Damage formula notes
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Damage formula notes
تم التحديث 3 years ago من Dabomstew

Accuracy/Evasion effect on damage

  • start with [ACC - EVA - 5]/2 rounded down (towards the lower number: -1/2 = -1, -3/2 = -2, etc)
  • clamp the result to within -10 and 10
  • add 90 (moves the range to 80~100)
  • and that's the percentage multiplier to damage
  • so to deal max damage you need 25 more ACC than the opponent's EVA
  • and if their EVA is at least 15 higher than your ACC, you deal min damage e.g. botta has 80 EVA so 65 or lower ACC deals min damage 105 or higher ACC deals max damage

RANDOM VARIATION: dmg*N/100 where N is an integer between 96 and 104 inclusive so there are 9 possible rolls per combination of attack/stats

CHIVALRY: +5% ATK per female in battle (additively, not multiplicatively) so 10% / 15% for 2 or 3 Applies to the full ATK, not just STR. May apply to other stats, but definitely not ACC.

BATTLE CRY: seems to be +10% to ATK and DEF, but the ATK is stacking with something else (possibly Stat Boost?) and is more like 12% instead

SHARPNESS: +10% ATK FLARE BOTTLE: +20% damage after the ATK/2 - DEF part is applied (stacks) so Sharpness is better than Flare Bottle if enemy's DEF > 1/4 of our ATK meaning usually Flare Bottles are better in NG+ and Sharpness is better in NG HOLY SONG: +10% ATK, stacks with both of the above

PC MOVE POWERS (CHANGED FROM GC, OR NEW): Lightning Tiger 80 80 50 = 210 (-30) Para Ball 60 50 60 50 = 220 (-240) Shining Bind 250 100x5 80x8 400 = 1790 Grave Blade 60 55x4 = 280 (-130) Infernal Ruin 400 600 1100 = 2100 Crimson Dev. 400x2 1000 400x2 250x8 1200 = 5800 Destruction 50x5 = 250 (-50) Rising Punishment 80 90x3 = 350 (-170) Sacred Light 2500x1 Fairy Circle 200x5

Boss Stats found so far: https://docs.google.com/spreadsheets/d/e/2PACX-1vQ5RUXVHqMFS6dxF6vgONdnIC1OOSOC1Jl7d5YzPpMrkO2zRC39sDkEP2eJZQ2osgT3_VMygSNmaaZ7/pubhtml

Critical Hits: Crit Rate % = [higher of (Your LUK - Enemy's LUK)/20 rounded down and 0] + 1 + [rand() & 3] (essentially a random number from 0-3 with equal probability) + [+10 extra for each Attack Symbol/Money Bag equipped] + [+5 extra for Critical Up EX compound] so the max crit rate possible is 51% (255 LUK vs 0, 4% base, 2 Attack Symbols and Money Bag, Critical Up) but realistically Sheena can't get to 240+ LUK with those items so it's more like 47% [160 LUK + the rest]

Randomizer: Instacast% = 5 + (LUK/20 rounded down) Double Cast Time% = 10 - (LUK/20 rounded down) [if this answer is <= 0, not possible] [only checked if instacast is failed] Normal cast time if neither check passes. PS2+ lock Randomizer after one attempt until you get hit or finish casting a spell, so RIP. Note that LUK is read as a 1-byte unsigned value in battle, so negative numbers are treated as (256 + value) aka -1 is treated as 255. This applies to LUK's use in crit rate as well.

Casting Time: Time (60fps frames) = Character Base Value + Spell Value Speed Cast reduces Character Base Value by 1/4th rounded down (applies to all spells, but obviously has a greater % impact for low level spells with lower cast times) Mystic Symbol reduces Spell Value by 1/4th rounded down PC still counts in 60fps frames but subtracts 2 for every actual frame Character base values: Raine, Kratos, Sheena: 70 / 53 with Speed Cast (ends up as effectively 54 on PC if nothing else is odd, because PC will add 1 to make the frame count always even at the end) Zelos, Colette: 75 / 57 with Speed Cast (again, effectively 58) Genis, Regal: 80 / 60 with Speed Cast

Spell Canceling To spell cancel on PS2+ you must have Frames Left in Spell <= Total Spell Frames - ( 20 - floor(Uses/50)) but these are 60fps frames and they go down by 2 for each actual frame, so the net effect is that you can cancel 1 PS2/PS3/PC frame earlier for every 100 uses. And the fastest possible is with 900+ uses with which you can cancel after 1 frame. Bad thing: if a high level (2/3) spell is going off on your side, you cannot spell cancel with a high level spell of your own regardless of uses, because "frames left in spell" is locked equal to "total spell frames" and there is no way to get the second bit equal to 0. This explains how Colette's spell cancel "randomly" failed before.

Magic Damage Damage = [(INTUsage MultiplierHit Power (from spell)) - (Enemy's INT/8 + rand from 0 to enemy's level - 1)]*Random Variation (plenty of other multipliers as well, just not elaborated on here) Observations:

  • Spells with low power / lots of hits are arbitrarily weaker because "magic defense" is taken off after the hit power is applied. So Tidal Wave sucks even more than its 480 power already advertises.
  • A lot of enemies can get more magic defense from their level than their INT, though that part is random. Some notable exceptions are Sheena's Guardians and the Windmaster.
  • You can get around an enemy's Magic DEF by using certain spells from Genis (though only really Lv2/3 ones) or using Raine in general as Raine's offensive magic has high hit multipliers along with her slightly higher INT. That said, the distribution of INT to non-caster enemies is a bit inconsistent so some of them will just be weak enough to any magic for it to be fine.
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