Formulae: Difference between revisions
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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 | *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. |
Revision as of 12:37, 21 July 2021
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 |
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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 |
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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 |
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DAMAGE = random(MIN DAMAGE, MAX 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 |
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Hit Rate = (1 - Enemy EVP / (Player ATA * PA MOD * 10)) |
- You can multiply the result of this formula by 100 to get a percentage.