Game mechanics: Difference between revisions
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==Physical Damage== | ==Physical Damage== | ||
To calculate physical damage (meaning any damage not coming from a special attack or a technique), begin by calculating the equipment ATP: | |||
<code>[(ATP - | <code>EA = [(WA + AA + ShA + Grind x 2) x (ATR + 1.0)]</code> | ||
* EA = Equipment ATP | |||
* WA = Weapon ATP | |||
* AA = Armor ATP | |||
* ShA = Shield ATP | |||
* ATR = Weapon attribute % | |||
Next, add the bonuses from shifta: | |||
<code>SA = [BA x Shifta] + [(MWA - MinWA) x Shifta]</code> | |||
* SA = Shifta ATP | |||
* BA = base ATP | |||
* Shifta = Shifta Base Power (table below) | |||
* MWA = Maximum possible weapon ATP | |||
* MinWA = Minimum possible ATP | |||
To determine your final ATP, add your BA, EA, and SA together: | |||
<code> | <code>ATP = BA + EA + SA</code> | ||
Finally, to calculate your damage on a monster: | |||
<code>[(ATP - DFP)/5] x 0.9 = Weak/Base</code> | |||
* | * Heavy: Base x 1.89 | ||
* | * Sacrifice: Base x 3.32 | ||
* | * [[Vjaya]]: Base x 5.56 | ||
* | * Critical: Result x 1.5 | ||
==Accuracy== | ==Accuracy== |
Revision as of 19:01, 30 August 2018
Compilation of formulas and other mechanics.
Physical Damage
To calculate physical damage (meaning any damage not coming from a special attack or a technique), begin by calculating the equipment ATP:
EA = [(WA + AA + ShA + Grind x 2) x (ATR + 1.0)]
- EA = Equipment ATP
- WA = Weapon ATP
- AA = Armor ATP
- ShA = Shield ATP
- ATR = Weapon attribute %
Next, add the bonuses from shifta:
SA = [BA x Shifta] + [(MWA - MinWA) x Shifta]
- SA = Shifta ATP
- BA = base ATP
- Shifta = Shifta Base Power (table below)
- MWA = Maximum possible weapon ATP
- MinWA = Minimum possible ATP
To determine your final ATP, add your BA, EA, and SA together:
ATP = BA + EA + SA
Finally, to calculate your damage on a monster:
[(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
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.
Technique Damage
Technique damage formula:
{[(MST + TBP)/5] x (1.0 + CB + WB + MB)} x (1 - RES)
- TBP: Technique Base Power
- CB: Class Bonus
- WB: Weapon Bonus
- MB: Merge Bonus
- RES: Resistance
Technique | Base Power Formula | TP Cost Formula |
---|---|---|
Foie |
|
[1.3 * (TLv - 1)] + 5 |
Gifoie |
|
[0.37 x (TLv - 1)] + 20 |
RaFoie |
|
[0.25 * (TLv - 1)] + 30 |
Barta |
|
[1.2 * (TLv - 1)] + 4 |
Gibarta |
|
[0.5 * (TLv - 1)] + 25 |
Rabarta |
|
[0.2 * (TLv - 1)] + 35 |
Zonde |
|
[1.1 * (TLv - 1)] + 6 |
Gizonde |
|
[0.6 * (TLv - 1)] + 25 |
Razonde |
|
[0.3 * (TLv - 1)] + 35 |
Grants |
|
[1.1 * (TLv - 1)] + 45 |
Megid |
|
[1.05 * (TLv - 1)] + 30 |
Shifta |
|
[1.2 * (TLv - 1)] + 15 |
Deband |
|
[(TLv - 1)] + 10 |
Jellen |
|
[(TLv - 1)] + 10 |
Zalure |
|
[0.5 * (TLv - 1)] + 10 |
Anti | - | [0.5 * (TLv - 1)] + 10 |
Resta |
|
[1.2 * (TLv - 1)] + 15 |
Ryuker | - | 10 |
Reverser | - | 20 |
Special attacks on 9-star weapons
- 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.
- Most 10 Star and above rare weapons do not suffer a reduction. There are a few exceptions however.
- See List of Weapons with Reduced Specials for exceptions.