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battle_mechanics [2021/04/19 05:07] – [The ATB System] - removed dead video links antidalebattle_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#Modifiers Table|here]].\\ Tables of all the different modifiers listed [[Formulas#Modifiers Table|here]].\\
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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, which is why sometimes you can get hit for 1 damage, then the next hit deals several hundred. \\+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##note_about_damage_per_hit|here]])), and then defense is subtracted. Note the multiplication is before the subtraction, which is why sometimes you can get hit for 1 damage, then the next hit deals several hundred. \\
 ** 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 bit set, attacking from the back row halves accuracy, and if your target is in the backrow, accuracy is also halvedThis means accuracy can be 1/4th its value if both conditions are active. \\ +Several things effect accuracy as well, most notably being in the back row. If you don’t have the long-range bit set, then: 
-A list of all accuracy modifiers can be found [[formulas#other_modifiers|here]]\\+  * Your accuracy is halved when attacking from the back row 
 +  * Your accuracy is halved when attacking enemies in their own back row 
 +This means accuracy can be 1/4th its value if both conditions are active. \\ 
 + 
 +A list of all accuracy modifiers can be found [[formulas#other_modifiers|here]].\\
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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/2** (based on magic type). Note this accuracy is also effected by the middle row, and can be helpful for some low accuracy spells.\\ **Spell accuracy** is the **base spell accuracy+ wisdom or willpower/2** (based on magic type). Note this accuracy is also effected by the middle row, and can be helpful for some low accuracy spells.\\
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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##note_about_damage_per_hit|here]])), minus magic defense.\\
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 If a spell has the option to be single cast, or multi-targeted, spell power will be divided by the number of targets. \\ If a spell has the option to be single cast, or multi-targeted, spell power will be divided by the number of targets. \\
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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://www.twitch.tv/videos/519542539|Queue Jam Video]]\\+
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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://www.twitch.tv/videos/381124228|Plague Cheese Video]]\\+
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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. \\
battle_mechanics.1618808851.txt.gz · Last modified: 2021/04/19 05:07 (external edit)