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- Algorithms discovered by Rea (aka HououinMakise.)
- Lowercase a in front of a variable means attacker. Lowercase d means defender. Lowercase b means base.
- Damage
- ======
- PlayerAttack = (aSTAT + aATK)
- PlayerDefense = (dSTAT + dDEF)
- MonsterAttack = (aSTAT * 2)
- MonsterDefense = (dSTAT * 2)
- compScore = Defense / Attack
- When a player attacks a monster, compScore = MonsterDefense / PlayerAttack
- When a monster attacks a player, compScore = PlayerDefense / MonsterAttack
- Note: Summons (That aren't the Bunker and Decoy Turrets) use MonsterAttack and MonsterDefense in their damage calculations. The Bunker and Decoy Turret use aSTAT and dSTAT. aATK and dDEF in their case are 0.
- aSTAT = aSTR if a STR attack is being used. aINT if an INT attack is being used.
- aATK = aWATK if a STR attack is being used. aMATK if an INT attack is being used.
- dSTAT = dVIT if a STR attack is being used. dWIS if an INT attack is being used.
- dDEF = dDEF if a STR attack is being used. dMDEF if an INT attack is being used.
- If compScore > 1 (target's defense outpaces attacker's offense):
- Factor1 = sqrt(sqrt(compScore))
- Factor2 = 1.0 - (Factor1 * 0.7)
- Factor3 = Attack * 3
- Factor4 = Factor2 * Factor3
- Factor5 = Factor4 - (Defense * 0.2)
- BaseDamage = Factor5 * 0.717
- BaseDamage = (((1.0 - ((sqrt(sqrt(compScore))) * 0.7)) * (Attack * 3)) - (Defense / 5)) * 0.717)
- Otherwise (attacker's offense outpaces target's defense):
- Factor1 = 1.0 - compScore
- Factor2 = Factor1 ^ 3
- Factor3 = 0.3 + (Factor2 * 1.7)
- Factor4 = Attack * 3
- Factor5 = Factor3 * Factor4
- Factor6 = Factor5 - (Defense * 0.2)
- BaseDamage = Factor6 * 0.717
- BaseDamage = (((0.3 + (((1.0 - (Defense / Attack)) ^ 3) * 1.7)) * (Attack * 3)) - (Defense / 5)) * 0.717
- Damage = BaseDamage * SkillPower * Modifiers * Difficulty Factor
- For player units, Difficulty Factor is 1 on Advanced, and 1.2 on Basic.
- For monster units, Difficulty Factor is 1 on Advanced, and 0.8 on Basic.
- Death's Edge Damage
- ===================
- Damage * (1 + (Total Party Raw HP Missing / 100)) * (((Party Average Missing HP% + (Party Average Missing HP% ^ 2)) + 0.02) / 2)
- Buff Parameters
- ===============
- Attack buffs and defense debuffs are additive.
- Defense buffs and attack debuffs are multiplicative.
- Damage Randomization
- ====================
- Critical Hit Rate
- =================
- Crit Rate = [(aLUC + 25) * 100] / (dLUC + 25)
- If the result is less than 30, set it to 30.
- If the result is greater than 300, set it to 300.
- Then roll a number between 0 and 1000.
- If that number is lower than the result of the formula, the attack will be a critical hit.
- Sword God's value is added after the Crit Rate is calculated, allowing it to bypass the cap.
- Accuracy
- ========
- A = [((aAGI * 2) + aLUC) * 10] / [(dAGI * 2) + dLUC]
- AGI is halved and rounded down if the entities involved have their legs bound.
- A is rounded down.
- If A < 10, B = [1 - (1 - (sqrt(A / 10) * 10)) ^ 2] * [(BaseAccuracy + SkillMod) * 10]
- If A >= 10, B = [87.5 + (((A / 20) * 50) * (A * 2.5)) * (BaseAccuracy + SkillMod)] / 10
- Base Accuracy Parameters:
- If a party member is using a skill that does not require a weapon, Base Accuracy = Skill Accuracy.
- If a party member is using a skill that requires a weapon, Base Accuracy = Weapon Accuracy.
- If a party member does not have a weapon equipped, Weapon Accuracy = 95.
- If an enemy is using a regular attack, Base Accuracy = 99.
- If an enemy is using a skill, Base Accuracy = Skill Accuracy.
- C = B + Modifiers
- Modifier Parameters:
- Accuracy buffs and evasion debuffs are positive numbers.
- Accuracy debuffs and evasion buffs are negative numbers.
- If C > 1500, C = 1500
- If the attacker is blinded, D = C * 0.33
- If the skill bypasses accuracy checks or the target is petrified, asleep, panicked, blind, paralyzed (Only if the effect activates), or leg bound, D = 1000
- Else, D = C.
- Roll a number between 1 and 1000. If that number is lower than or equal to D, the attack lands.
- Enemy Targeting Routine
- =======================
- Infliction Rate
- ===============
- aScore = (aStat * 2) + aLUC
- If the skill being cast is a STR-based attack, aStat = STR.
- If the skill being cast is a INT-based attack, aStat = INT.
- Else, aStat = LUC.
- A = [(aScore + 76.5) / ((dLUC * 3) + 76.5)] * 10
- IR = Skill's infliction rate
- If A <= 2, B = IR
- If A > 2 & A < 50, B = IR * A
- If A >= 50, B = IR * 50
- C = B * Resistance * Difficulty Factor * Modifiers
- Resistance = Base Resistance + Accumulative Resistance
- Difficulty Factor for players is 1 on Advanced, and 1.2 on Basic. For enemies, this is 1 on Advanced and 0.8 on Basic.
- If C is greater than 1500, then set it to 1500.
- Then roll a number between 0 and 1000.
- If that number is lower than C, then the ailment lands.
- Accumulative Resistance
- =======================
- Ailment Recovery
- ================
- Poison Damage
- =============
- RNG1 + [(RNG2 + (Base Poison Damage + (Level / 5))) * (1 + (Level / 100))]
- RNG1: A random number from 0 to 5.
- RNG2: A random number from 0 to 5.
- Healing (INCOMPLETE)
- =======
- A = Healing Power * WIS * 2
- B = WIS * 2 * 0.010599
- C = A * 0.0021786
- D = B * sqrt(Healing Power)
- E = C + (Healing Power * 0.16667)
- Healing Amount = E + (D * 0.1)
- Speed
- =====
- [(Equipment Speed Mod + 100) * AGI * Skill Speed Mod * Random number between 90 and 110 / 10000] * Modifiers
- Equipment Speed Mods from all pieces of equipment on a party member are added together. For enemies, this is obviously 0. The data for Equipment Speed Mods are as follows:
- Weapons:
- Swords: 0
- Gauntlets: -5
- Staves: -5
- Katanas: -5
- Bows: 10
- Scythes: 5
- Artillery: -15
- Coffins: 5
- Equipment:
- Heavy Armor: -10
- Light Armor: 0
- Clothes: 5
- Helmets: 0
- Gloves: 5
- Boots: 10
- Shields: -5
- Accessories: 0
- When a rare breed acts, their AGI is multiplied by 10.
- Union Gain
- ==========
- Preemptives
- ===========
- Blindsides
- ==========
- Escape Rate
- ===========
- Grimoire Chances
- ================
- GOOD RIDDANCE YOU STUPID RNG-RIDDLED BLIGHT UPON THE SERIES!
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