Game mechanics: Difference between revisions

From Ephinea PSO Wiki
No edit summary
(Big big pass on this page, tidied up and made easier to read)
Line 2: Line 2:


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


<code>EA = [WA + AA + ShA + Grind x 2] x [ATR + 1.0]</code>
1. Begin by calculating the equipment [[ATP]] (EA):
* EA = Equipment ATP
* WA = Weapon base ATP
* AA = Armor ATP
* ShA = Shield ATP
* ATR = [[Weapon attribute]] %


<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 shifta:
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>
* SA = Shifta ATP
* BA = Base ATP
* BA = base ATP
* 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]]:


Finally, to calculate your damage on a monster:
<code>Damage = [(ATP - Enemy DFP)/5] x Attack modifier</code>


<code>[(ATP - DFP)/5] x 0.9 = Weak/Base</code>
* '''Attack modifier''' is:
* Heavy: Base x {{Note|17/9|1.89x}}
** Normal: {{Note|9/10|0.9}}
* Sacrifice: Base x {{Note|10/3|3.33x}}
** Heavy: {{Note|17/9|1.89}}
* {{Note|Excluding Fire damage, Lightning damage, HP cut, and Sacrificial specials|Special|}}: Base x {{Note|5/9|0.56x}}
** {{Note|Excluding Fire damage, Lightning damage, HP cut, and Sacrificial specials|Special|}}: {{Note|5/9|0.56}}
* {{Sword|rare|Vjaya}}: Base x {{Note|17/3|5.67x}}
** [[Weapons#Sacrificial damage increase|Sacrificial]]: {{Note|10/3|3.33}}
* Critical: Result x 1.5
** {{Sword|rare|Vjaya}}: {{Note|17/3|5.67}}


===Critical rate===
4a. If the attack is a critical hit, calculate critical damage:


Critical Rate can be calculated by the following formula:
<code>Critical damage = Damage x 1.5</code>


<code>[LCK/5] = Critical % Rate</code>
* 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 ===
Line 46: Line 46:


==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:
** [[Paralysis|Paralyzed]] or [[Shock|Shocked]]: 0.85
** [[Freeze (status)|Frozen]]: 0.7
** Both: 0.595


Status Effect modifier is 0.85 if Paralyzed or Shocked, 0.7 if Frozen, 0.595 if both.
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 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. 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.  
Line 65: Line 77:
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>{[(MST + TBP)/5] x (1.0 + CB + WB + MB)} x (1 - RES)</code>
<code>[(MST + TBP)/5] x (1.0 + CB + WB + MB)} x (1 - RES)</code>


* TBP: Technique Base Power
* TBP: Technique Base Power
Line 78: Line 90:
* 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
Line 87: Line 101:
!|TP Cost Formula
!|TP Cost Formula
|-
|-
|Foie
|{{Foie}}
|
|
* Lv.1-15: [50 * (TLv - 1)] + 110
* Lv.1-15: [50 * (TLv - 1)] + 110
Line 93: Line 107:
|[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  
Line 99: Line 113:
|[0.37 x (TLv - 1)] + 20
|[0.37 x (TLv - 1)] + 20
|-
|-
|RaFoie
|{{Rafoie}}
|
|
* Lv.1-15: [22 * (TLv - 1)] + 350  
* Lv.1-15: [22 * (TLv - 1)] + 350  
Line 105: Line 119:
|[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  
Line 111: Line 125:
|[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
Line 117: Line 131:
|[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  
Line 123: Line 137:
|[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  
Line 129: Line 143:
|[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   
Line 135: Line 149:
|[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   
Line 141: Line 155:
|[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  
Line 147: Line 161:
|[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  
Line 153: Line 167:
|[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
Line 159: Line 186:
|[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
Line 165: Line 192:
|[(TLv - 1)] + 10
|[(TLv - 1)] + 10
|-
|-
|Jellen
|{{Jellen}}
|
|
* Lv.1-30: [1.3 * (TLv - 1)] + 10
* Lv.1-30: [1.3 * (TLv - 1)] + 10
Line 171: Line 198:
|[(TLv - 1)] + 10
|[(TLv - 1)] + 10
|-
|-
|Zalure
|{{Zalure}}
|
|
* Lv.1-30: [1.3 * (TLv - 1)] + 10
* Lv.1-30: [1.3 * (TLv - 1)] + 10
Line 177: Line 204:
|[0.5 * (TLv - 1)] + 10
|[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
|{{Ryuker}}
| -  
|style="text-align:center"| -  
|10
|10
|-
|Reverser
| -
|20
|-
|-
|}
|}


==Special attacks==
==Special attacks==
* See [[List of weapons with reduced specials]]
: ''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]

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 (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]%

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 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.

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.pngResta (including Leilla.pngLeilla Photon Blast):

MST * 0.5 + TBP

Calculating Technique Base Power

  • 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

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