Difference between revisions of "Damage"

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m (→‎Effective Player Critical Chance: : The added value is 8 not 6.)
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Damage in Terranigma is punishing and rewarding at the time and being one level up can make all the difference.
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.
Here is how damage works in Terranigma.
Line 8: Line 8:
|-
|-
! Attack
! Attack
! Damage multiplyer
! Damage multiplier
|-
|-
| Quick (Normal)
| Quick (Normal)
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:
  if( (PlayerLuck + 6) - EnemyLuck ) < 4  
  Value = PlayerLuck + 8 - EnemyLuck
if Value < 4  
   Value = 4
   Value = 4
  if Value > (random AND 0x7F)
  if Value > (RandomByte AND 0x7F)
   Damage * 2
   Damage * 2
   
   
  Ark: (3+6) - 5 > (0x23 AND 0x7F) = FALSE
  Ark: (3+8) - 5 > (0x23 AND 0x7F) = FALSE


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

Revision as of 13:15, 22 November 2019

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:

Value = PlayerLuck + 8 - EnemyLuck
if Value < 4 
 Value = 4
if Value > (RandomByte AND 0x7F)
 Damage * 2

Ark: (3+8) - 5 > (0x23 AND 0x7F) = FALSE

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