Battle Formulas
RPGXP'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:
- First hit rate = Hit rate of A's state
- Skills:
-
- Attack power F is 1 or greater (physical attack)
- First hit rate = Skill's hit rate × hit rate of A's state ÷
100
- Attack power F is 0 (non-physical attack)
- First hit rate = Skill's hit rate
- Items:
- First hit rate = Item's hit rate
- If A's condition is normal, the state hit rate is 100.
- Normal attacks:
- Critical hit rate = 4 × A's dexterity ÷ B's agility
- Skills:
- Critical hit rate = 0
- Items:
- Critical hit rate = 0
- Normal attacks:
- Power = A's attack power - (B's physical defense ÷ 2)
Rate = 20 + A's strength
Variance = 15
- Skills:
-
- Skill's force is positive:
-
Force |
= |
Skill's force |
|
+ |
(A's attack power × skill's attack power F ÷ 100) |
|
- |
(B's physical defense × skill's physical defense F ÷ 200) |
|
- |
(B's magic defense × skill's magic defense F ÷ 200) |
- Skill's force is negative:
- Force = Skill's force
Rate |
= |
20 |
|
+ |
(A's strength × skill's strength F ÷ 100) |
|
+ |
(A's dexterity × skill's dexterity F ÷ 100) |
|
+ |
(A's agility × skill's agility F ÷ 100) |
|
+ |
(A's intelligence × skill's intelligence F ÷ 100) |
Variance = Skill's variance
- Items:
-
- HP recovery amount is negative:
-
Force |
= |
- Amount of HP recovered |
|
- |
(B's physical defense × item's physical defense F ÷ 20) |
|
- |
(B's magic defense × item's magic defense F ÷ 20) |
- HP recovery amount is positive:
- Force = - Amount of HP recovered
Rate = 20
Variance = Item's variance
Damage = force × multiplier ÷ 20 × elemental modifier × critical
modifier × defense modifier (± variance %)
- Elemental modifier: The weakest of B's effective elements
corresponding to the action's element(s).
A: 200%, B: 150%, C: 100%, D: 50%, E: 0%, F: -100%
Reduced by half if B's armor or state has a defending (opposing)
element.
When there are more than one of the same defending elements, the
damage may be halved multiple times.
- Critical modifier: Equals 2 when the damage is positive and a
critical hit is made.
- Defense modifier: Equals 1/2 when the damage is positive and B
is defending.
- Damage is positive:
-
- B's condition is normal:
- Evasion = 8 × B's agility ÷ A's dexterity + B's evasion
modifier
-
- Normal attacks:
- Second hit rate = 100 - evasion
- Skills:
- Second hit rate = 100 - (evasion × skill's evasion F ÷
100)
- Items:
- Second hit rate = 100
- B has "Can't Evade" state:
- Second hit rate = 100
- Damage is negative (recovery):
- Second hit rate = 100
Successful escape rate = 50 × actors' average agility ÷ enemies'
average agility