11/18/2023 0 Comments 7th dragon code fast exp![]() (Though that doesn't really matter as RNG rolls out of 100 for it.) However accuracy can't go lower than 1%. It turns out that Ark, the most accurate of the bunch (before firing arrows would tank her accuracy.) had 69% chance of hitting one. To give an example in action, take the update with the Dragonflies, those enemies with 200 SPD. Granted in most cases that's enough to gain surefire accuracy, but there are a few cases where that can still miss.īlind on the other hand, reduces your accuracy by a whopping 70%! It doesn't bypass the accuracy check (It does in the later games) but it doubles your accuracy instead. But you really should have used Seeker before that happens.Īlso I was wrong about EX. Though thankfully the accuracy multiplier can't go below 50%, which will be hit after 17 shots. This means it can actually take a while for Bow Rogues to start missing due to their high SPD stat. Unless the enemy uses a SPD buff, then it's something to worry about cause that can actually have an effect.īow Rogues on the other hand, actually have to worry about this mechanic, as they actually lose 3% accuracy per arrow fired (Fortunately the first arrow shot doesn't suffer an accuracy penalty), but that takes place during the accuracy formula, not the end of it. It's something to keep in mind, but not really something to worry about as everyone has 100% innate accuracy and unless there's a drastic difference in SPD, it's not too much to worry about. ![]() If user is not using a Bow or is an enemy, Arrow accuracy = 100.Īccuracy = (Arrow accuracy * (Attacker Level + Attacker SPD + 300)) / (Target Level + Target SPD + 300)Īccuracy matters slightly more for physical attackers due to the lower constants. If Arrow accuracy is below 50, set it to 50. Speaking of accuracy, I finally dug out the entire thing. If your damage output is less than 10% of your ATK stat, it has a 25% chance of missing. If you dealt 0 damage, then you instead deal 8% to 12% of your ATK as damage instead.Īlso fun fact that's not really relevant unless you are overleveled or severely underleveled for an area. ![]() If damage is greater than 100, the damage will be randomized in a range from 95% to 105% of the final damage output. If damage is 100 or less, damage ranges from -5 to 5. If damage is 20 or less, damage ranges from -2 to 2. Melee attacks have their damage reduced by 50% when attacking from the back row, or trying to deal damage to the back row. For spells, it's reduced by 30% instead, or 65% if you're using an EX guard. Guarding reduces physical attack damage by 50%, or 75% if you're using an EX guard. (Assume all formulae in the game round down aggressively whenever they can.) Not done looking into it though but here's a bit of what I found. Looked into a bit of the damage formula and found some nuances I missed. (So a 22.1% chance for a crit with 1 at max level. (Really more relevant for enemies than for you really.) Micro and Macroanatomy don't stack additively with this. More relevantly, it turns out the critical hit rate is. Which makes them slightly better than I expected. They reduce the target's DEF by 1/3, not 30%. I actually went and learned how to use a debugger (thanks Ghidra) so I can actually extract formulae and stuff like that from the game instead of guesstimating out of my ass and trying to "reverse engineer" that way with prodding at the game's RAM or files. So if you don't have a Fighter, you can mostly ignore this mechanic entirely, as it's basically sort of a flavor thing really. There's like 1 or 2 cases where this is used for actual rare drops. On the other other hand, conditional drops are mostly just used for meat drops. On the flip side, this also makes it easy to get disqualified from certain conditional types, such as not using a specific damage type against an enemy for the entire fight. Just smack the enemy with Ice at some point and you qualify. Ice resistant enemy has an Ice damage conditional? No need to time it so you kill the enemy with Ice. They just track that you hit them with the correct damage type at some point. Unlike in Etrian Odyssey, 7th Dragon conditionals don't care how you kill an enemy. One of the big misconceptions I had was that conditional drops in this game were based off of getting the killing blow with them. Incidentally I also took this time to really dig through and organize the data and my back end stuff for the LP. Okay those computer issues and complications have been dealt with.
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