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EarthBound Beginnings/Battle Engine: Difference between revisions
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|'''Odds'''||3.9%||7.8%||7.8%||7.8%||7.8%||7.0%||7.0%||6.3%||6.3%||5.5%||4.7%||4.7%||3.9%||3.1%||3.1%||2.3%||2.3%||1.6%||1.6%||1.6%||0.8%||0.8%||0.8%||0.8% | |'''Odds'''||3.9%||7.8%||7.8%||7.8%||7.8%||7.0%||7.0%||6.3%||6.3%||5.5%||4.7%||4.7%||3.9%||3.1%||3.1%||2.3%||2.3%||1.6%||1.6%||1.6%||0.8%||0.8%||0.8%||0.8% | ||
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|'''RandMult'''|| | |'''RandMult'''||0||1||2||3||4||5||6||7||8||9||10||11||12|13||14||15||16||17||18||19||20||21||22||23||24 | ||
|} | |} | ||
Revision as of 19:59, 15 April 2025
Hit detection
(Currently unknown how a hit/miss is determined)
Damage Calculation
The following method is used to determine the damage of a normal attack:
1. Calculate base damage (round BaseDamage down):
BaseDamage = [(AttackerOffense * 3) - DefenderDefense] / 4
2. Get random multiplier from this table. There is a 50% chance of RandMult being negative.
Odds | 3.9% | 7.8% | 7.8% | 7.8% | 7.8% | 7.0% | 7.0% | 6.3% | 6.3% | 5.5% | 4.7% | 4.7% | 3.9% | 3.1% | 3.1% | 2.3% | 2.3% | 1.6% | 1.6% | 1.6% | 0.8% | 0.8% | 0.8% | 0.8% |
RandMult | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 |
3. Calculate final damage (round FinalDamage down):
FinalDamage = BaseDamage * (1 ± 0.1 * RandMult)
This means that any normal attack can hit for 76% to 124% of its base damage.
Crit detection
(Currently unknown.)