![]() So 'f' would be a random value between 0-20: ![]() Take a look at the following chunk of data for aquabeam, you'll see that 0x0C is set to 0x14 or 20. It corresponds to 0x0C in the element's data block. The 'f' variable is a placeholder for a random value returned in the range of 0 to the value set in byte 0x0C of the element block. c: Color multiplier, same rules as aboveīase element damage: Formatted the Base Damage table a little better.v: grid level - element level, for example, liftup +7, photonbeam -2.f: Like weapon based damage, f is a semi-random value.mag: Caster's magic power, plus equipment bonus.Field color doesn't affect points if it is same as the target and the element, but rule 1, 2, 4, 5, 6 still workįor example, if the target and element are both red, red color circles will have no effect.Įlement damage damage=((mag+3)*(100-f)*e-(mdef+2)*500)*(1000+v*125)/400000*c/1000*(100+r)/100.Element color is opposite as the target: 0, but total damage will be multiplied by 1.5.Element color is same as the target: -1.A field color circle has opposite color as the element: -1.A field color circle has same color as the element: +1.Caster and element have opposite color: -1.c: Color multiplier, it has a base value of 1000 and follows a rule shown in the table below.For example, Serge's Dash & Slash has a value of 60. atk: tech damage multiplier, it is not shown in stats window, however.It's almost the same as a normal weapon attack. The part before *c/1000 has a minimum value (wp-4)/2, which means even if the enemy has high defense and you have poor strength, the damage is at least (wp-4)*5/8. So a weapon can NEVER deal its max damage. (str+2)*(100-f)*wp is a loop, the result is increased by (100*wp - f*wp) in every step, totally (str+2) times. However, f is not completely random it cycles in a pre-generated random array. For example, Serge's weapons have a value of 20%, then f will be a value between 0 and 20. For example, if target and attacker are both red, red color circle will have no effect, but rule 2-4 still work.į is a value determine the percentage between max damage and min damage. Field color circle, target and attacker have same color, color circle will have no effect.Target and attacker have opposite color, 0, but total damage will be multiplied by 1.5.Target and attacker have same color, -1.A field color circle has opposite color as attacker, -1.A field color cirlce has same color as attacker, +1.c: Color multiplier, it has a base value of 1125 and follows a rule shown in the table belowĬ value 1250 1375 1500 1500 1500. ![]() wp: Weapon damage, include bonus from accessories like Dragoon Gauntlet.f: It is a semi-random value, differs among weapons, explain later. ![]() This formula shows raw damage it doesn't consider abnormal status and innate colors.Įach step should return an integer value for example 2.7 should be 2. General Information Chrono Cross Battle Mechanics
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