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| Battle Mechanics; Formulas for Battle | |
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| Topic Started: Jun 4 2009, 11:21 PM (327 Views) | |
| Sentenal | Jun 4 2009, 11:21 PM Post #1 |
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When you can't make them see the light, make them feel the heat.
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First off, here are a few basics that everyone should know about the battle system. Weapons Triangle: Swords beat Axes Axes beat Lances Lances beat Swords Magic Triangle: Light beats Dark Dark beats Anima Anima beats Light Rescue: A unit can rescue an adjacent unit who’s Con is lower than its Aid. A rescued unit is held by the rescuing unit, who can choose to drop them in an adjacent space later. If the unit holding the other one dies, the held unit is dropped in its place. Skill and Speed are halved when holding a rescued unit. Equipping: A unit can equip one weapon AND one other item (e.g. a ring) at any one time. Equipped items cannot be stolen. Mounted Units: Like in FE4 and FE9, mounted and flying units may use the rest of their move after doing an action, but they cannot perform another action (For instance, a horse unit could move, attack, and then move again, but it could not attack again). Experience: (Will be calculated by judges. Still nice to know how you earn it. Does not apply to the Arena). - Hitting someone in combat gives a base 10 experience. For each level they are higher than you, add 5 experience, for each level they are lower than you, subtract 1 experience. (Ex: If a level 2 unit were to hit a level 3 unit who hit him back, the level 2 would get 15 exp and the level 3 would get 9.) - If you are involved in combat, but don't land a hit, you get 1 experience. - Defeating a unit gives a base 30 experience. For each level they are higher than you, add 10 experience, for each level they are lower than you, subtract 2 experience. (Ex: If a level 2 killed a level 3 he would get 40 exp. If the level 3 killed the level 2 he would get 28 exp.) - Staves give set experience depending on the stave. The amount of experience staves give is listing in their stats. - Stealing an item gives 30 exp, regardless of level. -For the purposes of calculating experience, promoted units count as the sum total of their levels. For example, a unit that was level 20/01 would count as level 21. A unit that was level 11/13 would count as level 24. Leveling Up: When your character reaches 100 experience, they level up. You experience resets to 0. To determine which stats improve, a judge will roll a random number for each of your character's growths. Every stat for which the number was equal to or less than the growth goes up by 1 point. Weapon Ranks: Every time you use a weapon of a certain type, your "uses" with that weapon type goes up by 1. The number of uses you have with a weapon type determines your rank in that weapon type. Judges will record gained WEXP in battles in the first post, but it is the member's responsibility to keep track of gained WEXP in their sign-up topic.
Staves rank up faster than normal weapons.
You may get S-ranks in more than one weapon type, unlike in the games. Weapon types gained upon promotion start at a D-rank (11 uses). Promotion: Promotion will work like it did in Fire Emblem 9. When a level 20 unit gains 100 experience, they automatically become a level 1 promoted unit. Promotion items may also be made available later. Any unit level 10 or over can use a prmotional item to become a level 1 promoted unit. Experience with promoted units is calculated as explained in with experience section. Battle Formulas. You do not need to know these. They will be calculated by judges during battles. However, all the forumlas are here for reference in case you want to know what exactly your stats do. Attack Speed: (Used to determine whether or not one unit will strike twice.) If Weapon Weight is greater than Strength, then: Spd - (Weapon Weight - Str) If Weapon Weight is lower than Strength, then: Spd Double Attacks: (Requirements to attack twice in one round) If one units attack speed is 4 or more higher than the others, it will attack twice. Avoid: (Used for Hit Percentage) Attack Speed*2 + Luk + Terrain Avoid Hit Percentage: (Determines your chance to hit your target) Skl*2 + Luk + Weapon Accuracy – Target’s Avoid (Updated) Damage (Might): (Determines the actual damage you’ll do to your target) Str/Mag + Weapon Power – Target’s Def/Res – Target’s Terrain Defense (Str/Def are used with melee attacks, Mag/Res are used with magic attacks) Critical Percentage: (Chance of landing a critical strike) Weapon Critical + 0.5*Skl – Target’s Luk Critical Hits: Criticals hit for 3 x regular damage (might). Staff Accuracy: (For staves that target enemies) 30 + 0.5*Mag + Skl – target’s res*5 – Distance from target*2 Effective Against: Weapons that are effective against a certain type of enemy double their Weapon Power against such enemies. If a weapon is effective against something, it will be noted in its stats. Weapons Triangles: In combat, a person with a weapon triangle advantage gets +1 to might and +15% to hit percentage. The person at the disadvantage gets -1 to might and -15% to hit percentage. Certain weapons reverse the weapons triangle. S-Ranks: A unit with an S-rank in a type of weapon gets +5% to accuracy and +5% to critical percentage. Statuses: All statuses start with a count of 5. At the start of the character's turn, the count goes down by 1. Once the count reaches 0 the character is cured and thus may act right away. You can only have one status at a time. Enemies can cancel an old negative status by applying a new one. Poison: Take 2 damage at the start of each turn. Sleep: Character can't move or act. Character can still dodge. Getting hit doesn't wake character up. Berserk: Character attacks the unit (friend or enemy) to which it can deal the most damage relative to their HP. Acts after all non-statused allies. Silence: Character can't use Tomes or Staves. Steal: Stealing is an ability unique to thieves. Thieves can steal any unequipped item (weapons included) that an enemy is carrying. For this to work, the thief must have an AS (attack speed) greater than that of the target unit. Instant Death: Assassins have a 50% chance to instantly kill if they critical an enemy. Edited by Kovu, Aug 19 2009, 05:36 AM.
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2:20 AM Nov 26






