Editing Game mechanics

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Compilation of formulas and other mechanics.
Compilation of formulas and other mechanics.


==Physical damage==
==Damage==
'''To calculate physical damage (i.e. any damage not resulting from a [[Weapons#Special attacks|special attack]] or a [[Techniques|Technique]])''':
Damage formula:


1. Begin by calculating the equipment [[ATP]] (EA):
<code>[(ATP - DFP)/5] x 0.9 = Weak/Base</code>


<code>EA = [WA + FA + BaA + Grind x 2] x [ATR + 1.0]</code>
* Heavy: Base x 1.89
* WA = [[Weapons|Weapon]] base ATP
* Sacrifice: Base x 3.32
* FA = [[Frames|Frame]] ATP
* Vjaya: Base x 5.56
* BaA = [[Barriers|Barrier]] ATP
* Critical: Result x 1.5
* ATR = Weapon [[Weapon attributes|attribute %]]


2. Next, add the bonuses from {{Shifta}} (SA, for "{{Shifta|n}} ATP"):
===With Shifta and attribute %===
(Maximum ATP; highest damage)


<code>SA = [BA x Shifta] + [(MWA - MinWA) x Shifta]</code>
<code>[BA x (Shifta + 1.0)] + [MWA x (ATR + 1.0)] + [(MWA - MinWA) x Shifta] + (Grind x 2) + AA + SA = ATP</code>
* BA = Base ATP
* Shifta = {{Shifta|n}} Base Power in % (see table below)
* MWA = Maximum possible weapon ATP
* MinWA = Minimum possible weapon ATP


3. To determine your final ATP, add your BA, EA, and SA together:
(Minimum ATP; lowest damage)


<code>ATP = BA + EA + SA</code>
<code>[BA x (Shifta + 1.0)] + [MWA x (ATR + 1.0)] + (Grind x 2) + AA + SA = ATP</code>


4. Finally, to calculate your damage on an [[Monsters|enemy]]:
* BA: Base ATP
 
* MWA: Maximum Weapon ATP
<code>Damage = [(ATP - Enemy DFP)/5] x Attack modifier</code>
* ATR: Weapon Attribute %
 
* MinWA: Minimum Weapon ATP
* '''Attack modifier''' is:
* AA: Armor ATP
** Normal: {{Note|9/10|0.9}}
* SA: Shield ATP
** Heavy: {{Note|17/9|1.89}}
** {{Note|Excluding Fire damage, Lightning damage, HP cut, and Sacrificial specials|Special|}}: {{Note|5/9|0.56}}
** [[Weapons#Sacrificial damage increase|Sacrificial]]: {{Note|10/3|3.33}}
** {{Sword|rare|Vjaya}}: {{Note|17/3|5.67}}
 
4a. If the attack is a critical hit, calculate critical damage:
 
<code>Critical damage = Damage x 1.5</code>
 
* The chance for an attack to be a critical hit is calculated with the following formula:
* <code>Critical hit rate = [LCK/5]%</code>
 
==Knockdown==
Characters will be knocked down if a single attack does more than 25% of their max [[HP]].


==Accuracy==
==Accuracy==
'''To calculate accuracy''':
1. Begin by calculating "Effective" [[ATA]]:
<code>Effective ATA = (Total ATA) * (Attack Type modifier) * (Combo Step modifier)</code>
<code>Effective ATA = (Total ATA) * (Attack Type modifier) * (Combo Step modifier)</code>
* '''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 [[Monsters|enemy's]] "Effective" [[EVP]]:
* 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.


<code>Effective EVP = (Enemy EVP) * (Status Effect modifier)</code>
<code>Effective EVP = (Enemy EVP) * (Status Effect modifier)</code>
* '''Status Effect modifier''' is:
** {{Paralyzed}} or {{Shocked}}: 0.85
** {{Frozen}}: 0.7
** Both: 0.595
** No status: 1
3. Finally, to calculate your accuracy:
<code>Accuracy = Effective ATA - (Effective EVP * 0.2)</code>
* Accuracy is further reduced by <code>Distance*0.33</code> if the character is a [[Hunter]] or [[Force]] without {{Unit|rare|Smartlink}} (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 <code>(Distance to Target) / Speed</code>. 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 {{Gun|rare|L&K38 Combat}} and {{Gun|rare|Yasminkov 9000M}} at a distance.
==Techniques==
===[[Techniques|Technique]] damage formula===
<code>[(MST + TBP)/5] x (1.0 + CB + WB + MB)} x (1 - RES)</code>
* TBP: [[Game mechanics#Technique Base Power|Technique Base Power]]
* CB: Class Bonus
* WB: Weapon Bonus
* MB: Merge Bonus
* RES: Resistance
===Resta power===
'''Amount healed by {{Resta}} (including {{PSO icon|Leilla|link=}}[[Photon Blasts#Leilla|Leilla]] [[Photon Blasts|Photon Blast]])''':


<code>MST * 0.5 + TBP</code>
Status Effect modifier is 0.85 if Paralyzed or Shocked, 0.7 if Frozen.


===Technique Base Power===
<code>Accuracy = Effective ATA - (Effective EVP) * 0.2</code>
* TLv = Technique level
{|class="wikitable sortable" style="text-align:left"
|-
!class="unsortable" |Technique
!class="unsortable" |Base Power Formula
!class="unsortable" |TP Cost Formula
|-
!style="text-align:left"|{{Foie}}
|
Lv. 1-15: <code>[50 * (TLv - 1)] + 110</code><br>
Lv. 16-30: <code>[65 * (TLv - 1)] - 85</code>
|<code>[1.3 * (TLv - 1)] + 5</code>
|-
!style="text-align:left"|{{Gifoie}}
|
Lv. 1-15: <code>[26 * (TLv - 1)] + 260</code><br>
Lv. 16-30: <code>[42 * (TLv - 1)] + 30</code>
|<code>[0.37 x (TLv - 1)] + 20</code>
|-
!style="text-align:left"|{{Rafoie}}
|
Lv. 1-15: <code>[22 * (TLv - 1)] + 350</code><br>
Lv. 16-30: <code>[21 * (TLv - 1)] + 370</code>
|<code>[0.25 * (TLv - 1)] + 30</code>
|-
!style="text-align:left"|{{Barta}}
|
Lv. 1-15: <code>[50 * (TLv - 1)] + 50</code><br>
Lv. 16-30: <code>[63 * (TLv - 1)] - 125</code>
|<code>[1.2 * (TLv - 1)] + 4</code>
|-
!style="text-align:left"|{{Gibarta}}
|
Lv. 1-15: <code>[24 * (TLv - 1)] + 230</code><br>
Lv. 16-30: <code>[40 * (TLv - 1)]</code>
|<code>[0.5 * (TLv - 1)] + 25</code>
|-
!style="text-align:left"|{{Rabarta}}
|
Lv. 1-15: <code>[19 * (TLv - 1)] + 400</code><br>
Lv. 16-30: <code>[15 * (TLv - 1)] + 470</code>
|<code>[0.2 * (TLv - 1)] + 35</code>
|-
!style="text-align:left"|{{Zonde}}
|
Lv. 1-15: <code>[50 * (TLv - 1)] + 80</code><br>
Lv. 16-30: <code>[55 * (TLv - 1)] + 5</code>
|<code>[1.1 * (TLv - 1)] + 6</code>
|-
!style="text-align:left"|{{Gizonde}}
|
Lv. 1-15: <code>[22 * (TLv - 1)] + 200</code><br>
Lv. 16-30: <code>[38 * (TLv - 1)] - 30</code>
|<code>[0.6 * (TLv - 1)] + 25</code>
|-
!style="text-align:left"|{{Razonde}}
|
Lv. 1-15: <code>[16 * (TLv - 1)] + 450</code><br>
Lv. 16-30: <code>[8 * (TLv - 1)] + 565</code>
|<code>[0.3 * (TLv - 1)] + 35</code>
|-
!style="text-align:left"|{{Grants}}
|
Lv. 1-15: <code>[75 * (TLv - 1)] + 1180</code><br>
Lv. 16-30: <code>[60 * (TLv - 1)] + 1400</code>
|<code>[1.1 * (TLv - 1)] + 45</code>
|-
!style="text-align:left"|{{Megid}}
|
Lv. 1-15: <code>[3 * (TLv - 1)] + 27</code><br>
Lv. 16-30: <code>[2 * (TLv - 1)] + 42</code>
|<code>[1.05 * (TLv - 1)] + 30</code>
|-
!style="text-align:left"|{{Resta}}
|
Lv. 1-30: <code>[5 * (TLv - 1)] + 50</code><br>
|<code>[1.2 * (TLv - 1)] + 15</code>
|-
!style="text-align:left"|{{Anti}}
|style="text-align:center"| -
|<code>[0.5 * (TLv - 1)] + 10</code>
|-
!style="text-align:left"|{{Reverser}}
|style="text-align:center"| -
|style="text-align:center"|20
|-
!style="text-align:left"|{{Shifta}}
|
Lv. 1-30: <code>[1.3 * (TLv - 1)] + 10</code><br>
Duration: <code>[10 * (TLv - 1)] + 30</code>
|<code>[1.2 * (TLv - 1)] + 15</code>
|-
!style="text-align:left"|{{Deband}}
|
Lv. 1-30: <code>[1.3 * (TLv - 1)] + 10</code><br>
Duration: <code>[10 * (TLv - 1)] + 30</code>
|<code>[(TLv - 1)] + 10</code>
|-
!style="text-align:left"|{{Jellen}}
|
Lv. 1-30: <code>[1.3 * (TLv - 1)] + 10</code><br>
Duration: <code>[10 * (TLv - 1)] + 30</code>
|<code>[(TLv - 1)] + 10</code>
|-
!style="text-align:left"|{{Zalure}}
|
Lv. 1-30: <code>[1.3 * (TLv - 1)] + 10</code><br>
Duration: <code>[10 * (TLv - 1)] + 30</code>
|<code>[0.5 * (TLv - 1)] + 10</code>
|-
|-
!style="text-align:left"|{{Ryuker}}
|style="text-align:center"| -
|style="text-align:center"|10
|-
|}


==Special attacks==
* Accuracy is further reduced by Distance*0.33 if it's a Hunter/Force without Smartlink.
: ''Main article: [[Weapons#Special attacks|Special attacks]]
* Accuracy is further reduced by manual evasion, but the exact influence is unclear.
(See also: [[List of weapons with reduced specials]])


==Frame data==
==Special attacks on 9-star weapons==
* ''Phantasy Star Online Blue Burst'' runs at 30 frames per second ("FPS")
* All non-rare weapons and most 9 Star weapons that attacks more than 3 times in a combo or attacks multiple enemies suffers a reduction. Reduction means the special is reduced to 1/2 or 1/3 depending on weapon, see one of the references.
* See [[Game mechanics/Frame data]] for individual weapon/technique frame data
* Most 10 Star and above rare weapons do not suffer a reduction. There are a few exceptions however.
* See  




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