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- All formula results are rounded to the nearest whole number, unless otherwise specified.
- -----CORE ATTRIBUTES-----
- STR: Strength -- Melee Offense, Crit. Multiplier
- VIT: Vitality -- Melee Defense, Max HP
- DEX: Dexterity -- Ranged Offense, Accuracy, Crit. Chance
- AGI: Agility -- Ranged Defense, Initiative, Evasion
- MND: Mind -- Psionic Offense, Status Chance
- WIL: Will -- Psionic Defense, Status Evasion
- Growth Rate: Base + (Rate * Level)
- Example Guidelines:
- Weak: 10 + 1.4L
- Average: 17 + 1.83L
- Strong: 25 + 2.25L
- Base stats will add up to 100 for all attributes (ex: 10, 12, 15, 18, 21, 24)
- Rate stats will add up to 11 for all attributes (ex: 1.4, 1.58, 1.75, 1.92, 2.09, 2.26)
- Overall growth rate for all 6 attributes combined can be summed up as follows:
- For player characters: 100 + 11L
- For standard enemies: 50 + 12.5L
- For strong enemies: 75 + 13.25L
- For bosses: 100 + 14L
- -----DERIVED STATS-----
- XP: Experience Points -- Gained by EnemyLV^3 / LV * EnemyXPMultiplier per enemy defeated.
- LV: Level == XP ^ (2/7) - 1
- HP: Hit Points == [VIT * (LV + 10)] ^ 0.9
- AMMO: Ammo counter for ranged weapons == Magazine Size + Magazine Bonus
- FOCUS: Max 100. Starts at 0-25 at beginning of battle. Used for skills. Builds with certain actions.
- MLE: Melee Attack == STR + Melee Weapon Power + Melee Bonus
- RNG: Ranged Attack == DEX + Ranged Weapon Power + Ranged Bonus
- PSI: Psionic Attack == MND + Headgear Armor + Psionic Bonus
- MDF: Melee Defense == VIT + Body Armor
- RDF: Ranged Defense == AGI + Leg Armor
- PDF: Psionic Defense == WIL + Headgear Armor
- -----BATTLE DETAILS-----
- INI: Initiative == (AGI + Bonus) * Random(1.0...1.5) re-rolled every turn
- HIT: Chance to Hit == 100% - (A*B/C)
- For melee/ranged:
- A = 0.1 + Melee/Ranged Evasion Bonus/100
- B = Target AGI
- C = Attacker DEX
- For psionic:
- A = 0.05 + Psionic Evasion Bonus/100
- B = Target WIL
- C = Attacker MND
- Melee Damage == MLE*(LV^0.5)*(100 + LV*9 - enemyMDF)/(100+LV*9)*Crit*Element*Random(0.8...1.2)
- Ranged Damage == RNG*(LV^0.5)*(100 + LV*9 - enemyRDF)/(100+LV*9)*Crit*Element*Random(0.8...1.2)
- Psionic Damage == (SkillPower*PSI*(SkillPower+PSI))^0.5*(100 + LV*9 - enemyPDF)/(100+LV*9)*Element*Random(0.8...1.2)
- If Random(0...1) < (1 + DEX^0.4)/100, then Crit = (6+STR)^0.25, otherwise Crit = 1
- "Glancing Blow"/"Grazing Shot" if Crit roll succeeds but Hit roll fails: Damage = Damage^0.9
- SkillPower typically scales by 2...5 * Skill Level
- Status Effect Chance: (BaseRate/100) * MND / enemyWIL
- -----ELEMENTS-----
- PHYSICAL
- Force
- Slash
- Pierce
- SPECIAL
- Heat
- Cold
- Electric
- Toxic
- -----EQUIPMENT-----
- Characters have 6 equipment slots: Power usually scales to 1.5...2.5 * equipment's level
- Melee Weapon: Adds to melee attack
- Ranged Weapon: Adds to ranged attack
- Headgear: Adds to psionic attack and defense
- Body Armor: Adds to melee defense
- Leg Armor: Adds to ranged defense
- Misc: May provide bonuses to any other stats or other effects.
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