Omnigamer wrote:DAMAGE = (((Offense_ATK * FURY_MOD) + RAND(3:8)) - Defense_PROT ) * ATTACK_MOD
Omnigamer wrote:It seems my previous formula for Hit Rate is incorrect. The formula itself is fine, but for some reason the value used in place of an enemy's speed is actually a value tied to your specific region for random encounters. This means your chance to hit is tied not to the specific enemy, but a global for your particular region. The boundaries are also different, such that in random battles you can have a lower bound of 20% instead of 30%. I have no idea why. For Luca (who I originally tested against) it uses a slightly different routine and does actually use his speed; this may be true for other bosses as well. This is a really odd programming choice, but it wouldn't be the first odd thing to show up in the game.
While digging, I also confirmed the Critical Hit formula I reported earlier. It checks via integer math, so it truncates any remainders from the formula. Thus having a theoretical critical chance of 10.125% is in fact just 10% as far as the game is concerned.
Omnigamer wrote:I assume double strike gets tacked on to ATTACK_MOD, the same way Violence does.
How Killer interacts with the formula is ambiguous at this point. There's a possibility that they apply Killer after the regular division, in which case you only get an additional half of the final result. This is less than ideal, especially since it means you can lose an entire point from being even or odd, but it wouldn't surprise me at all is this is how they did it. Otherwise they probably apply it before the division by 16, so you get (TECH + LUCK/2)*1.5 . This provides better end numbers, but I don't think I saw any branches in the code that would indicate this.
Saj wrote:* Best Rune water attacks. Btw Valeria and Anita can Crit in Falcon rune, Killer rune works here also.
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