Difference between revisions of "Clouded Horizons:Eighth Realm Mechanics"
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This page explains and elaborates upon the more mechanical aspects of the Eighth Realm's class and combat system. | This page explains and elaborates upon the more mechanical aspects of the Eighth Realm's class and combat system. | ||
− | ==Chance to Hit== | + | ==Combat== |
+ | ===Chance to Hit=== | ||
To calculate the chance to land a successful hit, use the following formula: | To calculate the chance to land a successful hit, use the following formula: | ||
Line 14: | Line 15: | ||
'''= ~87.9%''' | '''= ~87.9%''' | ||
− | ==Physical Damage== | + | ===Physical Damage=== |
To determine the average physical damage a character can inflict with a basic attack, use the following formula: | To determine the average physical damage a character can inflict with a basic attack, use the following formula: | ||
Line 34: | Line 35: | ||
'''Maximum Damage = 138 + 13.8 = 151.8''' | '''Maximum Damage = 138 + 13.8 = 151.8''' | ||
− | ==Physical Defense== | + | Elemental affinities add a proportion of damage equal to: |
+ | |||
+ | '''Damage * Elemental Affinity''' | ||
+ | |||
+ | Example: From the above, 150 damage was rolled as the damage value. With 50% Fire Affinity, an extra 75 damage (150 * 0.5) is added, making a total of 225 damage dealt before defensive calculations. | ||
+ | |||
+ | ===Physical Defense=== | ||
To calculate a character's physical defense value, use the following formula: | To calculate a character's physical defense value, use the following formula: | ||
Line 49: | Line 56: | ||
''' = ~ 106''' | ''' = ~ 106''' | ||
− | ==Magic Damage== | + | Elemental affinities remove a portion of damage '''before''' any defensive calculations equal to: |
+ | |||
+ | '''Damage * Elemental Affinity''' | ||
+ | |||
+ | Example: The defender is attacked for 100 Fire damage with 25% Fire Affinity. The damage is reduced to 75 (100 - (100 * 0.25)) before defensive calculations are undertaken. | ||
+ | |||
+ | ===Magic Damage=== | ||
To determine the average magic damage a character can inflict with a basic attack, use the following formula: | To determine the average magic damage a character can inflict with a basic attack, use the following formula: | ||
Line 56: | Line 69: | ||
Some skills, such as healing magic, use Spirit to determine the damage dealt instead of Mind. The range of damage that could be inflicted is between 10% lower and higher than this value. Attacks cannot inflict less than 1 point of damage. For an example of this, see the Physical Damage section above. | Some skills, such as healing magic, use Spirit to determine the damage dealt instead of Mind. The range of damage that could be inflicted is between 10% lower and higher than this value. Attacks cannot inflict less than 1 point of damage. For an example of this, see the Physical Damage section above. | ||
− | ==Magic Defense== | + | ===Magic Defense=== |
To calculate a character's magic defense value, use the following formula: | To calculate a character's magic defense value, use the following formula: | ||
Line 63: | Line 76: | ||
A character's Magic Defense cannot be lower than 0. For an example of this, see the Physical Defense section above. | A character's Magic Defense cannot be lower than 0. For an example of this, see the Physical Defense section above. | ||
− | ==Threat== | + | ===Threat=== |
+ | |||
+ | ==Equipment== | ||
+ | Equipment in the Eighth Realm comes in a variety of forms - weapons, headgear, rings, and belts are all examples of such items. All equipment shares a few common factors; all may have up to three innate enchantments and a maximum of eight rune slots, which may be used to add additional enchantments to an item. | ||
+ | |||
+ | ===Weapons=== | ||
+ | |||
+ | ===Armor=== | ||
+ | |||
+ | ===Accessories=== | ||
==Navigation== | ==Navigation== |
Latest revision as of 14:56, 29 August 2011
This page explains and elaborates upon the more mechanical aspects of the Eighth Realm's class and combat system.
Contents
Combat
Chance to Hit
To calculate the chance to land a successful hit, use the following formula:
( (100 x Attacker's Accuracy) / (Attacker's Accuracy + Defender's Evasion) ) x 2 x ( Attacker's Character Level / (Attacker's Character Level + Defender's Character Level) )
Example: A level 20 Warrior with 200 Accuracy attacks a level 10 Alchemist with 100 Evasion. The chance to hit is as follows:
( (100 x 200) / (200 + 100) ) x 2 x ( 20 / (20 + 10) )
= (20,000 / 300) x 2 x (20 / 30)
= 66.6 x 2 x 0.66
= ~87.9%
Physical Damage
To determine the average physical damage a character can inflict with a basic attack, use the following formula:
1 + (0.15 x ( (Weapon Damage + Character Level) ^ 1.5) + Strength OR Dexterity)
Some weapons, such as bows and daggers, use Dexterity instead of Strength to determine damage. The range of damage that could be inflicted is between 10% lower and higher than this value. Attacks cannot inflict less than 1 point of damage.
Example: A level 10 Warrior with 100 Strength has a weapon equipped which has a base damage value of 30. The average damage that is done is:
1 + (0.15 x ( (30 + 10) ^ 1.5) + 100)
= 1 + (0.15 x 252) + 100
= 1 + 37 + 100
= ~ 138
Now, to find the range of this damage, calculate 10% of this value and both subtract that value from and add that value to the average damage.
0.1 * 138 = 13.8
Minimum Damage = 138 - 13.8 = 124.2
Maximum Damage = 138 + 13.8 = 151.8
Elemental affinities add a proportion of damage equal to:
Damage * Elemental Affinity
Example: From the above, 150 damage was rolled as the damage value. With 50% Fire Affinity, an extra 75 damage (150 * 0.5) is added, making a total of 225 damage dealt before defensive calculations.
Physical Defense
To calculate a character's physical defense value, use the following formula:
1 + (0.3 x ( ( (Armor Physical Defense + Character Level) ^ 1.5) + Vitality) )
A character's Physical Defense cannot be lower than 0.
Example: A level 10 Warrior with 100 Vitality has armor equipped with a Physical Defense rating of 30. Their Physical Defense is:
1 + (0.3 x ( ( (30 + 10) ^ 1.5) + 100) )
= 1 + (0.3 x ( (40 ^ 1.5) + 100) )
= 1 + (0.3 x (252 + 100) )
= 1 + 105
= ~ 106
Elemental affinities remove a portion of damage before any defensive calculations equal to:
Damage * Elemental Affinity
Example: The defender is attacked for 100 Fire damage with 25% Fire Affinity. The damage is reduced to 75 (100 - (100 * 0.25)) before defensive calculations are undertaken.
Magic Damage
To determine the average magic damage a character can inflict with a basic attack, use the following formula:
1 + (0.15 x ( (Weapon Damage + Character Level) ^ 1.5) + Mind OR Spirit)
Some skills, such as healing magic, use Spirit to determine the damage dealt instead of Mind. The range of damage that could be inflicted is between 10% lower and higher than this value. Attacks cannot inflict less than 1 point of damage. For an example of this, see the Physical Damage section above.
Magic Defense
To calculate a character's magic defense value, use the following formula:
1 + (0.3 x ( ( (Armor Magic Defense + Character Level) ^ 1.5) + Spirit) )
A character's Magic Defense cannot be lower than 0. For an example of this, see the Physical Defense section above.
Threat
Equipment
Equipment in the Eighth Realm comes in a variety of forms - weapons, headgear, rings, and belts are all examples of such items. All equipment shares a few common factors; all may have up to three innate enchantments and a maximum of eight rune slots, which may be used to add additional enchantments to an item.
Weapons
Armor
Accessories
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