====== Extra ====== Let's master @Party. ===== Damage calculation formula ===== The damage from moves that don't ignore Defense is...\\ Base damage = own Attack level × tension × skill multiplier ==== Tension multipliers ==== |Tension (5%)| 1.7x | |Tension (20%)| 3x | |Hi-tension (50%)| 5x | |Super hi-tension (100%)| 8x | True damage = (base damage × 0.5) − (target's Defense level × 0.3)\\ Actual damage (actually dealt to the enemy) = true damage × 0.9 + (true damage × a random number in the range of 0.299999...) For moves that do ignore Defense, it's...\\ True damage = own Attack level × tension × skill multiplier\\ When using a move that ignores Defense against a monster with metal resistance, the "don't ignore Defense" formula is applied, using the move's base damage as the starting point.\\ (In other words, since the original damage is halved and a defense reduction is applied, you cannot expect to deal significant damage to an opponent with metal resistance using an attack that ignores defense.) Only Berserker's **Frenzy** has a separate calculation formula:\\ Actual damage = (own Attack level × 3 − target's Defense level × 0.4) × (0.9 + (random number between 0~0.2999...)) × tension ===== Evasion check / critical hit check ===== Physical attacks can be evaded under the following conditions: ==== 1. Hit check (I made this term up myself.) ==== The "Accuracy" value—which is set separately from HP, MP, Attack, Defense, and Agility—is used directly as the Accuracy.\\ The initial value is 95, and while it can be lowered by effects like Sandstorm and Dazzle, it will never fall below 50 (barring a few exceptions).\\ Some bosses have abnormally high Accuracy, such as 400, but this is the same as having 100% accuracy.\\ However, note that when trying to lower a high Accuracy level, you'll need to reduce it down to 99 before any effect becomes noticeable. ==== 2. Evasion check (I made this term up myself.) ==== - 1/3 chance - If (a random number between 0~defender's Agility) is greater than (a random number between 0~attacker's Agility × 3) If both of the above conditions are true, the attack is considered a miss. If either the hit or evasion rolls are a miss, the attack is considered a miss.\\ The following shows how much the attack Accuracy changes depending on Agility when Accuracy is set to 95 (as an example).\\ (Please note that this was quickly put together, so there may be some slight discrepancies or differences.) *Agility is the ratio of the attacker's Agility to the defender's Agility.\\ Example. 50% means that the attacker's Agility is 50 for every 100 Agility of the defender.\\ The Accuracy of boss-types is often set to exceed 100, so only the evasion rate is provided in a separate table. ^ Agility ^ Evasion rate ^ Overall Accuracy ^ Notes ^ | 0| 33.33%| 63.33%|Does it even make a difference if both sides are at 0?| | 10%| 28.34%| 68.08%|What's the approximate Accuracy for attacks against Stone and Metal-type monsters?| | 25%| 20.85%| 75.20%|What's the approximate Accuracy for attacks against Lucifer, Grimoire, etc.?| | 50%| 11.13%| 84.43%|Can you evade attacks this much even against most high-level bosses if you increase your Agility?| | 75%| 7.42%| 87.95%| | | 100%| 5.56%| 89.71%| | | 150%| 3.71%| 91.48%|What's the approximate Accuracy of most high-level bosses?| | 200%| 2.78%| 92.36%| | | 300%| 1.86%| 93.24%| | | 400%| 1.39%| 93.68%| | | 500%| 1.11%| 93.94%| | === Critical hit! check === - 1/3 chance - If (a random number between 0~attacker's Agility) is greater or equal to (a random number between 0~defender's Agility × 3) This occurs if both of the above conditions are true.\\ The difference between this and the evasion check is that the attacker and defender are reversed, and it uses "greater than or equal to" instead of "greater than".\\ Note that the hit and evasion checks are performed separately, so critical hits and misses can occur simultaneously. As a side note, critical hits are physical, with a defense penetration of Attack level × 0.75.\\ Therefore, in terms of damage calculation, a critical hit is weaker against opponents with metal resistance.\\ (However, this is a fairly rare occurrence given the low probability and the almost non-existent opportunity to use @Attack against metal-resistant opponents.) ===== Enemy status change ===== [UNFINISHED] ===== Skill multiplier table ===== [UNFINISHED] ===== Abnormal status/instant death probability table ===== [UNFINISHED]