Retro

Mechanics:

Full attack:
  For each hit:
    Calculate if it hits
    Calculate if it's a critical
    Calculate damage
    Reduce hit% by 16 and reiterate for next hit

To hit:
  Hit if (1 .. Hit + Evade) is < Hit

Critical chance:
  dependant on weapon, as a percentage
Critical hit (for one hit):
  (Damage*3 .. Damage*4) + (stat bonus from tech) - Absorb

Physical attack (for one hit):
  (Damage .. Damage*2) + (stat bonus from tech) - Absorb

Magic damage:
  (Power .. Power*2) + (stat bonus from spell) - Resist
  If target is resistant:
    (Power/2 .. Power) + (stat bonus from spell)/2 - Resist
  If target is vulnerable:
    (Power*2 .. Power*4) + (stat bonus from spell)*2 - Resist

Magic recovery:
  (Power .. Power*2) + (stat bonus from spell)

Magic effect:
  Effect if (1 .. (Power + (stat bonus from spell) + Resist))
    is < (Power + (stat bonus from spell))
  If target is resistant:
    Effect if (1 .. (Power + (stat bonus from spell) + Resist*2))
      is < (Power + (stat bonus from spell))
  If target is vulnerable:
    Effect if (1 .. (Power*2 + (stat bonus from spell)*2 + Resist))
      is < (Power*2 + (stat bonus from spell)*2)

Chance to escape:
  Set REscape = (User's Speed + User's Evade)/2
  Set PEscape = Average of Ally Party's Speed
  Set MEscape = Average of Enemy Party's Speed
  Escape if (1 .. REscape + PEscape + MEscape)
    is < (REscape + PEscape)

Contents: