Difference between revisions of "Formulas"

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  Tarukaja + Rakunda: 1.45 = 1.45x 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 + SKILL_ADD_RATE
+
  STATUS CHANCE = BASE STATUS CHANCE + BRAND STATUS CHANCE + STATUS CHANCE PASSIVES - ENEMY STATUS RESIST + SKILL_ADD_RATE + (USER LUCK - ENEMY LUCK) * 0.5
 
  MINIMUM STATUS CHANCE = SKILL_ADD_RATE * UNKNOWN CONSTANT
 
  MINIMUM STATUS CHANCE = SKILL_ADD_RATE * UNKNOWN CONSTANT
 
  It will take the higher result of the two formulas above.
 
  It will take the higher result of the two formulas above.

Revision as of 22:38, 3 January 2019

All results are floored (rounded down to nearest INT).

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 * UNKNOWN_MODIFIER - 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 + SKILL_ADD_RATE + (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 + ((USER AGI - ENEMY AGI + USER LUCK - ENEMY LUCK) * UNKNOWN CONSTANT) * (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.
CRIT CHANCE = BASE CRIT CHANCE + CRIT BRANDS + (USER LUCK - ENEMY LUCK)
Counter Chance is rolled sequentially and separately, starting from the highest tier Counter first (Death Counter>Retaliate>Counter) regardless of slot order.