Game mechanics: Difference between revisions

From Ephinea PSO Wiki
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===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"
!Technique
!Base Power Formula
!TP Cost Formula
|-
|-
!{{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 109: 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 115: 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 121: 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 127: 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 133: 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>
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|<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 145: 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 151: 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 157: 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 163: 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>
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|<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>
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|<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 194: 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 200: 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 207: 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

Revision as of 23:41, 9 March 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 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:

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

Characters will be knocked down if a single attack does more than 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.

Techniques

Technique damage formula

[(MST + TBP)/5] x (1.0 + CB + WB + MB)} x (1 - RES)

Resta power

Amount healed by Resta.pngResta (including Leilla.pngLeilla Photon Blast):

MST * 0.5 + TBP

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