Post by Miracles on Sept 14, 2007 23:54:26 GMT -5
*NOTE* If you are calculating Magic. Just replace Strength with Magic. and Defense with Resistance. *NOTE*
Here is what everything means:
Attack Speed is how fast you attack compared to the opponent.
Attack Damage is how much damage an attack will do.
Damage Dealt is how much damage is dealt to the unit.
Accuracy Rate is how often an attack will be successful.
Critical Rate is how often a unit will use a critical attack.
(Please Observe: In Combat, each attacker must make two rolls. One for Accuracy, and one for Critical Hit Chance.)
And now the formulas...
Attack Speed = Agility - Enemy Speed
Damage Dealt = Attack Damage - Enemy Defense
Accuracy Rate = ((Attackers Skill x 2) + Weapon Accuracy + Attackers Luck - Defenders Given Terrain Penalty) - ((Defenders Speed x 2) + Defenders Luck)
Critical Rate = (Attackers Luck + Attackers Weapon Critical Rating) - Defenders Luck
Critical Damage: (Strength) + (Weapon Damage x 2) + Skill) - Defender's Defense
Weapon Triangle Effects: The Weapon Triangle lowers hit by 15% and weapon strength by 1 on the losing end, and raises hit by 15% and weapon strength by 1 on the winning end.
Weapon Triangle
Swords beat Axes
Axes beat Lances
Lances beat Swords
Magic Triangle
Light beats Darkness
Darkness beats Anima
Anima beats Light
Element Diamond
Wind beats Thunder
Thunder beats Fire
Fire beats Ice
Ice beats Wind
Wind is neutral to Fire
Thunder is neutral to Ice
Terrain Effects:
Tree Panel: +5% Avoid, +1 Defense
Bridge Panel: +10% Avoid, and +1 Defense and Resistance
Forest Panel: +20% Avoid, and +2 Defense and Resistance
Water Panel: +20% Avoid, and +2 Defense and Resistance
Pillar: +40 Avoid and +1 Defense and Resistance
Fort/Throne Panel: +30% Avoid, and +3 Defense and Resistance [Also gets (+3hp{10-20hp}+4hp{20-30hp}+5hp{30-40hp}+6hp{40-50}) a turn. This applies to even flying units.]
Mountain Panel: +40% Avoid, and +4 Defense and Resistance
Terrain Effects ONLY apply to the one standing on them.
Status Effects
Poison - Does (3 if at 11 or higher HP, 2 if at 10-5 HP, 1 if at 4-1 HP) damage at the start of every turn. Lasts 5 turns.
Strength/Magic:
1 Strength = 1 Damage with Physical Weapons(lances, axes, swords, bows, knives)
1 Magic = 1 Damage with Meta-Physical weapons(Anima, Light, Dark)
1 Magic = 1 Healing with Healing Staves
Speed:
Determines if the unit double attacks or if they are double attacked, as well as if a thief can steal.
1 Speed = -2% Hit Chance for any attacker
Skill:
1 Skill = 2% Hit Chance when attacking
1 Skill = Increases Critical Strike Damage by 1
Luck:
1 Luck = 1% Crit Chance for Attacker(For the Attacker)
1 Luck = -1% Crit chance for Attacker(For the Defender)
1 Luck = 1% Hit Chance for Attacker(For the Attacker)
1 Luck = -1% Hit Chance for the Attacker(For the Defender)
Movement:
1 Movement = 1 Square of Movement
Defense:
1 Defense = -1 Physical weapon(lances, axes, swords, bows, knives) damage received to Defender.
Resistance:
Resistance = -1 Meta-Physical weapon(Light, Anima, Dark) damage recieved to Defender.
Here is what everything means:
Attack Speed is how fast you attack compared to the opponent.
Attack Damage is how much damage an attack will do.
Damage Dealt is how much damage is dealt to the unit.
Accuracy Rate is how often an attack will be successful.
Critical Rate is how often a unit will use a critical attack.
(Please Observe: In Combat, each attacker must make two rolls. One for Accuracy, and one for Critical Hit Chance.)
And now the formulas...
Attack Speed = Agility - Enemy Speed
- Agility = Speed - Any of Current Weapon's Weight Over Unit's Strength
- If Attack Speed is 4 or higher, you attack the enemy twice. If Attack Speed is -4 or lower, you get attacked twice. Term for this is a "Double Attack".
Damage Dealt = Attack Damage - Enemy Defense
- Attack Damage = Strength + Weapon Strength
Accuracy Rate = ((Attackers Skill x 2) + Weapon Accuracy + Attackers Luck - Defenders Given Terrain Penalty) - ((Defenders Speed x 2) + Defenders Luck)
- .:Accuracy Example:.
Attackers Skill(8)x2 + Weapon(70) + Attackers Luck(9) - Defenders Speed(10)x2 + Defenders Luck(4) = 71
Dice Roll 1-100, if it hits 71 or less = Hit
Critical Rate = (Attackers Luck + Attackers Weapon Critical Rating) - Defenders Luck
- .:Critical Example:.
Attackers Luck(13) + Attackers Weapon Critical Rating (30 - Killing Edge) - Defenders Luck(2) = 41
Dice Roll 1-100, if it hits 41 or less = Crit(2x Damage)
Critical Damage: (Strength) + (Weapon Damage x 2) + Skill) - Defender's Defense
Weapon Triangle Effects: The Weapon Triangle lowers hit by 15% and weapon strength by 1 on the losing end, and raises hit by 15% and weapon strength by 1 on the winning end.
Weapon Triangle
Swords beat Axes
Axes beat Lances
Lances beat Swords
Magic Triangle
Light beats Darkness
Darkness beats Anima
Anima beats Light
Element Diamond
Wind beats Thunder
Thunder beats Fire
Fire beats Ice
Ice beats Wind
Wind is neutral to Fire
Thunder is neutral to Ice
Terrain Effects:
Tree Panel: +5% Avoid, +1 Defense
Bridge Panel: +10% Avoid, and +1 Defense and Resistance
Forest Panel: +20% Avoid, and +2 Defense and Resistance
Water Panel: +20% Avoid, and +2 Defense and Resistance
Pillar: +40 Avoid and +1 Defense and Resistance
Fort/Throne Panel: +30% Avoid, and +3 Defense and Resistance [Also gets (+3hp{10-20hp}+4hp{20-30hp}+5hp{30-40hp}+6hp{40-50}) a turn. This applies to even flying units.]
Mountain Panel: +40% Avoid, and +4 Defense and Resistance
Terrain Effects ONLY apply to the one standing on them.
Status Effects
Poison - Does (3 if at 11 or higher HP, 2 if at 10-5 HP, 1 if at 4-1 HP) damage at the start of every turn. Lasts 5 turns.
Strength/Magic:
1 Strength = 1 Damage with Physical Weapons(lances, axes, swords, bows, knives)
1 Magic = 1 Damage with Meta-Physical weapons(Anima, Light, Dark)
1 Magic = 1 Healing with Healing Staves
Speed:
Determines if the unit double attacks or if they are double attacked, as well as if a thief can steal.
1 Speed = -2% Hit Chance for any attacker
Skill:
1 Skill = 2% Hit Chance when attacking
1 Skill = Increases Critical Strike Damage by 1
Luck:
1 Luck = 1% Crit Chance for Attacker(For the Attacker)
1 Luck = -1% Crit chance for Attacker(For the Defender)
1 Luck = 1% Hit Chance for Attacker(For the Attacker)
1 Luck = -1% Hit Chance for the Attacker(For the Defender)
Movement:
1 Movement = 1 Square of Movement
Defense:
1 Defense = -1 Physical weapon(lances, axes, swords, bows, knives) damage received to Defender.
Resistance:
Resistance = -1 Meta-Physical weapon(Light, Anima, Dark) damage recieved to Defender.