

That means, with a team of 1000 attack units, whitebeard can be counted on to do 1000*319=319,000 total damage per turn. Recalculating the damage Multipliers Sum for Raleigh and whitebeard, we get

ĤthHitMultiplier + (rest of multipliers)*(ship bonus) Thus we get: Damage Multiplier sum = (timing bonus 1.9x for perfect)*(LastHitDamageMultiplier*3+ 5thHitMultiplier*2 +. So a 1/2 chance to do 4x (orb*element) and a 1/2 chance to do 2x (elemt) the last hit damage means an overall 3x last hit damageĪnd a 1/2 chance to do 1x damage (weak orb) and a 1/2 chance to do 2x damage (elemental) on the 4th hit gives us a 1.5x overall increase These 3 specific elemental advantageous characters will also conduct the last 3 hits, no matter the orbs, just when a receiving a weak orb, conduct 4th hit. With the above, we can formulate that at in the long run an orb matches an elemental advantageous character and an orb doesn't match the characters. However, since they share similar attack stats and is mathematically insginificant because they definitely will conduct the first few hit if not advantageous thus can be ignored to impact the overall damage.

While White beard has elemental disadvantages, Rayleigh does not. That gives us 3 characters at all times which we can assume to be able to get a orb bonus and last hit. Most DPS teams run a Usopp, so other than the Captain, you have 3 more characters to choose from, which can be safely assumed at the endgame to have elemental advantage over the boss and have significant attack (1200+). Elemental advantage:*This is a bit trickier but lets assume several scenarios. We can safely assume, over the duration of a long length of time, we can expect 1 orb to match on a team. orbs: There are 6 different orb types and 6 different characters on a team. Lets add two more assumptions to our previous calculations, just to balance things out so it matches real situations the game more.ġ. In game, there are many other factors and bonuses (elemental advantage, disadvantage, orbs, etc) coming in to play. The answer is, the pure mathematic formula is still flawed. With this analysis, its hard to not ask, so if whitebeard is so superior, whats the point of Rayleigh? Whitebeard has an advantage of almost 1.2x more total damage (without ship bonus) This means that assuming all attacks are neutral/ no orbs, Whitebeard in comparison has a 94.5 as damage multiplier. He has a damage multiplier (the sum of all (combo bonus )x (captain attack multiplier)) of 74: (1+5.8+10.6+15.4+20.2+25.0) Lets see it in a graph (assuming perfects) number of attacksĮffective attack multiplier (rayleigh/originalĮffective attack multiplier (rayleigh/original) See how it increase in multipliers of 1.2 and 4.8? What this means is that Rayleigh actually multiplies the addition of the multiplier 0.3 for perfect, and 0.1 for great. So his skills actually work a lot differently than you would imagine! You know how combo multipliers show up on your screen? for all perfects, its: Pretty sure most of you are confused at how this works, so I'll explain it below! We can discuss some teams for him too! SHOW OFF YOUR TEAMS BELOW!** Hi, I recently was blessed with Rayleigh and got to try him out for a while, and I would like to write a guide on him if any of you have him and have questions or just am curious about him!
