Game mechanics

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Revision as of 18:16, 22 August 2018 by Virtues (talk | contribs) (Created page with "Compilation of formulas and other mechanics. ==Damage== Damage formula: [(ATP - DFP)/5] x 0.9 = Weak/Base * Heavy: Base x 1.89 * Sacrifice: Base x 3.32 * Vjaya: Base x 5.5...")
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Compilation of formulas and other mechanics.

Damage

Damage formula:

[(ATP - DFP)/5] x 0.9 = Weak/Base


  • Heavy: Base x 1.89
  • Sacrifice: Base x 3.32
  • Vjaya: Base x 5.56
  • Critical: Result x 1.5

With Shifta and attribute

(Maximum ATP; highest damage)

  • [BA x (Shifta + 1.0)] + [MWA x (ATR + 1.0)] + [(MWA - MinWA) x Shifta] + (Grind x 2) + AA + SA = ATP

(Minimum ATP; lowest damage)

  • [BA x (Shifta + 1.0)] + [MWA x (ATR + 1.0)] + (Grind x 2) + AA + SA = ATP


  • BA: Base ATP
  • MWA: Maximum Weapon ATP
  • ATR: Weapon Attribute %
  • MinWA: Minimum Weapon ATP
  • AA: Armor ATP
  • SA: Shield ATP

Accuracy

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

Attack Type modifier is 1.0 for Weak Attack, 0.7 for Heavy Attack, 0.5 for Special Attack Combo Step modifier is 1.0 for first button press in combo, 1.3 for second, 1.69 for third.

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

Status Effect modifier is 0.85 if Paralyzed or Shocked, 0.7 if Frozen.

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


  • Accuracy is further reduced by Distance*0.33 if it's a Hunter/Force without Smartlink.
  • Accuracy is further reduced by manual evasion, but the exact influence is unclear.