Battle Formulas
RPGVX's default battle system uses the following formulas.
The active battler is represented by A, where the battler who is
the target for A's actions is represented by B.
- Normal Attacks
-
- If A is an actor
- Hit rate (%) = Hit rate of the weapon equipped by A
-
- If they are unarmed, it will be 95.
- If A is an enemy character
- Hit rate (%) = A's hit rate
- Skills
- Hit rate (%) = the skill's success rate
- Items
- Hit rate (%) = 100
- When the attack is a physical one and A has a [Reduced Hit
Rate] state added to him, the hit rate will be 1/4 the normal
rate.
- The messages displayed during a miss are as follows:
- If the attack was physical, the message will be "Miss! *** was
not damaged!"
- For other types of attacks, "There was no effect on ***!" will
be displayed.
- If B is an actor
- Evasion rate (%) = 5 + the evasion rate of the armor equipped
by B
- If B is an enemy character
- Evasion rate (%) = B's evasion rate
- If it is not a physical attack, the evasion rate is treated as
0%.
- If B has the [Cannot Act or Evade] state, his evasion rate will
also be 0%.
- The message displayed for a successful evasion is "*** evaded
the attack!"
- If A is an actor
- Critical hit rate (%) = 4
-
- If the [Frequent Critical] option is enabled, 4% will be added
to the critical hit rate.
- If a [Frequent Critical] weapon is equipped, 4% will be added
to the critical hit rate.
- If A is an actor
- Critical hit rate (%) = 0
-
- If the [Critical Exists] option is enabled, this will be
10%.
- This is only determined for normal attacks.
- Normal Attacks
- Damage = A's attack × 4 - B's defense × 2
- If the results of the calculations would be a negative number,
it will be made 0.
- Skills/Items
-
- If the base damage is a positive number
-
Damage |
= |
Base Damage |
|
+ |
(A's attack × 4 × Attack F ÷ 100) |
|
+ |
(A's spirit × 2 × Spirit F ÷ 100) |
|
- |
(B's defense × 2 × Attack F ÷ 100) |
|
- |
(B's spirit × 1 × Spirit F ÷ 100) |
- If the results of the calculations would be a negative number,
it will be made 0.
- If the base damage is a negative number
-
Damage |
= |
Base Damage |
|
- |
(A's attack × 4 × Attack F ÷ 100) |
|
- |
(A's spirit × 2 × Spirit F ÷ 100) |
- Of the attributes that accompany this action, the largest of
B's attribute effectiveness values is used to modify the
result.
A:200%, B:150%, C:100%, D:50%, E:0%, F:-100%
However, if B's armor or state has the [Halve Attributes] effect,
these values will be halved.
If there are multiple such effects, they will all be taken into
account.
- If the normal attack damage would be 0 after attribute effects
have been taken into account, there is a 50% chance that the attack
will still cause 1 damage.
- A critical hit multiplies the damage caused by 3.
- If B is defending himself, the damage will be cut in half. If
he has a strong defense, the damage will be 1/4 the normal
amount.
- Damage amounts are random to some extent, as determined by the
dispersion settings.
- If the average of the actors' initiatives >= the average of
the enemy characters' initiatives
- Preemptive strike rate (%) = 5
- Surprise attack rate (%) = 3
- If the average of the actors' initiatives < the average of
the enemy characters' initiatives
- Preemptive strike rate (%) = 3
- Surprise attack rate (%) = 5
- In the case of a preemptive strike, the enemy characters cannot
act for the first turn.
- In the case of a surprise attack, the actors cannot act for the
first turn.
- Preemptive strikes and surprise attacks do not occur for event
battles.
Escape success rate (%) = 150 - 100 × the average of the enemy
characters' initiatives ÷ the average of the actors' initiatives
- 10% will be added for each failed escape attempt.
- During a preemptive strike, the actors will always be able to
escape.