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Author Topic: Combat Calculations  (Read 1877 times)

Offline MammonMachine

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Combat Calculations
« on: August 12, 2005, 04:16:42 AM »
Ok, so I've been making all the items for my game recently, but I'm wondering how does the game determine how much damage is dealt to players and NPCs?

I could set a piece of armor to have a Defense Stat of 10, but what does that actually mean? What happens if the player is wearing the armor and gets hit by a monster who has an Attack stat of 10?

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Offline WarxePB

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« Reply #1 on: August 12, 2005, 08:14:49 AM »
From the Help File:The attacking character is designated as A, and the defending character (the one being attacked) is designated as B.
·   Success or failure of certain things are determined by a random number.
·   When using an attack with attributes assigned to it, damage fluctuation and effectiveness are separately calculated.

Normal Attack Damage

Damage (HP decrease value) = (Attack power of A / 2) - (Defense power of B / 4)

·   The actual damage fluctuates between 80%-120% of this value.
·   In the event of a "Critical Hit", damage is multiplied by 3.
·   When B defends, the damage taken is reduced to 1/4.

Normal Attack Hit Ratio

Hit ratio (%) = 100 - (100 - hit ratio % of A's equipped weapon) * (1 + (agility of B / agility of A - 1) / 2)


·   When "Ignore Monster Evasion" is checked, the hit rate becomes the basic hit rate of the weapon.
·   Hit ratio can change according to afflicted conditions.
·   When B is afflicted with a condition that prevents action in battle, hit rate is automatically taken to be 100%.

Skill Damage

Damage = Base Damage + (Attack power of A / 20 * Attack influence of skill) + (Defense of B / 40 * Intelligence Influence of skill)


·   For each point of variance, damage fluctuation will be ±5% more, up to a total of ±50%.
·   When [Ignore Defense] is checked, the damage algorithm is as below.

(Defense power of B / 40 * Attack influence of skill) + (Intelligence of B / 80 * Intelligence influence of skill)

·   When B defends, the damage taken is reduced to 1/4.
·   Skills that cancel the death condition will heal a % of HP instead of an absolute value if no other options are checked. (If the value is 100 or more, the character will revive with 100% of their HP.)

Success Rate of Skills

Success Ratio (%) = Success Rate

·   For a skill with multiple effects, each is checked separate to see if it fails or not.
·   When an attack that reduces HP or MP fails, all other effects and conditions of it are ignored.

Escape Success Ratio

Escape success (%) = (1.5 * (Average agility of party / average agility of monster group) * 100

·   For example, if the average agility of the party and monster group is the same, escape success ratio is 50%.
·   Every time an escape fails, 10% is added to the escape success ratio.
·   If a pre-emptive attack is made, escape success ratio will be 100%.


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