[Discussion]Physical Damage Formula

If you are stuck in the Dunan Unification Wars; or wish for more details on the gameplay systems, this is the place.
like2h
Posts: 70
Joined: Fri Oct 09, 2015 12:09 am

Re: [Discussion]Physical Damage Formula

Post by like2h »

Berserk
Positive Status. Random number of turns
It seems the number of turns just depends on who the character is.
For example, 1 for Rina, 5 for Stallion.
like2h
Posts: 70
Joined: Fri Oct 09, 2015 12:09 am

Re: [Discussion]Physical Damage Formula

Post by like2h »

Fire Lizard Rune is checked after Double-Strike Rune.
Fire Lizard Rune
Weapon effect:
DMG x1.5.per hit.
DMG 1/2 of that amount to self.
Multiple hits on the same target are not taken into account.
The effect only applies to the standard Attack command, not even counter-attacks.
What does "Multiple hits on the same target are not taken into account" mean?


I guess element resistance is checked at last(not sure).
like2h
Posts: 70
Joined: Fri Oct 09, 2015 12:09 am

Re: [Discussion]Physical Damage Formula

Post by like2h »

I tested more with the Fire Lizard Rune and found something interesting.

Both the Fire Lizard Rune and Fire Dragon Rune have a 1/2damage backfire effect, but they work differently.

The Fire Lizard Rune's backfire damage is 1/2 of your final damage after calculating element resistance, crits, etc.

The Fire Dragon Rune is simpler - its backfire is just your base attack damage(×2/2=1), ignoring element resistance.

Edit: The Fire Dragon Rune's backfire does take double-strike rune and enemy's sleep status into account. I guess sleep status is checked before those physical attack Runes, while element resistance is checked after them.
I'll look more into the order of checking for element resistance, physical attack runes, and sleep status.
like2h
Posts: 70
Joined: Fri Oct 09, 2015 12:09 am

Re: [Discussion]Physical Damage Formula

Post by like2h »

Testing the order is really boring. Here's what I found for now:

Damage=(atk x exertion x fury - def + rand(1:9)) x double strike x sleep x attack rune or fire lizard x element resistance x crit(?not sure)
This shows the check order of those damage modifiers.

I wonder what happens when the falcon rune crits. Maybe it's like x2 then x2.5.
like2h
Posts: 70
Joined: Fri Oct 09, 2015 12:09 am

Re: [Discussion]Physical Damage Formula

Post by like2h »

I manipulated the exp calculation and boosted Tengaar to lv 57, so I could try unite magic on Luca.

Here's what I found:

Tengaar Mag: 160
Luca Mdef: 82

Both Thor and Blazing Camp dealt 311 damage to Luca.

(2000+160-82)x0.3x1/2 = 311

So for Luca, unite magic only deals x0.3x1/2 damage compared to normal magic that deals 1/2 damage.
This is a bit odd. I expected it to be ×0.3 or just ×1/2.
like2h
Posts: 70
Joined: Fri Oct 09, 2015 12:09 am

Re: [Discussion]Physical Damage Formula

Post by like2h »

In our bestiary, it says
Worm (2nd fight)
30000 hp
Note: If the Worm loses >= 2800 HP, it will be removed from battle and the Poison Moth appears

I killed the Worm without letting it transform. After some tests, I think its hp is just 4200, the same as the hp of the Worm (1st fight). If you deal 4200dmg(total) before it moves, it will be killed.

0-2800, it doesn't transform
2800-4200, it transforms
4200≤, it dies.

Still, not sure if this is PSP-limited.
like2h
Posts: 70
Joined: Fri Oct 09, 2015 12:09 am

Re: [Discussion]Physical Damage Formula

Post by like2h »

In the PSP version,
UTTU produces the gozz rune, while UUTU(maybe this is the only combination) still produces the most-wanted hunter rune.

Edit: searched through the forum, found this one:
viewtopic.php?p=148653&hilit=gozz+rune#p148653
Maybe he also played the PSP version.

Edit2: I tried all three combinations for the fortune rune, and they work.
like2h
Posts: 70
Joined: Fri Oct 09, 2015 12:09 am

Re: [Discussion]Physical Damage Formula

Post by like2h »

I did some tests about status effects and here's what I found:

1. Boost and Hyper last 3 turns, starting the turn after they're inflicted. Hyper from the Alert Rune lasts one battle, but can be overridden by Boost. In that case though, Boost only lasts the turn it's inflicted and Hyper returns the next turn.

2. Boost makes your attack 2x your magic (including equipment magic), while magic stays the same.

3. Berserk from the Fury Rune can be overridden by Boost from food. When the Boost ends after 4 turns, Berserk doesn't come back!

4. As expected, Hyper from the Alert Rune overrides Berserk from the Fury Rune when inflicted on the 4th turn.

The food bug(10%) really made my tests much more painful.
like2h
Posts: 70
Joined: Fri Oct 09, 2015 12:09 am

Re: [Discussion]Physical Damage Formula

Post by like2h »

Some more findings about status effects:

1. You can override Berserk from the Fury Rune by inflicting Boost or Hyper. When they wear off, Berserk doesn't return. However, if you inflict Berserk again, it will last one battle.

2. Panic can coexist with Berserk, Boost, or Hyper. As the Japanese official guidebook states, Panic normally lasts 3 turns, but durations vary by character. Additionally, I found the guidebook's data on Panic duration is not always accurate for each character.
KFCrispy
Global Admin
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Joined: Wed Jun 30, 2004 3:29 pm

Re: [Discussion]Physical Damage Formula

Post by KFCrispy »

Thanks, I have updated the Exertion Rune description.
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