Difference between revisions of "Damage"

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m (Added level 10 example, fixed math)
 
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=Magic Attacks=
Magic damage depends on your luck value.


=Damage Calculation=
=Damage Calculation=
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Effective Enemy Defense: (EnemyLevel + 11) * EnemyDefense / 2 / 6
Effective Enemy Defense: (EnemyLevel + 11) * EnemyDefense / 2 / 6
  HuBall: (1 + 11) * 2 / 2 / 6 = 2
  HuBall: (1 + 11) * 2 / 6 = 2


Effective Player Attack: (PlayerLevel + 7) * PlayerAttack >> 3 + WeaponAttack
Effective Player Attack: (PlayerLevel + 7) * PlayerAttack >> 3 + WeaponAttack
Line 72: Line 75:


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)

Latest revision as of 17:22, 24 January 2022

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%

Magic Attacks

Magic damage depends on your luck value.

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 / 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)