Game mechanics: Difference between revisions
(→Technique damage: ehhh i don't really love the code blocks here but idk leaving em for now) |
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<code>SA = [BA x Shifta] + [(MWA - MinWA) x Shifta]</code> | <code>SA = [BA x Shifta] + [(MWA - MinWA) x Shifta]</code> | ||
* BA = Base ATP | * BA = Base ATP | ||
* Shifta = {{Shifta|n}} Base Power (see table below) | * Shifta = {{Shifta|n}} Base Power in % (see table below) | ||
* MWA = Maximum possible weapon ATP | * MWA = Maximum possible weapon ATP | ||
* MinWA = Minimum possible weapon ATP | * MinWA = Minimum possible weapon ATP | ||
Line 64: | Line 64: | ||
<code>Effective EVP = (Enemy EVP) * (Status Effect modifier)</code> | <code>Effective EVP = (Enemy EVP) * (Status Effect modifier)</code> | ||
* '''Status Effect modifier''' is: | * '''Status Effect modifier''' is: | ||
** | ** {{Paralyzed}} or {{Shocked}}: 0.85 | ||
** | ** {{Frozen}}: 0.7 | ||
** Both: 0.595 | ** Both: 0.595 | ||
** No status: 1 | |||
3. Finally, to calculate your accuracy: | 3. Finally, to calculate your accuracy: | ||
Line 80: | Line 81: | ||
==Techniques== | ==Techniques== | ||
=== | ===[[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> | ||
Line 97: | Line 98: | ||
===Technique Base Power=== | ===Technique Base Power=== | ||
* TLv = Technique level | * TLv = Technique level | ||
{|class="wikitable" style="text-align:left | {|class="wikitable sortable" style="text-align:left" | ||
|- | |- | ||
!{{Foie}} | !class="unsortable" |Technique | ||
!class="unsortable" |Base Power Formula | |||
!class="unsortable" |TP Cost Formula | |||
|- | |||
!style="text-align:left"|{{Foie}} | |||
| | | | ||
Lv. 1-15: <code>[50 * (TLv - 1)] + 110</code><br> | Lv. 1-15: <code>[50 * (TLv - 1)] + 110</code><br> | ||
Line 108: | Line 110: | ||
|<code>[1.3 * (TLv - 1)] + 5</code> | |<code>[1.3 * (TLv - 1)] + 5</code> | ||
|- | |- | ||
!{{Gifoie}} | !style="text-align:left"|{{Gifoie}} | ||
| | | | ||
Lv. 1-15: <code>[26 * (TLv - 1)] + 260</code><br> | Lv. 1-15: <code>[26 * (TLv - 1)] + 260</code><br> | ||
Line 114: | Line 116: | ||
|<code>[0.37 x (TLv - 1)] + 20</code> | |<code>[0.37 x (TLv - 1)] + 20</code> | ||
|- | |- | ||
!{{Rafoie}} | !style="text-align:left"|{{Rafoie}} | ||
| | | | ||
Lv. 1-15: <code>[22 * (TLv - 1)] + 350</code><br> | Lv. 1-15: <code>[22 * (TLv - 1)] + 350</code><br> | ||
Line 120: | Line 122: | ||
|<code>[0.25 * (TLv - 1)] + 30</code> | |<code>[0.25 * (TLv - 1)] + 30</code> | ||
|- | |- | ||
!{{Barta}} | !style="text-align:left"|{{Barta}} | ||
| | | | ||
Lv. 1-15: <code>[50 * (TLv - 1)] + 50</code><br> | Lv. 1-15: <code>[50 * (TLv - 1)] + 50</code><br> | ||
Line 126: | Line 128: | ||
|<code>[1.2 * (TLv - 1)] + 4</code> | |<code>[1.2 * (TLv - 1)] + 4</code> | ||
|- | |- | ||
!{{Gibarta}} | !style="text-align:left"|{{Gibarta}} | ||
| | | | ||
Lv. 1-15: <code>[24 * (TLv - 1)] + 230</code><br> | Lv. 1-15: <code>[24 * (TLv - 1)] + 230</code><br> | ||
Line 132: | Line 134: | ||
|<code>[0.5 * (TLv - 1)] + 25</code> | |<code>[0.5 * (TLv - 1)] + 25</code> | ||
|- | |- | ||
!{{Rabarta}} | !style="text-align:left"|{{Rabarta}} | ||
| | | | ||
Lv. 1-15: <code>[19 * (TLv - 1)] + 400</code><br> | Lv. 1-15: <code>[19 * (TLv - 1)] + 400</code><br> | ||
Line 138: | Line 140: | ||
|<code>[0.2 * (TLv - 1)] + 35</code> | |<code>[0.2 * (TLv - 1)] + 35</code> | ||
|- | |- | ||
!{{Zonde}} | !style="text-align:left"|{{Zonde}} | ||
| | | | ||
Lv. 1-15: <code>[50 * (TLv - 1)] + 80</code><br> | Lv. 1-15: <code>[50 * (TLv - 1)] + 80</code><br> | ||
Line 144: | Line 146: | ||
|<code>[1.1 * (TLv - 1)] + 6</code> | |<code>[1.1 * (TLv - 1)] + 6</code> | ||
|- | |- | ||
!{{Gizonde}} | !style="text-align:left"|{{Gizonde}} | ||
| | | | ||
Lv. 1-15: <code>[22 * (TLv - 1)] + 200</code><br> | Lv. 1-15: <code>[22 * (TLv - 1)] + 200</code><br> | ||
Line 150: | Line 152: | ||
|<code>[0.6 * (TLv - 1)] + 25</code> | |<code>[0.6 * (TLv - 1)] + 25</code> | ||
|- | |- | ||
!{{Razonde}} | !style="text-align:left"|{{Razonde}} | ||
| | | | ||
Lv. 1-15: <code>[16 * (TLv - 1)] + 450</code><br> | Lv. 1-15: <code>[16 * (TLv - 1)] + 450</code><br> | ||
Line 156: | Line 158: | ||
|<code>[0.3 * (TLv - 1)] + 35</code> | |<code>[0.3 * (TLv - 1)] + 35</code> | ||
|- | |- | ||
!{{Grants}} | !style="text-align:left"|{{Grants}} | ||
| | | | ||
Lv. 1-15: <code>[75 * (TLv - 1)] + 1180</code><br> | Lv. 1-15: <code>[75 * (TLv - 1)] + 1180</code><br> | ||
Line 162: | Line 164: | ||
|<code>[1.1 * (TLv - 1)] + 45</code> | |<code>[1.1 * (TLv - 1)] + 45</code> | ||
|- | |- | ||
!{{Megid}} | !style="text-align:left"|{{Megid}} | ||
| | | | ||
Lv. 1-15: <code>[3 * (TLv - 1)] + 27</code><br> | Lv. 1-15: <code>[3 * (TLv - 1)] + 27</code><br> | ||
Line 168: | Line 170: | ||
|<code>[1.05 * (TLv - 1)] + 30</code> | |<code>[1.05 * (TLv - 1)] + 30</code> | ||
|- | |- | ||
!{{Resta}} | !style="text-align:left"|{{Resta}} | ||
| | | | ||
Lv. 1-30: <code>[5 * (TLv - 1)] + 50</code><br> | Lv. 1-30: <code>[5 * (TLv - 1)] + 50</code><br> | ||
|<code>[1.2 * (TLv - 1)] + 15</code> | |<code>[1.2 * (TLv - 1)] + 15</code> | ||
|- | |- | ||
!{{Anti}} | !style="text-align:left"|{{Anti}} | ||
|style="text-align:center"| - | |style="text-align:center"| - | ||
|<code>[0.5 * (TLv - 1)] + 10</code> | |<code>[0.5 * (TLv - 1)] + 10</code> | ||
|- | |- | ||
!{{Reverser}} | !style="text-align:left"|{{Reverser}} | ||
|style="text-align:center"| - | |style="text-align:center"| - | ||
|style="text-align:center"|20 | |style="text-align:center"|20 | ||
|- | |- | ||
!{{Shifta}} | !style="text-align:left"|{{Shifta}} | ||
| | | | ||
Lv. 1-30: <code>[1.3 * (TLv - 1)] + 10</code><br> | Lv. 1-30: <code>[1.3 * (TLv - 1)] + 10</code><br> | ||
Line 187: | Line 189: | ||
|<code>[1.2 * (TLv - 1)] + 15</code> | |<code>[1.2 * (TLv - 1)] + 15</code> | ||
|- | |- | ||
!{{Deband}} | !style="text-align:left"|{{Deband}} | ||
| | | | ||
Lv. 1-30: <code>[1.3 * (TLv - 1)] + 10</code><br> | Lv. 1-30: <code>[1.3 * (TLv - 1)] + 10</code><br> | ||
Line 193: | Line 195: | ||
|<code>[(TLv - 1)] + 10</code> | |<code>[(TLv - 1)] + 10</code> | ||
|- | |- | ||
!{{Jellen}} | !style="text-align:left"|{{Jellen}} | ||
| | | | ||
Lv. 1-30: <code>[1.3 * (TLv - 1)] + 10</code><br> | Lv. 1-30: <code>[1.3 * (TLv - 1)] + 10</code><br> | ||
Line 199: | Line 201: | ||
|<code>[(TLv - 1)] + 10</code> | |<code>[(TLv - 1)] + 10</code> | ||
|- | |- | ||
!{{Zalure}} | !style="text-align:left"|{{Zalure}} | ||
| | | | ||
Lv. 1-30: <code>[1.3 * (TLv - 1)] + 10</code><br> | Lv. 1-30: <code>[1.3 * (TLv - 1)] + 10</code><br> | ||
Line 206: | Line 208: | ||
|- | |- | ||
|- | |- | ||
!{{Ryuker}} | !style="text-align:left"|{{Ryuker}} | ||
|style="text-align:center"| - | |style="text-align:center"| - | ||
|style="text-align:center"|10 | |style="text-align:center"|10 |
Latest revision as of 23:41, 9 March 2024
Compilation of formulas and other mechanics.
Physical damage[edit | edit source]
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 in % (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]%
Knockdown[edit | edit source]
Characters will be knocked down if a single attack does more than 25% of their max HP.
Accuracy[edit | edit source]
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.
Techniques[edit | edit source]
Technique damage formula[edit | edit source]
[(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
Resta power[edit | edit source]
Amount healed by Resta (including Leilla Photon Blast):
MST * 0.5 + TBP
Technique Base Power[edit | edit source]
- TLv = Technique level
Technique | Base Power Formula | TP Cost Formula |
---|---|---|
Foie |
Lv. 1-15: |
[1.3 * (TLv - 1)] + 5
|
Gifoie |
Lv. 1-15: |
[0.37 x (TLv - 1)] + 20
|
Rafoie |
Lv. 1-15: |
[0.25 * (TLv - 1)] + 30
|
Barta |
Lv. 1-15: |
[1.2 * (TLv - 1)] + 4
|
Gibarta |
Lv. 1-15: |
[0.5 * (TLv - 1)] + 25
|
Rabarta |
Lv. 1-15: |
[0.2 * (TLv - 1)] + 35
|
Zonde |
Lv. 1-15: |
[1.1 * (TLv - 1)] + 6
|
Gizonde |
Lv. 1-15: |
[0.6 * (TLv - 1)] + 25
|
Razonde |
Lv. 1-15: |
[0.3 * (TLv - 1)] + 35
|
Grants |
Lv. 1-15: |
[1.1 * (TLv - 1)] + 45
|
Megid |
Lv. 1-15: |
[1.05 * (TLv - 1)] + 30
|
Resta |
Lv. 1-30: |
[1.2 * (TLv - 1)] + 15
|
Anti | - | [0.5 * (TLv - 1)] + 10
|
Reverser | - | 20 |
Shifta |
Lv. 1-30: |
[1.2 * (TLv - 1)] + 15
|
Deband |
Lv. 1-30: |
[(TLv - 1)] + 10
|
Jellen |
Lv. 1-30: |
[(TLv - 1)] + 10
|
Zalure |
Lv. 1-30: |
[0.5 * (TLv - 1)] + 10
|
Ryuker | - | 10 |
Special attacks[edit | edit source]
- Main article: Special attacks
(See also: List of weapons with reduced specials)
Frame data[edit | edit source]
- Phantasy Star Online Blue Burst runs at 30 frames per second ("FPS")
- See Game mechanics/Frame data for individual weapon/technique frame data
Guides | |
---|---|
Basics | Classes • Mags (Basic Mag feeding guide) • Quests • Section IDs • Stats • Status effects • Teams • Techniques • Tekking • Weapons |
Classes | Class comparison • Hunter • HUmar • HUnewearl • HUcast • HUcaseal • RAmar • RAmarl • RAcast • RAcaseal • FOmar • FOmarl • FOnewm • FOnewearl |
Items | Adding Hit to enemy weapons • Adding ES/S-Rank weapon specials • Common weapon ATA equivalencies • Increasing weapon attributes • Sealed items (Unsealing) • Set effects |
Hunting | Common weapons • Drop charts (Level 30 techniques) • Item boxes • Ragol Boost Road • Weapon attribute drop tables |
Mechanics | Accuracy glitch • Beat time • Combo-locked weapons • Fixed-damage attacks • Game mechanics (Frame data) • Reduced-special weapons |
Challenge | Challenge • Episode 2: Stage 1 • Episode 2: Stage 2 • Episode 2: Stage 3 • Episode 2: Stage 4 • Episode 2: Stage 5 |
Other | Chat commands • Coren • Custom files • Music replacement • Price guide • Terminology |