[Reference] → [Battle Formula]

 

·Consider the attacking character to be A, and the defending character to be B.

·The success of an action that depends on probability will be decided separately based on random number generation.

·In situations where the attack is assigned an element, the damage and effect fluctuation rate will be reflected separately.

 

Normal attack damage

Damage (HP reduction) = (A's attack / 2) – (B's defense / 4)

 

·The actual damage dealt will fluctuate randomly within the 80 to 120% range.

·The value is tripled for a critical hit.

·If B is defending, the damage will be halved. If B has strong defense, the damage will be 1/4 the value.

 

Normal attack accuracy

Accuracy (%) = 100 – (100 – A's equipment's base accuracy (%)) x {1 + (B's agility / A's agility – 1) / 2}

 

·If the “Ignore enemy dodge rate” option is enabled, the base accuracy will be used as-is for the accuracy value.

·Based on the current status, an accuracy fluctuation value (%) will be applied.

·If B has a piece of equipment with the “Increase dodge rate for physical attacks” effect equipped, the accuracy rate will be reduced by 25%.

·If B is under a status effect that causes B to be unable to move, the accuracy will be unconditionally 100%.

 

Skill effect

Effect = Base effect + (A's attack x Physical Rate / 20) + (A's mind x Magical Rate / 40)

 

·For each point in value fluctuation, the value will fluctuate between a range of ±5% (for a maximum possible range of +50~-50%).

·If [Ignore Defense] is not enabled for an attacking skill, the following value is subtracted from the effect value.

o(B's defense x Phyical Rate / 40) + (B's mind x Magical Rate / 80)

·If B is defending, the damage will be halved. If B has strong defense, the damage will be 1/4 the value.

·If the skill only revives a dead character (does not recover HP), the effect value is used as-is for the HP recovery (%) (full recovery if the value is 100 or above).

 

Skill success rate

Success rate (%) = Base success rate

 

·For skills that have multiple effects, the success rates for each effect are calculated separately.

·If the skill causes a change in status, the status effectiveness rate of the character will be multiplied (if the success rate of the skill of 50% and the status effectiveness rate is 50%, the actual chance of the status effect occurring is 25%).

·If the failure message is “...dodged the attack”, the skill is considered a physical skill and uses the “Normal attack accuracy” formula.

·If an attack that reduces HP or MP fails, any other effect on other stats and statuses will fail (the attack completely fails).

 

Escape success rate

Escape success rate (%) = {1.5 – (Enemies' average agility / actors' average agility)} x 100

 

·For example, when the average agility of both enemies and actors are the same, the escape success rate is 50%.

·For each failure to escape, the escape rate is increased by 10%.

·During a pre-emptive attack, escape is unconditionally successful.