Game mechanics: Difference between revisions
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==Physical damage== | ==Physical damage== | ||
To calculate physical damage ( | '''To calculate physical damage (i.e. any damage not resulting from a [[Weapons#Special attacks|special attack]] or a [[Techniques|Technique]])''': | ||
1. Begin by calculating the equipment [[ATP]] (EA): | |||
<code>EA = [WA + FA + BaA + Grind x 2] x [ATR + 1.0]</code> | |||
* WA = [[Weapons|Weapon]] base ATP | |||
* FA = [[Frames|Frame]] ATP | |||
* BaA = [[Barriers|Barrier]] ATP | |||
* ATR = Weapon [[Weapon attributes|attribute %]] | |||
Next, add the bonuses from | 2. Next, add the bonuses from {{Shifta}} (SA, for "{{Shifta|n}} ATP"): | ||
<code>SA = [BA x Shifta] + [(MWA - MinWA) x Shifta]</code> | <code>SA = [BA x Shifta] + [(MWA - MinWA) x Shifta]</code> | ||
* BA = Base ATP | |||
* BA = | * Shifta = {{Shifta|n}} Base Power (see table below) | ||
* Shifta = Shifta Base Power (table below) | |||
* MWA = Maximum possible weapon ATP | * MWA = Maximum possible weapon ATP | ||
* MinWA = Minimum possible weapon ATP | * MinWA = Minimum possible weapon ATP | ||
3. To determine your final ATP, add your BA, EA, and SA together: | |||
To determine your final ATP, add your BA, EA, and SA together: | |||
<code>ATP = BA + EA + SA</code> | <code>ATP = BA + EA + SA</code> | ||
4. Finally, to calculate your damage on an [[Monsters|enemy]]: | |||
<code>Damage = [(ATP - Enemy DFP)/5] x Attack modifier</code> | |||
* '''Attack modifier''' is: | |||
* | ** 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|Excluding Fire damage, Lightning damage, HP cut, and Sacrificial specials|Special|}}: {{Note|5/9|0.56}} | ||
* {{Sword|rare|Vjaya}}: | ** [[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: | |||
Critical | <code>Critical damage = Damage x 1.5</code> | ||
<code>[LCK/5] | * The chance for an attack to be a critical hit is calculated with the following formula: | ||
* <code>Critical hit rate = [LCK/5]%</code> | |||
=== Knocked down === | === Knocked down === | ||
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==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]]: | |||
<code>Effective EVP = (Enemy EVP) * (Status Effect modifier)</code> | <code>Effective EVP = (Enemy EVP) * (Status Effect modifier)</code> | ||
* '''Status Effect modifier''' is: | |||
** [[Paralysis|Paralyzed]] or [[Shock|Shocked]]: 0.85 | |||
** [[Freeze (status)|Frozen]]: 0.7 | |||
** Both: 0.595 | |||
3. Finally, to calculate your accuracy: | |||
<code>Accuracy = Effective ATA - (Effective EVP * 0.2)</code> | <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). | |||
* Accuracy is further reduced by Distance*0.33 if | |||
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. | 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. | ||
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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. | 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 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 {{Gun|rare|L&K38 Combat}} and {{Gun|rare|Yasminkov 9000M}} at a distance. | ||
==Technique damage== | ==Technique damage== | ||
Technique damage formula: | '''[[Techniques|Technique]] damage formula''': | ||
<code> | <code>[(MST + TBP)/5] x (1.0 + CB + WB + MB)} x (1 - RES)</code> | ||
* TBP: Technique Base Power | * TBP: Technique Base Power | ||
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* RES: Resistance | * RES: Resistance | ||
Amount healed by Resta (including Leilla Photon Blast): | '''Amount healed by {{Resta}} (including {{PSO icon|Leilla|link=}}[[Photon Blasts#Leilla|Leilla]] [[Photon Blasts|Photon Blast]])''': | ||
<code>MST * 0.5 + TBP</code> | <code>MST * 0.5 + TBP</code> | ||
===Calculating Technique Base Power=== | |||
* TLv = Technique level | |||
{|class="wikitable" style="text-align: left;" | {|class="wikitable" style="text-align: left;" | ||
!|Technique | !|Technique | ||
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!|TP Cost Formula | !|TP Cost Formula | ||
|- | |- | ||
|Foie | |{{Foie}} | ||
| | | | ||
* Lv.1-15: [50 * (TLv - 1)] + 110 | * Lv.1-15: [50 * (TLv - 1)] + 110 | ||
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|[1.3 * (TLv - 1)] + 5 | |[1.3 * (TLv - 1)] + 5 | ||
|- | |- | ||
|Gifoie | |{{Gifoie}} | ||
| | | | ||
* Lv.1-15: [26 * (TLv - 1)] + 260 | * Lv.1-15: [26 * (TLv - 1)] + 260 | ||
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|[0.37 x (TLv - 1)] + 20 | |[0.37 x (TLv - 1)] + 20 | ||
|- | |- | ||
| | |{{Rafoie}} | ||
| | | | ||
* Lv.1-15: [22 * (TLv - 1)] + 350 | * Lv.1-15: [22 * (TLv - 1)] + 350 | ||
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|[0.25 * (TLv - 1)] + 30 | |[0.25 * (TLv - 1)] + 30 | ||
|- | |- | ||
|Barta | |{{Barta}} | ||
| | | | ||
* Lv.1-15: [50 * (TLv - 1)] + 50 | * Lv.1-15: [50 * (TLv - 1)] + 50 | ||
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|[1.2 * (TLv - 1)] + 4 | |[1.2 * (TLv - 1)] + 4 | ||
|- | |- | ||
|Gibarta | |{{Gibarta}} | ||
| | | | ||
* Lv.1-15: [24 * (TLv - 1)] + 230 | * Lv.1-15: [24 * (TLv - 1)] + 230 | ||
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|[0.5 * (TLv - 1)] + 25 | |[0.5 * (TLv - 1)] + 25 | ||
|- | |- | ||
|Rabarta | |{{Rabarta}} | ||
| | | | ||
* Lv.1-15: [19 * (TLv - 1)] + 400 | * Lv.1-15: [19 * (TLv - 1)] + 400 | ||
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|[0.2 * (TLv - 1)] + 35 | |[0.2 * (TLv - 1)] + 35 | ||
|- | |- | ||
|Zonde | |{{Zonde}} | ||
| | | | ||
* Lv.1-15: [50 * (TLv - 1)] + 80 | * Lv.1-15: [50 * (TLv - 1)] + 80 | ||
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|[1.1 * (TLv - 1)] + 6 | |[1.1 * (TLv - 1)] + 6 | ||
|- | |- | ||
|Gizonde | |{{Gizonde}} | ||
| | | | ||
* Lv.1-15: [22 * (TLv - 1)] + 200 | * Lv.1-15: [22 * (TLv - 1)] + 200 | ||
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|[0.6 * (TLv - 1)] + 25 | |[0.6 * (TLv - 1)] + 25 | ||
|- | |- | ||
|Razonde | |{{Razonde}} | ||
| | | | ||
* Lv.1-15: [16 * (TLv - 1)] + 450 | * Lv.1-15: [16 * (TLv - 1)] + 450 | ||
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|[0.3 * (TLv - 1)] + 35 | |[0.3 * (TLv - 1)] + 35 | ||
|- | |- | ||
|Grants | |{{Grants}} | ||
| | | | ||
* Lv.1-15: [75 * (TLv - 1)] + 1180 | * Lv.1-15: [75 * (TLv - 1)] + 1180 | ||
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|[1.1 * (TLv - 1)] + 45 | |[1.1 * (TLv - 1)] + 45 | ||
|- | |- | ||
|Megid | |{{Megid}} | ||
| | | | ||
* Lv.1-15: [3 * (TLv - 1)] + 27 | * Lv.1-15: [3 * (TLv - 1)] + 27 | ||
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|[1.05 * (TLv - 1)] + 30 | |[1.05 * (TLv - 1)] + 30 | ||
|- | |- | ||
|Shifta | |{{Resta}} | ||
| | |||
* Lv.1-30: [5 * (TLv - 1)] + 50 | |||
|[1.2 * (TLv - 1)] + 15 | |||
|- | |||
|{{Anti}} | |||
|style="text-align:center"| - | |||
|[0.5 * (TLv - 1)] + 10 | |||
|- | |||
|{{Reverser}} | |||
|style="text-align:center"| - | |||
|20 | |||
|- | |||
|{{Shifta}} | |||
| | | | ||
* Lv.1-30: [1.3 * (TLv - 1)] + 10 | * Lv.1-30: [1.3 * (TLv - 1)] + 10 | ||
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|[1.2 * (TLv - 1)] + 15 | |[1.2 * (TLv - 1)] + 15 | ||
|- | |- | ||
|Deband | |{{Deband}} | ||
| | | | ||
* Lv.1-30: [1.3 * (TLv - 1)] + 10 | * Lv.1-30: [1.3 * (TLv - 1)] + 10 | ||
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|[(TLv - 1)] + 10 | |[(TLv - 1)] + 10 | ||
|- | |- | ||
|Jellen | |{{Jellen}} | ||
| | | | ||
* Lv.1-30: [1.3 * (TLv - 1)] + 10 | * Lv.1-30: [1.3 * (TLv - 1)] + 10 | ||
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|[(TLv - 1)] + 10 | |[(TLv - 1)] + 10 | ||
|- | |- | ||
|Zalure | |{{Zalure}} | ||
| | | | ||
* Lv.1-30: [1.3 * (TLv - 1)] + 10 | * Lv.1-30: [1.3 * (TLv - 1)] + 10 | ||
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|[0.5 * (TLv - 1)] + 10 | |[0.5 * (TLv - 1)] + 10 | ||
|- | |- | ||
|- | |- | ||
|Ryuker | |{{Ryuker}} | ||
| - | |style="text-align:center"| - | ||
|10 | |10 | ||
|- | |- | ||
|} | |} | ||
==Special attacks== | ==Special attacks== | ||
: ''Main article: [[Weapons#Special attacks|Special attacks]] | |||
(See also: [[List of weapons with reduced specials]]) | |||
==Frame data== | ==Frame data== |
Revision as of 18:18, 17 February 2024
Compilation of formulas and other mechanics.
Physical damage
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]
- WA = Weapon base ATP
- FA = Frame ATP
- BaA = Barrier ATP
- ATR = Weapon attribute %
2. Next, add the bonuses from Shifta (SA, for "Shifta ATP"):
SA = [BA x Shifta] + [(MWA - MinWA) x Shifta]
- BA = Base ATP
- Shifta = Shifta Base Power (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:
- Normal: 0.9
- Heavy: 1.89
- Special: 0.56
- Sacrificial: 3.33
- Vjaya: 5.67
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]%
Knocked down
Players are knocked down if a single attack does over 25% of their max HP.
Accuracy
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 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 (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
Calculating Technique Base Power
- TLv = Technique level
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 |
Resta |
|
[1.2 * (TLv - 1)] + 15 |
Anti | - | [0.5 * (TLv - 1)] + 10 |
Reverser | - | 20 |
Shifta |
|
[1.2 * (TLv - 1)] + 15 |
Deband |
|
[(TLv - 1)] + 10 |
Jellen |
|
[(TLv - 1)] + 10 |
Zalure |
|
[0.5 * (TLv - 1)] + 10 |
Ryuker | - | 10 |
Special attacks
- Main article: Special attacks
(See also: List of weapons with reduced specials)
Frame data
- Phantasy Star Online Blue Burst runs at 30 frames per second ("FPS")
- See Game mechanics/Frame data for individual weapon/technique frame data