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:
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