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.

First Hit

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

Critical Hit

Normal attacks:
Critical hit rate = 4 × A's dexterity ÷ B's agility
Skills:
Critical hit rate = 0
Items:
Critical hit rate = 0

Calculating Damage

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)
  • Minimum force: 0
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)
  • Minimum force: 0
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 %)

Second Hit

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

Successful escape rate = 50 × actors' average agility ÷ enemies' average agility
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