Arcana/Mechanics

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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%