Formulae: Difference between revisions

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*PA MOD is calculated by taking the PA's damage modifier (e.g. 150%) and dividing by 100, giving you 1.5 as the PA MOD.
*PA MOD is calculated by taking the PA's damage modifier (e.g. 150%) and dividing by 100, giving you 1.5 as the PA MOD.
*CRITICAL MOD is either 1.5 for a critical hit or 1.0 for a non-critical hit.
*CRITICAL MOD is either 1.5 for a critical hit or 1.0 for a non-critical hit.
*ELEMENT MOD is calculated as (1+((5 + ELEMENT %) / 151.5)). If using '''TECHNICs''', element is calculated as (1+((14 + ELEMENT % + TECH LV) / 151.5)). If an element is neutral, ELEMENT MOD is 1.0.
*[[Elements|ELEMENT]] MOD is calculated as (1+((5 + ELEMENT %) / 151.5)). If using '''TECHNICs''', element is calculated as (1+((14 + ELEMENT % + TECH LV) / 151.5)). If an element is neutral, ELEMENT MOD is 1.0.
*BUFF MOD is calculated from the buffs and debuffs as straight addition or subtraction. (e.g. 1.0 + 0.11) = 1.11.
*BUFF MOD is calculated from the buffs and debuffs as straight addition or subtraction. (e.g. 1.0 + 0.11) = 1.11.
*DEFENSE is the enemy's calculated defense using base DFP multiplied by their own DFP modifier.
*DEFENSE is the enemy's calculated defense using base DFP multiplied by their own DFP modifier.
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*ATTACK is the enemy's base ATP or TP.
*ATTACK is the enemy's base ATP or TP.
*PA MOD is only used for enemies if the enemy is using a TECHNIC. If not using a TECHNIC, PA MOD is 1.0.
*PA MOD is only used for enemies if the enemy is using a TECHNIC. If not using a TECHNIC, PA MOD is 1.0.
*ELEMENT MOD is the player's line shield percentage, calculated as (1-((5 + ELEMENT %) / 151.5)).
*[[Elements|ELEMENT]] MOD is the player's line shield percentage, calculated as (1-((5 + ELEMENT %) / 151.5)).
*BUFF MOD is calculated the same way as the '''Player -> Enemy''' formula (e.g. 1.0 + 0.11 = 1.11).
*BUFF MOD is calculated the same way as the '''Player -> Enemy''' formula (e.g. 1.0 + 0.11 = 1.11).
*DEFENSE is the player's calculated defense.
*DEFENSE is the player's calculated defense.
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| '''DAMAGE''' = random(MIN DAMAGE, MAX DAMAGE)
| '''DAMAGE''' = random(MIN DAMAGE, MAX DAMAGE)
|}
|}
For damage output, a lower Variance stat is better as Variance always subtracts from the maximum possible damage dealt, and can never increase weapon damage.


==Hit Rate==
==Hit Rate==

Latest revision as of 01:58, 9 May 2022

Phantasy Star Universe uses varying formulae to determine values for different processes in the game, such as Hit Rate or Damage.

Damage Formulae

Player -> Enemy
MAX DAMAGE = floor(CRITICAL MOD * (((MAX ATTACK - VARIANCE) / 3.7) * PA MOD * ELEMENT MOD * (1.0 + ATTACK BUFF MOD)) * (1000 / (1000 + DEFENSE)) * (1.0 - DEFENSE BUFF MOD))
  • MAX ATTACK is calculated by adding the player's ATP + weapon's ATP + unit's ATP + line shield's ATP. This also applies the same way to TP calculation.
  • PA MOD is calculated by taking the PA's damage modifier (e.g. 150%) and dividing by 100, giving you 1.5 as the PA MOD.
  • CRITICAL MOD is either 1.5 for a critical hit or 1.0 for a non-critical hit.
  • ELEMENT MOD is calculated as (1+((5 + ELEMENT %) / 151.5)). If using TECHNICs, element is calculated as (1+((14 + ELEMENT % + TECH LV) / 151.5)). If an element is neutral, ELEMENT MOD is 1.0.
  • BUFF MOD is calculated from the buffs and debuffs as straight addition or subtraction. (e.g. 1.0 + 0.11) = 1.11.
  • DEFENSE is the enemy's calculated defense using base DFP multiplied by their own DFP modifier.
Enemy -> Player
MAX DAMAGE = floor((ATTACK MOD * ATTACK * PA MOD * ELEMENT MOD * (1.0 + ATTACK BUFF MOD) - DEFENSE) * 0.27 * (2000 / (2000 + DEFENSE)) * (1.0 - DEFENSE BUFF MOD))
  • ATTACK MOD is the enemy's ATP or TP modifier.
  • ATTACK is the enemy's base ATP or TP.
  • PA MOD is only used for enemies if the enemy is using a TECHNIC. If not using a TECHNIC, PA MOD is 1.0.
  • ELEMENT MOD is the player's line shield percentage, calculated as (1-((5 + ELEMENT %) / 151.5)).
  • BUFF MOD is calculated the same way as the Player -> Enemy formula (e.g. 1.0 + 0.11 = 1.11).
  • DEFENSE is the player's calculated defense.

Variance

Variance is calculated by choosing a random number between (MAX DAMAGE) and (MIN DAMAGE) based on the variance of a weapon.

Variance
DAMAGE = random(MIN DAMAGE, MAX DAMAGE)

For damage output, a lower Variance stat is better as Variance always subtracts from the maximum possible damage dealt, and can never increase weapon damage.

Hit Rate

ATA is calculated by adding the Character's ATA + Line Shield's ATA + Unit's ATA + Weapon's ATA.
PA MOD is calculated as (PA Acc. MOD / 100).

Hit Rate
Hit Rate = (1 - Enemy EVP / (Player ATA * PA MOD * 10))
  • You can multiply the result of this formula by 100 to get a percentage.