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battle_mechanics [2020/10/15 20:13] – [Relative Agility] antidale | battle_mechanics [2023/12/26 20:45] (current) – external edit A User Not Logged in | ||
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Tables of all the different modifiers listed [[Formulas# | Tables of all the different modifiers listed [[Formulas# | ||
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- | After all these modifiers, you are left with an attack value, which is then multiplied by a random number between 1 and 1.5, and then defense is subtracted. Note the multiplication is before the subtraction, | + | After all these modifiers, you are left with an attack value, which is then multiplied by a random number between 1 and 1.5((Note that the upper limit will actually be lower than 1.5x if attack power is over 510. See details [[formulas## |
** Damage Per Hit = Final Attack Power * (Random between 1 and 1.5) - Target Defense. ** | ** Damage Per Hit = Final Attack Power * (Random between 1 and 1.5) - Target Defense. ** | ||
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**Accuracy** is **weapon base accuracy + level/4**. \\ | **Accuracy** is **weapon base accuracy + level/4**. \\ | ||
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- | Several things effect accuracy as well, most notably being in the back row. If you don’t have the longrange | + | Several things effect accuracy as well, most notably being in the back row. If you don’t have the long-range |
- | A list of all accuracy modifiers can be found [[formulas# | + | * Your accuracy is halved when attacking from the back row |
+ | * Your accuracy is halved | ||
+ | This means accuracy can be 1/4th its value if both conditions are active. \\ | ||
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+ | A list of all accuracy modifiers can be found [[formulas# | ||
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For each attack multiplier, a random number is rolled, and based on accuracy its determined if it hits or not. So for 10 attacks with 80% accuracy, about 8 of them should hit, though this could be more or less.\\ | For each attack multiplier, a random number is rolled, and based on accuracy its determined if it hits or not. So for 10 attacks with 80% accuracy, about 8 of them should hit, though this could be more or less.\\ | ||
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**Spell accuracy** is the **base spell accuracy+ wisdom or willpower/ | **Spell accuracy** is the **base spell accuracy+ wisdom or willpower/ | ||
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- | Just like physical damage, spell damage per hit is spell power after modifiers, times random number between 1 and 1.5, minus magic defense.\\ | + | Just like physical damage, spell damage per hit is spell power after modifiers, times random number between 1 and 1.5((Note that the upper limit will actually be lower than 1.5x if attack power is over 510. See details [[formulas## |
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If a spell has the option to be single cast, or multi-targeted, | If a spell has the option to be single cast, or multi-targeted, | ||
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[[https:// | [[https:// | ||
[[https:// | [[https:// | ||
- | [[https:// | + | |
- | [[https:// | + | |
==== Relative Agility ==== | ==== Relative Agility ==== | ||
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This is a pretty complicated topic, but the gist of this is, if more then 1 timer is expired on an atb tick, the game handles only 1 of the timers, then advances to the next atb tick. In practice, this means if you add timers quickly enough, the game must handle the actions in character order.\\ | This is a pretty complicated topic, but the gist of this is, if more then 1 timer is expired on an atb tick, the game handles only 1 of the timers, then advances to the next atb tick. In practice, this means if you add timers quickly enough, the game must handle the actions in character order.\\ | ||
- | If you want to see this in action, watch the [[https:// | + | |
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As well, since each person can have multiple timers on them at once, and only 1 can be processed each time this can lead to some timers never getting processed. An example of this is if you use enough very fast zerkers against plague, even when the count reaches 0, your characters won't die, as it processes the attack timers before the count timer. \\ | As well, since each person can have multiple timers on them at once, and only 1 can be processed each time this can lead to some timers never getting processed. An example of this is if you use enough very fast zerkers against plague, even when the count reaches 0, your characters won't die, as it processes the attack timers before the count timer. \\ | ||
- | This can be see in the [[https:// | + | |
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This can also lead to virus/sap, wall, and other status effects never running out. \\ | This can also lead to virus/sap, wall, and other status effects never running out. \\ |