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Difference between revisions of "Formulae"

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(variance)
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Knowing all those variables, you can now calculate the physical damage you will do:
 
Knowing all those variables, you can now calculate the physical damage you will do:
  
<code style="border:1px solid grey;margin:.2em 1em;padding:.2em">damage = floor(crit x (atp x pa x (1 + ele) x buff - enemy's dfp) / 5)</code>
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<code style="border:1px solid grey;margin:.2em 1em;padding:.2em">maximum damage = floor(crit x (atp x pa x (1 + ele) x buff - enemy's dfp) / 5)</code>
  
 
You can find more information about the [http://en.wikipedia.org/wiki/Floor_function floor function] at Wikipedia.
 
You can find more information about the [http://en.wikipedia.org/wiki/Floor_function floor function] at Wikipedia.
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 +
This value is the maximum damage you can make in these settings. To obtain the complete damage range your weapon can make you must apply the [[#Variance|variance]].
  
 
== TECHNICs damage formula ==
 
== TECHNICs damage formula ==
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The resulting formula is:
 
The resulting formula is:
  
<code style="border:1px solid grey;margin:.2em 1em;padding:.2em">damage = floor(crit x (rod x tp x pa x (1 + ele) x buff - enemy's mst) / 5)</code>
+
<code style="border:1px solid grey;margin:.2em 1em;padding:.2em">maximum damage = floor(crit x (rod x tp x pa x (1 + ele) x buff - enemy's mst) / 5)</code>
 +
 
 +
This value is the maximum damage you can make in these settings. To obtain the complete damage range your weapon can make you must apply the [[#Variance|variance]].
 +
 
 +
== Variance ==
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The variance is a percent that, if substracted from the <strong>maximum damage</strong>, will give you the <strong>minimum damage</strong>. The variance depends on the manufacturer mainly, but sometimes also on the weapon itself (for Kubara weapons).
 +
 
 +
<code style="border:1px solid grey;margin:.2em 1em;padding:.2em">minimum damage = maximum damage x (100 - variance) / 100</code>
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The <strong>actual damage</strong> on the other hand is a random number between the minimum and maximum values, obtained through this formula:
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<code style="border:1px solid grey;margin:.2em 1em;padding:.2em">actual damage = maximum damage x (100 - random(0, variance)) / 100</code>
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with <code style="border:1px solid grey;margin:.2em 0;padding:.2em">random(x, y) = a random number between x and y included</code>.
  
 
== Hit rate formula ==
 
== Hit rate formula ==

Revision as of 09:26, 14 July 2009

This page will contain all the various formulae found in the game. Those formulae dictate how the game works and have been proven through various means.

Buff boosts

Buffs give the following boost to your attributes:

Type Attr. LV1 LV2 LV3 LV4 LV5
Shifta (icon).png ATP 111% 115% 119% 123% 127%
Zodial (icon).png ATA
Deband (icon).png DFP
Retier (icon).png TP

Physical damage formula

First you have to calculate your total ATP:

atp = character's atp + line shield's atp + unit's atp + weapon's atp

Then get your PA modifier value correctly. It's a percent, therefore:

pa = pa modifier / 100

You can get the buff boost for ATP by looking at the above table and dividing by 100. If you used an agtaride, then buff = 1.15.

To determine the elemental modifier you must first ask yourself whether you attack with the correct element. If you attack with neutral, or an element different than the enemy's element or its opposite element, then ele = 0. Otherwise, apply the following formula to obtain the element modifier:

ele = (5 + element's %) / 151.5

If you used the same element as the enemy then multiply ele by -1.

If the hit is critical then crit = 1.5, otherwise crit = 1.

You can find the enemy's DFP by first looking at the enemies' page and then multiplying that DFP by the modifier found on each enemy's page.

Knowing all those variables, you can now calculate the physical damage you will do:

maximum damage = floor(crit x (atp x pa x (1 + ele) x buff - enemy's dfp) / 5)

You can find more information about the floor function at Wikipedia.

This value is the maximum damage you can make in these settings. To obtain the complete damage range your weapon can make you must apply the variance.

TECHNICs damage formula

This formula works pretty much like the above formula, with a few exceptions. For the sake of convenience only the exceptions will be listed.

Instead of ATP you have TP, but you calculate the total TP in the same way:

tp = character's tp + line shield's tp + unit's tp + weapon's tp

The element modifier's calculation is different. TECHNICs get a lot of boost on this point, so using the correct element is really important. If you use the wrong element then ele = 0. Otherwise it is dependent on the weapon's elemental percent and the PA level you're using:

ele = (14 + element's % + PA's level) / 151.5

If you used the same element as the enemy then multiply ele by -1.

If you use a rod then you get a boost and rod = 1.2. Otherwise rod = 1.

You also need to know the PA modifier, buff boost (this time for TP) and critical value, defined above.

The resulting formula is:

maximum damage = floor(crit x (rod x tp x pa x (1 + ele) x buff - enemy's mst) / 5)

This value is the maximum damage you can make in these settings. To obtain the complete damage range your weapon can make you must apply the variance.

Variance

The variance is a percent that, if substracted from the maximum damage, will give you the minimum damage. The variance depends on the manufacturer mainly, but sometimes also on the weapon itself (for Kubara weapons).

minimum damage = maximum damage x (100 - variance) / 100

The actual damage on the other hand is a random number between the minimum and maximum values, obtained through this formula:

actual damage = maximum damage x (100 - random(0, variance)) / 100

with random(x, y) = a random number between x and y included.

Hit rate formula

First you need to be aware that TECHNICs never miss. If you're not using a TECHNIC, proceed with the formula.

You need to know the enemy's EVP. You can find it by first looking at the enemies' page and then multiplying that EVP by the modifier found on each enemy's page.

Then you need to calculate your total ATA which is:

ata = character's ata + line shield's ata + unit's ata + weapon's ata

Then get your PA modifier value correctly. Make sure to use the value for accuracy. It's a percent, therefore:

pa = pa modifier / 100

The resulting hit rate can be calculated with this simple formula:

hit rate = 1 - enemy's evp / (ata x pa modifier x 10)

You can multiply this result by 100 to obtain a percent value.

To calculate an enemy's hit rate, use the same formula but reverse the roles. Some of the enemies use TECHNICs, which cannot miss either. However the value for the enemies' PA modifier is currently unknown when they use normal attacks.


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