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→Damage Formula's description
0x11:
Prepare Function 0x0(calculate physical hit chance)
Prepare Function 0x2(calculate critical chance)
Damage Function 0x1
0xA0:
Prepare Function 0x0(calculate physical hit chance)
Prepare Function 0x2(calculate critical chance)
Damage Function 0x1
0xA1:
Prepare Function 0x0(calculate physical hit chance)
Prepare Function 0x2(calculate critical chance)
Damage Function 0x1
0xA2:
Prepare Function 0x0(calculate physical hit chance)
Prepare Function 0x2(calculate critical chance)
Damage Function 0x1
0xA3:
Prepare Function 0x0(calculate physical hit chance)
Prepare Function 0x2(calculate critical chance)
power_modifier = total_level_of_all_enemy_target / number_of_enemy_target.
0xA4:
Prepare Function 0x0(calculate physical hit chance)
Prepare Function 0x2(calculate critical chance)
power_modifier = 1 + (((current_hp * 3) / max_hp) * power_modifier).
0xA5:
Prepare Function 0x0(calculate physical hit chance)
Prepare Function 0x2(calculate critical chance)
power_modifier = 1 + (((current_mp * 3) / max_mp) * power_modifier).
0xA6:
Prepare Function 0x0(calculate physical hit chance)
Prepare Function 0x2(calculate critical chance)
power_modifier = 1 + (((total_ap / 10000) * power_modifier) / 16).
0xA7:
Prepare Function 0x0(calculate physical hit chance)
Prepare Function 0x2(calculate critical chance)
power_modifier = 10 + (((number_of_kills / 128) * power_modifier) / 16).
0xA8:
Prepare Function 0x0(calculate physical hit chance)
Prepare Function 0x2(calculate critical chance)
power_modifier = 1 + (((limit_bar_value * (limit_level + 1) / 16) * power_modifier) / 16).
Damage Function 0x1