# Game mechanics

Compilation of formulas and other mechanics.

## Physical damage

To calculate physical damage (i.e. any damage not resulting from a special attack or a Technique):

1. Begin by calculating the equipment ATP (EA):

`EA = [WA + FA + BaA + Grind x 2] x [ATR + 1.0]`

2. Next, add the bonuses from (SA, for "Shifta ATP"):

`SA = [BA x Shifta] + [(MWA - MinWA) x Shifta]`

• BA = Base ATP
• Shifta = Shifta Base Power in % (see table below)
• MWA = Maximum possible weapon ATP
• MinWA = Minimum possible weapon ATP

`ATP = BA + EA + SA`

4. Finally, to calculate your damage on an enemy:

`Damage = [(ATP - Enemy DFP)/5] x Attack modifier`

• Attack modifier is:
• Normal: 0.9
• Heavy: 1.89
• Special: 0.56
• Sacrificial: 3.33
• : 5.67

4a. If the attack is a critical hit, calculate critical damage:

`Critical damage = Damage x 1.5`

• The chance for an attack to be a critical hit is calculated with the following formula:
• `Critical hit rate = [LCK/5]%`

## Knockdown

Characters will be knocked down if a single attack does more than 25% of their max HP.

## Accuracy

To calculate accuracy:

1. Begin by calculating "Effective" ATA:

`Effective ATA = (Total ATA) * (Attack Type modifier) * (Combo Step modifier)`

• Attack Type modifier is:
• Normal: 1.0
• Heavy: 0.7
• Special: 0.5
• Combo Step modifier is:
• First attack: 1.0
• Second attack: 1.3
• Third attack: 1.69

2. Next, calculate the enemy's "Effective" EVP:

`Effective EVP = (Enemy EVP) * (Status Effect modifier)`

• Status Effect modifier is:
• or : 0.85
• : 0.7
• Both: 0.55
• No status: 1

3. Finally, to calculate your accuracy:

`Accuracy = Effective ATA - (Effective EVP * 0.2)`

• Accuracy is further reduced by `Distance*0.33` if the character is a Hunter or Force without (see Smartlink page for more detail).

The accuracy check does not occur for certain projectiles if the target has moved too far when the projectile reaches the target's hitbox. This distance is 8 units for bullets. If the target has moved towards the player when manual evasion occurs, the "MISS" text is displayed. Certain weapons create attacks with launcher projectiles that do not have a manual evasion check.

Slicer projectiles follow different rules for collision. The projectile must come within 10 units of its intended target's original position for any collision check to occur. When this condition is met, the projectile connects with the target if the distance between the target's hitbox and the slicer's original position is less than the weapon's max distance. Due to consideration of the target's hitbox, slicers rarely experience manual evasion on most enemies.

Projectiles that are both subject to manual evasion and specifically fired at a target will have a lifetime calculated by `(Distance to Target) / Speed`. It is possible for the game to destroy the projectile before it physically collides with the target's hitbox if the target was pushed back. There will be no "MISS" text in this case. This is commonly seen when using Heavy Attacks with weapons such as and at a distance.

## Techniques

### Technique damage formula

`[(MST + TBP)/5] x (1.0 + CB + WB + FB + MB)} x (1 - RES)`

### Resta power

Amount healed by (including Leilla Photon Blast):

`MST * 0.5 + TBP`

### Technique Base Power

• TLv = Technique level
Technique Base Power Formula TP Cost Formula

Lv. 1-15: `[50 * (TLv - 1)] + 110`
Lv. 16-30: `[65 * (TLv - 1)] - 85`

`[1.3 * (TLv - 1)] + 5`

Lv. 1-15: `[26 * (TLv - 1)] + 260`
Lv. 16-30: `[42 * (TLv - 1)] + 30`

`[0.37 x (TLv - 1)] + 20`

Lv. 1-15: `[22 * (TLv - 1)] + 350`
Lv. 16-30: `[21 * (TLv - 1)] + 370`

`[0.25 * (TLv - 1)] + 30`

Lv. 1-15: `[50 * (TLv - 1)] + 50`
Lv. 16-30: `[63 * (TLv - 1)] - 125`

`[1.2 * (TLv - 1)] + 4`

Lv. 1-15: `[24 * (TLv - 1)] + 230`
Lv. 16-30: `[40 * (TLv - 1)]`

`[0.5 * (TLv - 1)] + 25`

Lv. 1-15: `[19 * (TLv - 1)] + 400`
Lv. 16-30: `[15 * (TLv - 1)] + 470`

`[0.2 * (TLv - 1)] + 35`

Lv. 1-15: `[50 * (TLv - 1)] + 80`
Lv. 16-30: `[55 * (TLv - 1)] + 5`

`[1.1 * (TLv - 1)] + 6`

Lv. 1-15: `[22 * (TLv - 1)] + 200`
Lv. 16-30: `[38 * (TLv - 1)] - 30`

`[0.6 * (TLv - 1)] + 25`

Lv. 1-15: `[16 * (TLv - 1)] + 450`
Lv. 16-30: `[8 * (TLv - 1)] + 565`

`[0.3 * (TLv - 1)] + 35`

Lv. 1-15: `[75 * (TLv - 1)] + 1180`
Lv. 16-30: `[60 * (TLv - 1)] + 1400`

`[1.1 * (TLv - 1)] + 45`

Lv. 1-15: `[3 * (TLv - 1)] + 27`
Lv. 16-30: `[2 * (TLv - 1)] + 42`

`[1.05 * (TLv - 1)] + 30`

Lv. 1-30: `[5 * (TLv - 1)] + 50`

`[1.2 * (TLv - 1)] + 15`
- `[0.5 * (TLv - 1)] + 10`
- 20

Lv. 1-30: `[1.3 * (TLv - 1)] + 10`
Duration: `[10 * (TLv - 1)] + 30`

`[1.2 * (TLv - 1)] + 15`

Lv. 1-30: `[1.3 * (TLv - 1)] + 10`
Duration: `[10 * (TLv - 1)] + 30`

`[(TLv - 1)] + 10`

Lv. 1-30: `[1.3 * (TLv - 1)] + 10`
Duration: `[10 * (TLv - 1)] + 30`

`[(TLv - 1)] + 10`

Lv. 1-30: `[1.3 * (TLv - 1)] + 10`
Duration: `[10 * (TLv - 1)] + 30`

`[0.5 * (TLv - 1)] + 10`
- 10

## Special attacks

Main article: Special attacks