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


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


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


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


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


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


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


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


* BA: Base ATP
4. Finally, to calculate your damage on an [[Monsters|enemy]]:
* MWA: Maximum Weapon ATP
 
* ATR: Weapon Attribute %
<code>Damage = [(ATP - Enemy DFP)/5] x Attack modifier</code>
* MinWA: Minimum Weapon ATP
 
* AA: Armor ATP
* '''Attack modifier''' is:
* SA: Shield ATP
** Normal: {{Note|9/10|0.9}}
** 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


* Attack Type modifier is 1.0 for Weak Attack, 0.7 for Heavy Attack, 0.5 for Special Attack
2. Next, calculate the [[Monsters|enemy's]] "Effective" [[EVP]]:
* 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]])''':


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


<code>Accuracy = Effective ATA - (Effective EVP) * 0.2</code>
===Technique Base Power===
* 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
|-
|}


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


==Special attacks on 9-star weapons==
==Frame data==
* 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.
* ''Phantasy Star Online Blue Burst'' runs at 30 frames per second ("FPS")
* Most 10 Star and above rare weapons do not suffer a reduction. There are a few exceptions however.
* See [[Game mechanics/Frame data]] for individual weapon/technique frame data
* See  




{{Guides}}
{{Guides}}
[[Category:Guides]]
[[Category:Guides]]

Latest revision as of 23:41, 9 March 2024

Compilation of formulas and other mechanics.

Physical damage[edit | edit source]

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 Shifta.pngShifta (SA, for "Shifta.pngShifta ATP"):

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

  • BA = Base ATP
  • Shifta = Shifta.pngShifta 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:

ATP = BA + EA + SA

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

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

  • Attack modifier is:

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[edit | edit source]

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

Accuracy[edit | edit source]

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)

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 Unit icon.pngSmartlink (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 Gun icon.pngL&K38 Combat and Gun icon.pngYasminkov 9000M at a distance.

Techniques[edit | edit source]

Technique damage formula[edit | edit source]

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

Resta power[edit | edit source]

Amount healed by Resta.pngResta (including Leilla.pngLeilla Photon Blast):

MST * 0.5 + TBP

Technique Base Power[edit | edit source]

  • TLv = Technique level
Technique Base Power Formula TP Cost Formula
Foie.pngFoie

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

[1.3 * (TLv - 1)] + 5
Gifoie.pngGifoie

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

[0.37 x (TLv - 1)] + 20
Rafoie.pngRafoie

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

[0.25 * (TLv - 1)] + 30
Barta.pngBarta

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

[1.2 * (TLv - 1)] + 4
Gibarta.pngGibarta

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

[0.5 * (TLv - 1)] + 25
Rabarta.pngRabarta

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

[0.2 * (TLv - 1)] + 35
Zonde.pngZonde

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

[1.1 * (TLv - 1)] + 6
Gizonde.pngGizonde

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

[0.6 * (TLv - 1)] + 25
Razonde.pngRazonde

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

[0.3 * (TLv - 1)] + 35
Grants.pngGrants

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

[1.1 * (TLv - 1)] + 45
Megid.pngMegid

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

[1.05 * (TLv - 1)] + 30
Resta.pngResta

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

[1.2 * (TLv - 1)] + 15
Anti.pngAnti - [0.5 * (TLv - 1)] + 10
Reverser.pngReverser - 20
Shifta.pngShifta

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

[1.2 * (TLv - 1)] + 15
Deband.pngDeband

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

[(TLv - 1)] + 10
Jellen.pngJellen

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

[(TLv - 1)] + 10
Zalure.pngZalure

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

[0.5 * (TLv - 1)] + 10
Ryuker.pngRyuker - 10

Special attacks[edit | edit source]

Main article: Special attacks

(See also: List of weapons with reduced specials)

Frame data[edit | edit source]

  • Phantasy Star Online Blue Burst runs at 30 frames per second ("FPS")
  • See Game mechanics/Frame data for individual weapon/technique frame data