Template talk:XCX enemy data

Showing Buffs/Debuffs
I've noticed that some pages are rather misleading. If you just check the Definian Clone article, you'll notice that one of her arts inflicts I. But in game, it actually inflicts Time Bomb V, which does much more damage. Then you notice the properties say it increases buff/debuff tiers by 4 in the passive skills, which would explain the higher debuff level. I think there's a better way to show this information since it feels misleading to me. Ed x 7 (talk) 13:50, 20 June 2023 (EDT)
 * Perhaps you find this way confusing, but I'm sure other people would find the other way equally confusing. We tend to stick to this way (where things are displayed independently) because 1. it's easier (some stuff I don't know if we even could do it the other way) and 2. it means everything is consistent (and thus more predictable/less confusing). STM (t) 17:20, 20 June 2023 (EDT)
 * Alright, I've put up a note at least indicating that the buffs are shown at their base tier and can be changed by other effects.Ed x 7 (talk) 00:47, 2 July 2023 (EDT)

Chest Drop Rates
Feeling like some of the drop rates aren't completely accurate.

Using Caesar, the Hundred-Eyed as an example again, I've noticed that the Gold chest drops list a Skell weapon at 25% and ground armor at 100%. I've noticed that when I get a Skell weapon from the set, I sometimes don't get any armor.

I've also seen cases where I get two pieces of armor, like an Ultra Infinite Mitt L + an Ultra Infinite Suit. The drop is shown as a gold chest + a bronze appendage (the head).

Also, I've noticed another thing for the Coast Visigel. I've been trying to get Visigel Poison Orbs, but even though I'm mainly getting gold chests thanks to Treasure Sensor, Visigel Poison Orbs only show up about 25% of the time instead of 50%.Ed x 7 (talk) 00:47, 2 July 2023 (EDT)
 * Yeah I never actually finished the drop rates (thought I left a note there but apparently I didn't, oops). The "Rate" values aren't absolute percentages, but rather it rolls the dice for the first item, then the second item and so on. So using Caesar as our example, assuming you only get one item in your gold chest, the Skell weapon has a 25% chance and the Skell armor 75% (since it's a 75% chance that the Skell weapon failed and a 100% chance that you then get the Skell armor). The amount of items dropped is in DRP_ItemNumTable (I assume row 3 is for gold drops). Back then I struggled to calculate the final percentages without absolutely messy code but since I've already made a template for that for the Augments (Template:Multiple probabilities) it should be easy to add now. Just need to figure out how to combine it with the amount of drops. Reggimato (talk) 04:50, 2 July 2023 (EDT)