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Milla Arte Damage[]

Compared to Jude's there are a lot more inconsistencies, and a lot more I have to calculate/estimate.

  • Round Edge

The ratio is an estimate given several attempts. I noticed a distinct "stale moves" effect where repeated spamming lowered damage, but regardless, the first hit was about half the damage of the second larger hit.

  • Assault Dance

Each hit appears to do equal damage.

  • Lunatic Sting

The first two hits that require physical contact are stronger than the rest. The other hits appear to be identical, and the extra hits are listed to give 96 damage, or 48 each. With the given 320 damage, 64x2 is the first two hits.

  • Cataract Ray

The damage spread adjusts itself to deal the same amount of damage over the lowered number of hits.

  • Negative Holder

All hits appear to deal the same amount of damage, which gives a slightly longer decimal. My tests approximate the damage to be about 80%~85% per hit with my stats to a total of 320~340, but the wiki lists 245 and I will be using their values instead. I'm not sure if my extra damage can be attributed to my Int stat or something else.

  • Condemnation

Condemnation was measured to deal a ratio of 0.40x2 + 0.80 + 1.4; my initial guess for damage spread was around 50% + 50% + 100% + 150%~200%, but this was inconsistent with the listed 300% damage. The higher damage with respect to my base 100% damage I experienced was likely a combination of the extra damage from ★★ and the bonus Condemnation gets from Dexterity. I'm still not 100% sure how the bonus is applied though.

  • Distall Nova

The ratio of 1.4 + 3 is an estimate given several attacks on the same monster type both while it was and wasn't guarding, as well as knocked down. I also experienced higher damage with this arte compared to my base damage. It was something like my basic attack was ~260, Distall Nova did 400 + 1000 = 1400. Its stat is Strength though which may indicate why it has such significantly higher damage.

  • Efreet

Efreet's first two hits are stronger, followed by 6 identical hits. This is the ratio that sums to 1100 and was consistent with my basic attack.

  • Gnome

Gnome's first two hits deal 2z damage where his other hits deal z damage. The total damage dealt is listed as 1800. It does 8 hits, effectively dealing 10z damage. Despite the other spirits doing 1100 damage, Gnome most definitely does more. 1.80 per hit is consistent with the difference between it and Undine/Sylph, similar to Ifrit's first two hits.

  • Splash

Splash's first hit where the water hits the ground does about half the damage of the rest of the hits.

  • Arrivederci

Arrivederci's initial hits do the same damage as Splash's, 30%. The final hit must then do 260% and it appears to be correct.

  • Raging Sun

I'm not 100% sure if it's actually Raging Sun doing the damage that occurs when it's rising. I've attempted to reproduce it, but the fireball itself doesn't seem to contact anything nearby. What I noticed originally was on occasion, monsters attacking Milla will take (exceedingly low amounts of) damage, around the degree of 30%. This appears to be from some other source and Raging Sun itself doesn't do any damage until it starts to land.

  • Flare Bomb

First hit is a little less than 100%. From Raging Sun, the damage is all equal, but the first 5 hits cause knockdown, resulting in the last 5 hits to deal downed damage.

  • Wind Cutter

I am going to make the change for Wind Cutter from Arrivederci to 460% from 455%. The first hit is identical to Wind Lance's. The two blades that come out are identical in damage. They are lower damage than Wind Lance's, and identical to Cyclone's. Though it is possible to produce a second melee hit with the second swing, it is highly unlikely. It requires something like a flying monster who is diving into you while you're attacking. It is not reliably reproducible and doesn't even have an animation unlike Cyclone's. It might even be a bug. The final hit on Cyclone's is weaker than Flare Bomb's first hit.

  • Glaive

The first hit does about 60%, followed by three hits that appeared to be equal damage, but the wiki states one of the hits is 280 and the other one is 210. When compared with Aqua Protection which does consistently 300%, it comes out to about 210% damage on each hit meaning its base damage is 280, +210 for ★★ and +420 for ★★★. It would be very noticeable if one of the hits did 280%.

  • Lightning

Banish Volt's first hit does a bit less than the 60% hits of other artes, about 50%. The lightning bolts that drop down do about 300% each. Going by the wiki stats, it would imply the damage is either 195% per bolt, or 220% per bolt if they did not include the melee hit, both of which are wildly too low, so I am changing it to my observed 650% base + 300% per bolt. The 5th hit also appears to be very difficult to have consistently occur. Thunder Blade's first melee hit does the same as Banish Volt's. It's followed by another melee hit approximately double in damage. Then lightning bolt hits, dealing about 400% damage, with what appears to be another melee hit or at the least a weak lightning hit dealing 100%. Then the additional hit from usage gives another 400%; however, my observations point to the big hits being higher than 400% (~450%~500%). They just don't hit near enough 400%. I get like 130 + 260 + ~1400 + 260 + ~1400, so I'm going with 500%, which also makes it consistently stronger than Banish Volt's.

JoeTang (talk) 22:10, October 26, 2012 (UTC)

In regards to recent edit.

The description I was trying to make for:

Binding Sphere: Is that it only knocks down enemies made airborne after the Arte is executed. If they are already airborne knockdown is not triggered.

Aqua Protection: Is that the AEO damage is an additional attack centered on Milla and is not an increase to the projectile itself.

If you could find a better way to word this for me that would be great, or if it is still unnecessary feel free to ignore me.

Thanks. A-Heros-Legacy (talk) 15:12, August 14, 2013 (UTC)

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