Difference between revisions of "Formulae"

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Revision as of 16:59, 8 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:

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.

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. TECHs 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:

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

Hit rate formula

Hit Rate = 1 - EVP / (ATA * 10)