Difference between revisions of "Formulas"
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*0 if DIFF_LUK >= -30 | *0 if DIFF_LUK >= -30 | ||
*-5 if DIFF_LUK >= -256 | *-5 if DIFF_LUK >= -256 | ||
+ | |||
+ | In a nutshell, every 10 AGI or LUCK points are worth 2% Accuracy/Evasion on average (i.e. 1 point = 0.2%). But we have some cap on AGI and LUCK impact on Accuracy. Beyond a difference of 30 LUCK points or 60 AGI points between the attacker and defender, you will not be getting better return. | ||
+ | |||
+ | And the base Accuracy when DIFF_LUCK and DIFF_AGI are near 0 is 88 to 97, depending if DIFF_LUCK/AGI >=0. | ||
+ | |||
+ | ==Base Skill Accuracy== |
Revision as of 19:20, 16 May 2020
All results are floored (rounded down to nearest INT). Many formulas have been Datamined long time ago and as such should be taken with a grain of salt (the game is currently much harder to datamine)
HP = VIT * 4.7 + LVL * 7.4 PATK = STR * 2.1 + LVL * 5.6 + 50 MATK = MAG * 2.1 + LVL * 5.6 + 50 PDEF = VIT * 1.1 + STR * 0.5 + LVL * 5.6 + 50 MDEF = VIT * 1.1 + MAG * 0.5 + LVL * 5.6 + 50
DAMAGE FORMULA = (ATK * 1 - DEF * 0.5) * 0.4 * (SKILL POWER * (1 + % SKILL DAMAGE MODIFIERS FROM SKILL LEVELS) / 100) * (1 + % DAMAGE MODIFIERS) * (1 + TARUNDA/TARUKAJA - RAKUNDA/RAKUKAJA) * (CHARGE / CONCENTRATE: 2.25 or 2.75 w/ Templar Dragon) * (CRIT/WEAKNESS/RESIST) 10% variance in final damage. Critical hit multiplier is 1.5x Weakness hit multiplier is 1.5x Resistance hit multiplier is 0.7x
HEALING FORMULA = (MATK * (HEAL POWER * (1 + % HEALING MODIFIERS FROM SKILL LEVELS) / 100) * HEALING_CONST + MIN_HEAL_VAL) * RANDOM_HEA_VAR * (1 + % HEAL MODIFIERS)
-kaja/-kunda effects (applied at end of formula) Rakukaja: -0.17 = 0.83x damage taken Tarunda: -0.2 = 0.8x damage taken Rakukaja + Tarunda: -0.37 = 0.64x damage taken Tarukaja: +1.2 = 1.2x damage dealt Rakunda: +1.25 = 1.25x damage dealt Tarukaja + Rakunda: 1.45 = 1.45x damage dealt
STATUS CHANCE = BASE STATUS CHANCE + BRAND STATUS CHANCE + STATUS CHANCE PASSIVES - ENEMY STATUS RESIST + (USER LUCK - ENEMY LUCK) * 0.5 MINIMUM STATUS CHANCE = SKILL_ADD_RATE * UNKNOWN CONSTANT It will take the higher result of the two formulas above.
TEMP ACCURACY = BASE SKILL ACCURACY * (FUNCTION1(USER AGI - ENEMY AGI) + FUNCTION2(USER LUCK - ENEMY LUCK)) * (1 * SUKUNDA/SUKUKAJA) FINAL ACCURACY = TEMP ACCURACY + ACC BRANDS + ACC SKILLS - EVASION BRANDS - EVASION SKILLS There is a minimum hit chance, and it will take either that or the accuracy depending on what's higher.
LUCK DIFF = USER LUCK - ENEMY LUCK CRIT LUK VALUE = 20 if LUCK DIFF >= 30, 15 if LUCK DIFF >= 20, 10 if LUCK DIFF >= 10, 0 if LUCK DIFF >= 0, -10 if LUCK DIFF >= -256 CRIT CHANCE = CRIT LUK VALUE + BASE SKILL CRIT CHANCE + PASSIVE SKILLS/PANEL CRIT CHANCE + CRIT BRANDS - ENEMY CRIT REDUC SKILLS/PANEL + Dx2 CRIT SKILL Crit chance is clamped to lie between 0 and 100 inclusive. BASE SKILL CRIT chance seems to be 10 on phys skills which don’t list their crit rate in their description*
Counter Chance is rolled sequentially and separately, starting from the highest tier Counter first (Death Counter>Retaliate>Counter) regardless of slot order.
Party speed is calculated first at an individual demon level then at a party level. INDIVIDUAL DEMON SPEED = (DEMON AGILITY + SKILL AGILITY + MITAMA AGILITY) * ((SKILL SPEED PERCENT + BRAND SPEED PERCENT + PANEL PERCENT) / 100) PARTY SPEED TOTAL = INDIVIDUAL DEMON SPEED TOTAL / PARTY COUNT (It's an average)
More On Accuracy
Functions
As written above Accuracy uses some FUNCTION 1 and 2 which respectively takes the difference between the AGI and the difference between LUK. (Notation: DIFF_AGI and DIFF_LUK)
FUNCTION1(DIFF_AGI) is:
- 102 if DIFF_AGI >= 256
- 100 if DIFF_AGI >= 40
- 98 if DIFF_AGI >= 30
- 96 if DIFF_AGI >= 20
- 94 if DIFF_AGI >= 10
- 92 if DIFF_AGI >= 0
- 88 if DIFF_AGI >= -20
- 84 if DIFF_AGI >= -40
- 80 if DIFF_AGI >= -60
- 76 if DIFF_AGI >= -256
FUNCTION1(DIFF_LUK) is:
- 13 if DIFF_LUK >= 256
- 11 if DIFF_LUK >= 30
- 9 if DIFF_LUK >= 20
- 7 if DIFF_LUK >= 10
- 5 if DIFF_LUK >= 0
- 0 if DIFF_LUK >= -30
- -5 if DIFF_LUK >= -256
In a nutshell, every 10 AGI or LUCK points are worth 2% Accuracy/Evasion on average (i.e. 1 point = 0.2%). But we have some cap on AGI and LUCK impact on Accuracy. Beyond a difference of 30 LUCK points or 60 AGI points between the attacker and defender, you will not be getting better return.
And the base Accuracy when DIFF_LUCK and DIFF_AGI are near 0 is 88 to 97, depending if DIFF_LUCK/AGI >=0.