Game mechanics: Difference between revisions

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(→‎Technique Damage: fix errors)
m (Clarifying that status effect evp penalty stacks)
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<code>Effective EVP = (Enemy EVP) * (Status Effect modifier)</code>
<code>Effective EVP = (Enemy EVP) * (Status Effect modifier)</code>


Status Effect modifier is 0.85 if Paralyzed or Shocked, 0.7 if Frozen.
Status Effect modifier is 0.85 if Paralyzed or Shocked, 0.7 if Frozen, 0.595 if both.





Revision as of 17:03, 15 December 2021

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 1.89
  • Sacrifice: Base x 3.32
  • Vjaya: Base x 5.56
  • 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.
  • 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
  • Lv.1-15: [50 * (TLv - 1)] + 100
  • 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