Game mechanics: Difference between revisions

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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 and 10 units for slicer projectiles. 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.  
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 and 10 units for slicer projectiles. 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.  


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 beyond the projectiles target position. This is commonly seen when using Heavy Attacks with weapons such as L&K38 Combat and Yasminkov 9000M at a distance.
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 L&K38 Combat and Yasminkov 9000M at a distance.


==Technique damage==
==Technique damage==

Revision as of 19:12, 21 April 2023

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 base 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 weapon 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 1.89x
  • Sacrifice: Base x 3.33x
  • Sword icon.pngVjaya: Base x 5.67x
  • Critical: Result x 1.5

Critical rate

Critical Rate can be calculated by the following formula:

[LCK/5] = Critical % Rate

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, 0.595 if both.


Accuracy = Effective ATA - (Effective EVP * 0.2)

  • Accuracy is further reduced by Distance*0.33 if it's a Hunter/Force without Smartlink.

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 and 10 units for slicer projectiles. 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.

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 L&K38 Combat and Yasminkov 9000M at a distance.

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

Amount healed by Resta (including Leilla Photon Blast):

MST * 0.5 + TBP

Technique Base Power Formula TP Cost Formula
Foie
  • Lv.1-15: [50 * (TLv - 1)] + 110
  • Lv.16-30: [65 * (TLv - 1)] - 85
[1.3 * (TLv - 1)] + 5
Gifoie
  • Lv.1-15: [26 * (TLv - 1)] + 260
  • Lv.16-30: [42 * (TLv - 1)] + 30
[0.37 x (TLv - 1)] + 20
RaFoie
  • Lv.1-15: [22 * (TLv - 1)] + 350
  • Lv.16-30: [21 * (TLv - 1)] + 370
[0.25 * (TLv - 1)] + 30
Barta
  • Lv.1-15: [50 * (TLv - 1)] + 50
  • Lv.16-30: [63 * (TLv - 1)] - 125
[1.2 * (TLv - 1)] + 4
Gibarta
  • Lv.1-15: [24 * (TLv - 1)] + 230
  • Lv.16-30: [40 * (TLv - 1)]
[0.5 * (TLv - 1)] + 25
Rabarta
  • Lv.1-15: [19 * (TLv - 1)] + 400
  • Lv.16-30: [15 * (TLv - 1)] + 470
[0.2 * (TLv - 1)] + 35
Zonde
  • Lv.1-15: [50 * (TLv - 1)] + 80
  • Lv.16-30: [55 * (TLv - 1)] + 5
[1.1 * (TLv - 1)] + 6
Gizonde
  • Lv.1-15: [22 * (TLv - 1)] + 200
  • Lv.16-30: [38 * (TLv - 1)] - 30
[0.6 * (TLv - 1)] + 25
Razonde
  • Lv.1-15: [16 * (TLv - 1)] + 450
  • Lv.16-30: [8 * (TLv - 1)] + 565
[0.3 * (TLv - 1)] + 35
Grants
  • Lv.1-15: [75 * (TLv - 1)] + 1180
  • Lv.16-30: [60 * (TLv - 1)] + 1400
[1.1 * (TLv - 1)] + 45
Megid
  • Lv.1-15: [3 * (TLv - 1)] + 27
  • Lv.16-30: [2 * (TLv - 1)] + 42
[1.05 * (TLv - 1)] + 30
Shifta
  • Lv.1-30: [1.3 * (TLv - 1)] + 10
  • Duration: [10 * (TLv - 1)] + 30
[1.2 * (TLv - 1)] + 15
Deband
  • Lv.1-30: [1.3 * (TLv - 1)] + 10
  • Duration: [10 * (TLv - 1)] + 30
[(TLv - 1)] + 10
Jellen
  • Lv.1-30: [1.3 * (TLv - 1)] + 10
  • Duration: [10 * (TLv - 1)] + 30
[(TLv - 1)] + 10
Zalure
  • Lv.1-30: [1.3 * (TLv - 1)] + 10
  • Duration: [10 * (TLv - 1)] + 30
[0.5 * (TLv - 1)] + 10
Anti - [0.5 * (TLv - 1)] + 10
Resta
  • Lv.1-30: [5 * (TLv - 1)] + 50
[1.2 * (TLv - 1)] + 15
Ryuker - 10
Reverser - 20

Special attacks

Frame data