Arcana/Mechanics: Difference between revisions

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(Added the game's formula for physical accuracy.)
 
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{{subpage}}
(Back to [[Arcana|Main page]])
(Back to [[Arcana|Main page]])


==Affinity==
==Affinity - Race and Attribute==
*'''Race''': One of 0, Undead, Dragon, Medusa, Giant
 
**Determines physical resistance and physical attack type for enemies.
*'''Race''': All enemies are one of None, Undead, Dragon, Medusa, and Giant.
**An enemy with a race will resist physical damage, other than its weakness.
**[[Arcana:Equipment|Equipment]] with the same race as an enemy will deal extra damage (weapons) or resist physical damage (shields).
**Examples:
**Examples:
*** A Skeleton of the Undead race only takes full physical damage from anti-Undead weapons.
*** A Skeleton of the Undead race only takes full physical damage from anti-Undead weapons.
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*'''Attribute''': One of Man, Wind, Earth, Water, Fire
*'''Attribute''': One of Man, Wind, Earth, Water, Fire
**Also known as their "element".
**Also known as their "element".
**"Man" is neutral; otherwise Wind (yellow) beats Earth (green) beats Water (blue) beats Fire (red) beats Wind.
 
**Each attribute slightly resists itself.
{| class=wikitable
**Opposite attributes (Wind<->Water, Earth<->Fire) take neutral damage.
|+ Elemental damage
**"Man" slightly resists all attributes.
!
**Caution: Elemental weapons (Ice Blade) and armor (Mithril Mail) override Change Attribute spells. Someone equipped with these are stuck dealing Water damage, or taking damage as a Wind attribute respectively.
! Defend: Wind
! Defend: Fire
! Defend: Water
! Defend: Earth
|-
! Attack: Wind
| Damage down || Damage way down || Damage up || Damage way up
|-
! Attack: Fire
| Damage way up || Damage down || Damage way down || Damage up
|-
! Attack: Water
| Damage up || Damage way up || Damage down || Damage way down
|-
! Attack: Earth
| Damage way down || Damage up || Damage way up || Damage down
|-
! Attack: Wind/Water
| colspan=4 style="text-align: center;" | Damage unchanged
|-
! Attack: Fire/Earth
| colspan=4 style="text-align: center;" | Damage unchanged
|-
! Attack: Wind/Water/Fire/Earth
| colspan=4 style="text-align: center;" | Damage unchanged
|}
*"Man" is neutral, and takes elemental damage equally well.
*Each attribute slightly resists itself, and opposite attributes (Wind<->Water, Earth<->Fire) are slightly weak to each other.
*Caution: Elemental weapons (Ice Blade) override Change Attribute spells. Someone equipped with these are stuck dealing their weapon's damage.
*Change Attribute spells ''will'' override elemental armor. Mithril Mail's Wind attribute can be circumvented by changing attributes.


==Stats==
==Stats==
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**#* 3/4 run chance if D is 15+
**#* 3/4 run chance if D is 15+
*** Example: The party's highest LVL is 43, and the enemy's highest LVL is 25. The difference 43-25=18, so the run chance is 3/4.
*** Example: The party's highest LVL is 43, and the enemy's highest LVL is 25. The difference 43-25=18, so the run chance is 3/4.
==Physical accuracy==
<pre>
Step 1: TargetDodgeBonus
adb AlertnessDodgeBonus = (Enemy Alertness/8 + 1) * 3
    e = 128 (No evade buff)
    e = 255 (Evade buff)
    e = 0 (Evade debuff)
edb EvadeDodgeBonus: e * 128/256
tdb = adb + edb
Step 2: HitBonus
ahb AlertnessHitBonus = (Attacker Alertness/8 + 1) * 3
    a = 128 (No accuracy buff)
    a = 255 (Accuracy buff)
    a = 0 (Accuracy debuff)
acb AccuracyHitBonus: a * 128/256
hit = tdb + ahb + acb
Step 3: PositionDodgeBonus = tdb + TargetMod + RowMod
tm TargetMod
    tm = 26 (Targeting the party)
    tm = 0 (Targeting an enemy)
rm RowMod
    rm = 0 (Close to enemy)
    rm = 0 (Close to enemy)
    rm = 1A (Two rows away)
    rm = 33 (Three rows away)
    rm = 4C (Four rows away)
pdb = tdb + tm + rm
Step 4: ToHit = hit - pdb + 245 (cap at 255)
Step 5: Crit% = CritModifier
Crit = (Weapon crit rate | Unarmed crit rate | Monster crit rate | 0)
Step 6: Roll a pseudo-random number RAND = 0...255
Hits  if RAND < ToHit
Crits if RAND is also < Crit%
</pre>

Latest revision as of 04:57, 4 August 2024

This is a sub-page of Arcana.

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Affinity - Race and Attribute

  • Race: All enemies are one of None, Undead, Dragon, Medusa, and Giant.
    • An enemy with a race will resist physical damage, other than its weakness.
    • Equipment with the same race as an enemy will deal extra damage (weapons) or resist physical damage (shields).
    • Examples:
      • A Skeleton of the Undead race only takes full physical damage from anti-Undead weapons.
      • Red Dragons only take full damage from anti-Dragon weapons like the Dragon Blade.
      • Wearing an anti-Undead amulet (Mithril Shield/Gauntlet), that character will resist physicals from Undead enemies.
      • In the same vein, the Moon Gauntlet will resist damage from giants like Cyclops.
    • There is a Boss race, used to prevent instant death and escape. The Boss race does not resist damage, though.
  • Attribute: One of Man, Wind, Earth, Water, Fire
    • Also known as their "element".
Elemental damage
Defend: Wind Defend: Fire Defend: Water Defend: Earth
Attack: Wind Damage down Damage way down Damage up Damage way up
Attack: Fire Damage way up Damage down Damage way down Damage up
Attack: Water Damage up Damage way up Damage down Damage way down
Attack: Earth Damage way down Damage up Damage way up Damage down
Attack: Wind/Water Damage unchanged
Attack: Fire/Earth Damage unchanged
Attack: Wind/Water/Fire/Earth Damage unchanged
  • "Man" is neutral, and takes elemental damage equally well.
  • Each attribute slightly resists itself, and opposite attributes (Wind<->Water, Earth<->Fire) are slightly weak to each other.
  • Caution: Elemental weapons (Ice Blade) override Change Attribute spells. Someone equipped with these are stuck dealing their weapon's damage.
  • Change Attribute spells will override elemental armor. Mithril Mail's Wind attribute can be circumvented by changing attributes.

Stats

  • Level: Max level is 60.
    • Enemy LVL determines the success rate of escaping from battle.
      1. The game finds the difference of highest LVL of the party and the enemy party.
      2. (PartyLVL - EnemyLVL) = D
        • 1/8 run chance if D is negative
        • 1/4 run chance if D is 0-7
        • 1/2 run chance if D is 8-14
        • 3/4 run chance if D is 15+
      • Example: The party's highest LVL is 43, and the enemy's highest LVL is 25. The difference 43-25=18, so the run chance is 3/4.

Physical accuracy

Step 1: TargetDodgeBonus
adb AlertnessDodgeBonus = (Enemy Alertness/8 + 1) * 3
    e = 128 (No evade buff)
    e = 255 (Evade buff)
    e = 0 (Evade debuff)
edb EvadeDodgeBonus: e * 128/256

tdb = adb + edb


Step 2: HitBonus
ahb AlertnessHitBonus = (Attacker Alertness/8 + 1) * 3
    a = 128 (No accuracy buff)
    a = 255 (Accuracy buff)
    a = 0 (Accuracy debuff)
acb AccuracyHitBonus: a * 128/256

hit = tdb + ahb + acb


Step 3: PositionDodgeBonus = tdb + TargetMod + RowMod
tm TargetMod
    tm = 26 (Targeting the party)
    tm = 0 (Targeting an enemy)
rm RowMod
    rm = 0 (Close to enemy)
    rm = 0 (Close to enemy)
    rm = 1A (Two rows away)
    rm = 33 (Three rows away)
    rm = 4C (Four rows away)

pdb = tdb + tm + rm


Step 4: ToHit = hit - pdb + 245 (cap at 255)

Step 5: Crit% = CritModifier
Crit = (Weapon crit rate | Unarmed crit rate | Monster crit rate | 0)

Step 6: Roll a pseudo-random number RAND = 0...255
Hits  if RAND < ToHit
Crits if RAND is also < Crit%