Difference between revisions of "Damage"

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m (Added level 10 example, fixed math)
Line 34: Line 34:
|-
|-
! Stats
! Stats
! Ark
! Ark
! Ark
! Enemy(Huball)
! Enemy(Huball)
Line 39: Line 40:
| Level
| Level
| 1
| 1
| 10
| 1
| 1
|-
|-
| Strength
| Strength
| 3
| 3
| 11
| 4
| 4
|-
|-
| Defense
| Defense
| 2
| 2
| 10
| 2
| 2
|-
|-
| Luck
| Luck
| 3
| 3
| 12
| 5
| 5
|-
|-
| Weapon
| Weapon
| Crystal Spear (+3 ATK)
| Crystal Spear (+3 ATK)
| Crystal Spear (+3 ATK)
| Body
| Body
Line 61: Line 67:
  HuBall: (1 + 11) * 2 / 2 / 6 = 2
  HuBall: (1 + 11) * 2 / 2 / 6 = 2


Effective Player Attack: (PlayerLevel + 7) * PlayerAttack / 9 + WeaponAttack
Effective Player Attack: (PlayerLevel + 7) * PlayerAttack >> 3 + WeaponAttack
  Ark: (1+7) * 3 / 9 + 3 = 5
  Ark (1): (1+7) * 3 >> 3 + 3 = 6
Ark(10):(10+7) *11 >> 3 + 3 = 26


Effective Player Critical Chance:
Effective Player Critical Chance:

Revision as of 17:56, 11 July 2018

Damage in Terranigma is punishing and rewarding at the same time and being one level up can make all the difference.

Here is how damage works in Terranigma.

Basic Attacks

Attack Damage multiplier
Quick (Normal) 100%
Rushing 75%
Spinner 125%
Slicer 150%
Slider (Red) 200%
Slider (Blue) 100%

Damage Calculation

Stats Ark Ark Enemy(Huball)
Level 1 10 1
Strength 3 11 4
Defense 2 10 2
Luck 3 12 5
Weapon Crystal Spear (+3 ATK) Crystal Spear (+3 ATK) Body

Effective Enemy Defense: (EnemyLevel + 11) * EnemyDefense / 2 / 6

HuBall: (1 + 11) * 2 / 2 / 6 = 2

Effective Player Attack: (PlayerLevel + 7) * PlayerAttack >> 3 + WeaponAttack

Ark (1): (1+7) * 3 >> 3 + 3 = 6
Ark(10):(10+7) *11 >> 3 + 3 = 26

Effective Player Critical Chance:

if( (PlayerLuck + 6) - EnemyLuck ) < 4 
 Value = 4
if Value > (random AND 0x7F)
 Damage * 2

Ark: (3+6) - 5 > (0x23 AND 0x7F) = FALSE

Effective Damage: (TODO: figure out the random element of the damage range)