Combat Stats
Property

Calculation


Attack
 = Strength + weapon Might 
Defense

= Defense + amour Defense

Magical Attack

= Magic + weapon Might

Magical Defense

= Magical Defense + amour Resistance

Agility

= Agility

Luck

= Luck

Property  Calculation 

Hit Rate  
Evasion and Magic Evasion  = (Agi x 3 + Luck) / 2 
Critical Hit  = Weapon’s Critical + (Agi / 2) 
Critical Evade  (Luck / 1.5) 
Combat Forecast
Property  Calculation 

Attack (damage)  = (Attack – Enemy’s Defence) x Damage multiplier 
Hit rate (physical and magic)  = Hit rate – Enemy’s Evasion [%] 
Critical rate  = Critical Hit – Enemy’s Critical Evade [%] 
Notes: Skills have their own damage or healing formula.
Hit rate for Skills (both physical and magical) is the
same as a normal attack.
Some Skills such as healing always hit.
Turn order
The formula is:
speed = subject.agi + rand(5 + subject.agi / 4) +
skill.speed (if use a skill) or item.speed
(if use an item) or subject.atk_speed (if use an attack)
The actor with the highest speed go first and then the second one and so on...
Notes: item.speed=0 always.
skill.speed=0 except for some skills (which is 2000).
subject.atk_speed=0 always.
Examples: Pascal has 12 Agi and cast fire and an enemy soldier has 8 Agi and launch an attack.
Pascal speed is 12+rand(5+12/4)+0 = 12+rand(8).
rand(8) is a random number between 0 and 8.
Pascal speed is between 12 and 20.
Soldier speed is 8+rand(5+8/4)+0 = 12+rand(7).
rand(7) is a random number between 0 and 7.
Soldier speed is between 8 and 15.
In most case Pascal will act first then the soldier unless you have no luck
with random numbers.
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