultimate Battle Royale Guide

A3 Still Alive Ultimate End Game Guide

A3 Still Alive Apostle Guide

A3 Still Alive Attribute Runes Guide


ALL A3: Still Alive GUIDES

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