Difference between revisions of "Berwick Saga Calculations"
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Sources: http://haruka.saiin.net/~berwick-saga/1/, http://www42.tok2.com/home/joll/ | Sources: http://haruka.saiin.net/~berwick-saga/1/, http://www42.tok2.com/home/joll/ | ||
+ | |||
==Damage== | ==Damage== | ||
{|class="sf" style="width: 770px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" | {|class="sf" style="width: 770px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" | ||
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!width="75%"|Calculations | !width="75%"|Calculations | ||
|- | |- | ||
− | | | + | | Attack (physical) |
− | | | + | | Strength + weapon Might |
|- | |- | ||
− | | | + | | Defense (physical) |
− | | | + | | Defense + shield Might* + Defense bonus |
|- | |- | ||
− | | | + | | Damage (physical) |
− | | | + | | physical Attack - enemy physical Defense |
|- | |- | ||
− | | | + | | Attack (magical) |
− | | | + | | Magic + weapon Might |
|- | |- | ||
− | | | + | | Defense (magical) |
− | | | + | | Magic + elemental Resistance bonus |
|- | |- | ||
− | | | + | | Damage (magical) |
− | | | + | | magical Attack - enemy magical Defense |
+ | |- | ||
+ | | Elemental Effect Damage | ||
+ | | bonus Damage - enemy magical Defense | ||
|} | |} | ||
+ | |||
+ | <nowiki>*</nowiki>''Shield Might is only taken into account if shielding is successful.'' | ||
==Accuracy== | ==Accuracy== | ||
− | + | Note: These calculations use Sword weapon skill for Blades and Maces, Spear weapon skill for Lances and Forks, and Crossbow weapon skill for Ballistae. | |
{|class="sf" style="width: 770px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" | {|class="sf" style="width: 770px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" | ||
!width="25%"| Property | !width="25%"| Property | ||
!width="75%"|Calculations | !width="75%"|Calculations | ||
|- | |- | ||
− | | | + | | Accuracy |
− | | | + | | (weapon Precision x 10) + weapon Skill + Skill bonus + Support bonus + Food bonus |
|- | |- | ||
− | | Shield | + | | Shield Rate |
− | | | + | | (shield Precision x 10) + shield Skill + Skill bonus |
|- | |- | ||
− | | Speed | + | | Attack Speed |
− | | | + | | Speed - (weapon Weight + shield Weight - Strength/2, 0 if negative) |
|- | |- | ||
− | | Avoid ( | + | | Avoid (physical, range 0~1) |
− | | | + | | (Attack Speed x 2) + Terrain bonus + Food bonus, 0 if negative |
|- | |- | ||
− | | Avoid (magic) | + | | Avoid (magic, range 0~1) |
− | | | + | | (Attack Speed x 2) + Food bonus, 0 if negative |
|- | |- | ||
− | | Avoid ( | + | | Avoid (range 2+) |
− | | | + | | (Attack Speed x 2) + (Terrain bonus x 2) + Food bonus, 0 if negative |
|- | |- | ||
− | | | + | | Hit rate |
− | | | + | | Accuracy - enemy Avoid |
|- | |- | ||
|} | |} | ||
− | ==Critical== | + | |
+ | ==Critical Hits== | ||
{|class="sf" style="width: 770px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" | {|class="sf" style="width: 770px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" | ||
!width="25%"| Property | !width="25%"| Property | ||
!width="75%"|Calculations | !width="75%"|Calculations | ||
|- | |- | ||
− | | Critical | + | | Critical Damage |
− | | | + | | normal Damage + random(10~20)<br>''(Note: added damage pierces defenses)'' |
|- | |- | ||
− | | Critical | + | | Critical Rate |
− | | | + | | weapon Critical + (weapon Skill - 50, 0 if negative) + Skill bonus + Support bonus + Food bonus |
|- | |- | ||
− | | Critical | + | | Critical Dodge |
− | | | + | | 0 + Food bonus |
|- | |- | ||
− | | Battle | + | | Battle Critical Rate |
− | | | + | | Critical Rate - enemy Critical Dodge |
|- | |- | ||
|} | |} | ||
− | ==Injury== | + | ==Injury and Crippling== |
− | + | Note: Units with the skills Robust or Robust II are immune to being injured and crippled. | |
− | {|class="sf" style="width: | + | |
+ | {|class="sf" style="width: 800px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" | ||
+ | !width="25%"| Property | ||
+ | !width="75%"|Calculations | ||
+ | |- | ||
+ | | Injury Rate (knives) | ||
+ | | 9 + Weapon bonus + Skill bonus + Food bonus + enemy Food penalty | ||
+ | |- | ||
+ | | Injury Rate (non-knives) | ||
+ | | 3 + Weapon bonus + Skill bonus + Food bonus + enemy Food penalty | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | |||
+ | {|class="sf" style="width: 900px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" | ||
!width="25%"| Property | !width="25%"| Property | ||
!width="75%"|Calculations | !width="75%"|Calculations | ||
|- | |- | ||
− | | | + | | Reference Value |
− | | | + | | (enemy HP at beginning of combat - enemy HP at end of combat)/(enemy HP at beginning of combat) |
|- | |- | ||
− | | Cripple | + | | Cripple Rate<br>''(against unafflicted enemy units)'' |
− | | | + | | (Reference Value - 0.75) x Food bonus x Weapon bonus<sub>1</sub> x 50% + Weapon bonus<sub>2</sub> - enemy Food Bonus |
|- | |- | ||
− | | Cripple | + | | Cripple Rate<br>''(against unafflicted player units)'' |
− | | | + | | (Reference Value - 0.50) x Food bonus x Weapon bonus<sub>1</sub> x 50% + Weapon bonus<sub>2</sub> - enemy Food Bonus |
+ | |- | ||
+ | | Cripple Rate<br>''(against injured units)'' | ||
+ | | (Reference Value - 0.30) x Food bonus x Weapon bonus<sub>1</sub> x 100% + Weapon bonus<sub>2</sub> - enemy Food Bonus | ||
+ | |- | ||
+ | | Cripple Rate<br>''(against units with Vulnerable, or when using Maim)'' | ||
+ | | (Reference Value - 0.50) x Food bonus x Weapon bonus<sub>1</sub> x 100% + Weapon bonus<sub>2</sub> - enemy Food Bonus | ||
|- | |- | ||
|} | |} | ||
+ | |||
+ | <nowiki>*</nowiki>''Weapon bonus<sub>1</sub> is for multiplicative weapon bonuses (Lightning, Apeiron, Stormtongue).''<br> | ||
+ | <nowiki>*</nowiki>''Weapon bonus<sub>2</sub> is for additive weapon bonuses (Gore Fork, Partisan).'' | ||
==Equipment Failure== | ==Equipment Failure== | ||
− | Characters with a nonzero failure rate for a weapon or shield will not get the additional effects of those weapons or shields. | + | Characters with a nonzero failure rate for a weapon or shield will not get the additional effects of those weapons or shields. Personal weapons have a set failure rate of 0% when used by their intended characters. Weapons with a listed rank of – are treated as rank 50 for calculations. |
− | |||
− | Personal weapons have a set failure rate of 0% when used by their intended characters. Weapons with a listed rank of – are treated as rank 50 | ||
{|class="sf" style="width: 770px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" | {|class="sf" style="width: 770px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" | ||
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|- | |- | ||
| Failure rate | | Failure rate | ||
− | | | + | | (weapon Rank - Level, 0 if negative) x 5% |
|- | |- | ||
| Failure rate (with skill Advanced) | | Failure rate (with skill Advanced) | ||
− | | | + | | (weapon Rank - (Level + 7), 0 if negative) x 5% |
|- | |- | ||
| Failure rate (with skill Limited) | | Failure rate (with skill Limited) | ||
− | | | + | | 100%, if weapon Rank > 3<br>0%, if weapon Rank ≤ 3 |
|- | |- | ||
|} | |} | ||
− | == | + | ==Experience Points== |
+ | Note: Experience point gains are limited between 0 and 100 points. | ||
+ | ===Defeating/Capturing Units=== | ||
+ | Note: Experience points are not rewarded for damaging enemy units without defeating them. | ||
{|class="sf" style="width: 770px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" | {|class="sf" style="width: 770px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" | ||
− | !width="25%"| Property | + | !width="25%"|Property |
!width="75%"|Calculations | !width="75%"|Calculations | ||
|- | |- | ||
− | | | + | | Experience Gained |
− | |= | + | | enemy Class Experience + Experience modifier |
+ | |- | ||
+ | |} | ||
+ | |||
+ | |||
+ | {|class="sf" style="width: 800px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" | ||
+ | !width="15%"|Class Exp. | ||
+ | !width="85%"|Classes | ||
+ | |- | ||
+ | | 0 | ||
+ | | Queen | ||
+ | |- | ||
+ | | 8 | ||
+ | | Farmer | ||
|- | |- | ||
− | | | + | | 10 |
− | | | + | | Thief, Supplier, Rogue |
|- | |- | ||
− | | | + | | 11 |
− | | | + | | Ruffian |
+ | |- | ||
+ | | 12 | ||
+ | | Brigand, Corsair, Pirate, Cleric (Izerna-type), Wind Mage, Rogue Hunter, Rogue Gunner | ||
+ | |- | ||
+ | | 13 | ||
+ | | Spearman, Axeman, Bowman, Imperial Spearman, Imperial Axeman, Imperial Bowman, Burglar | ||
+ | |- | ||
+ | | 14 | ||
+ | | Outlaw, Gunner, Imperial Gunner, Rogue Guard | ||
+ | |- | ||
+ | | 15 | ||
+ | | Grassrunner, Horseman, Bow Knight, Spear Rider, Bow Rider, Imperial Spear Rider, Imperial Bow Rider, Viking, Barbarian | ||
+ | |- | ||
+ | | 16 | ||
+ | | Cleric (Saphira-type), Heavy Gunner, Imperial Heavy Gunner, Myrmidon, Bishop, Priestess, Fencer, Mage Fencer, Mercenary, Monk, War Monk, Raze Monk, Raze War Monk | ||
+ | |- | ||
+ | | 18 | ||
+ | | Lord, Axefighter, Warrior, Chevalière, Lady Knight, Thunder Mage, Rogue Warrior, Imperial Knight, | ||
+ | |- | ||
+ | | 20 | ||
+ | | Axe Soldier, Axe Guard, Axe Sergeant, Marksman, Imperial Marksman, Pickpocket, Swordfighter, Priest, Raze Priest | ||
+ | |- | ||
+ | | 22 | ||
+ | | Arrow Knight, Guardian, Spear Knight, Sword Knight, Lance Knight, Paladin (enemy) | ||
+ | |- | ||
+ | | 24 | ||
+ | | Berserker, Failed Poet, Sniper, Swordmaster, Highlander, Huntress, Hunter | ||
+ | |- | ||
+ | | 25 | ||
+ | | Veteran Knight | ||
+ | |- | ||
+ | | 28 | ||
+ | | Knight Lord, Thunder Sage, Wind Sage, Hero, Paladin (F) | ||
+ | |- | ||
+ | | 30 | ||
+ | | Cavalier, Ballistician, Wyvern Knight, Ranger | ||
+ | |- | ||
+ | | 32 | ||
+ | | Paladin (M), Duke Knight, Chief, Armor Knight, Shining Knight, Black Rider | ||
+ | |- | ||
+ | | 40 | ||
+ | | Stealth Hunter | ||
+ | |- | ||
+ | | 45 | ||
+ | | General, Duke, Aristocrat | ||
+ | |- | ||
+ | | 50 | ||
+ | | Gigas Knight, Scoundrel, Wyvern, Captain, Chosen One | ||
+ | |- | ||
+ | | 80 | ||
+ | | Thunder Wyrm, Ice Wyrm, Fire Wyrm, Black Knight, Apostle | ||
+ | |- | ||
+ | | 99 | ||
+ | | Assassin, Raze Bishop | ||
|- | |- | ||
|} | |} | ||
− | ==Happiness== | + | |
+ | |||
+ | {|class="sf" style="width: 400px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" | ||
+ | !width="50%"| Enemy Level − Player Level | ||
+ | !width="50%"| Experience Modifier | ||
+ | |- | ||
+ | | -8 or lower | ||
+ | | -40 | ||
+ | |- | ||
+ | | -7 | ||
+ | | -35 | ||
+ | |- | ||
+ | | -6 | ||
+ | | -30 | ||
+ | |- | ||
+ | | -5 | ||
+ | | -25 | ||
+ | |- | ||
+ | | -4 | ||
+ | | -20 | ||
+ | |- | ||
+ | | -3 | ||
+ | | -15 | ||
+ | |- | ||
+ | | -2 | ||
+ | | -10 | ||
+ | |- | ||
+ | | -1 | ||
+ | | -5 | ||
+ | |- | ||
+ | | 0 | ||
+ | | 0 | ||
+ | |- | ||
+ | | +1 | ||
+ | | +2 | ||
+ | |- | ||
+ | | +2 | ||
+ | | +4 | ||
+ | |- | ||
+ | | +3 | ||
+ | | +6 | ||
+ | |- | ||
+ | | +4 | ||
+ | | +8 | ||
+ | |- | ||
+ | | +5 | ||
+ | | +10 | ||
+ | |- | ||
+ | | +6 | ||
+ | | +12 | ||
+ | |- | ||
+ | | +7 or higher | ||
+ | | +15 | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | ===Non-Attacking Orb Experience=== | ||
+ | {|class="sf" style="width: 400px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" | ||
+ | !width="50%"| User's Level | ||
+ | !width="50%"| Experience | ||
+ | |- | ||
+ | | 1~4 | ||
+ | | Orb Rank + random(6~9) | ||
+ | |- | ||
+ | | 5~9 | ||
+ | | Orb Rank + random(5~8) | ||
+ | |- | ||
+ | | 10~14 | ||
+ | | Orb Rank + random(4~7) | ||
+ | |- | ||
+ | | 15~19 | ||
+ | | Orb Rank + random(3~6) | ||
+ | |- | ||
+ | | 20~24 | ||
+ | | Orb Rank + random(2~5) | ||
+ | |- | ||
+ | | 25~29 | ||
+ | | Orb Rank + random(1~4) | ||
+ | |- | ||
+ | | 30 | ||
+ | | 0 ''(maximum level)'' | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | ==Equipment Experience== | ||
+ | Note: A unit's displayed Equipment Skill differs from the hidden statistic of Equipment Experience (EExp): | ||
+ | {|class="sf" style="width: 770px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" | ||
+ | !width="25%"|Value | ||
+ | !width="75%"|Calculation | ||
+ | |- | ||
+ | | Equipment Skill | ||
+ | | Equipment Experience/10, rounded down | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | <nowiki>*</nowiki>''Note that due to his skill Limited, Owen is incapable of gaining EExp in dark magic when he is a Raze Monk.'' | ||
+ | |||
+ | ===EExp. Gain from Usage=== | ||
+ | For each time a unit attempts a hit with a weapon, uses a non-attacking orb, or is hit by an enemy attack, the game rolls several times for EExp gain. For weapons that multiply number of hits, this does not multiply the chances of gaining EExp, but weapons that add additional hits do add additional chances at EExp. | ||
+ | |||
+ | The chance of gaining EExp is calculated as follows: | ||
+ | {|class="sf" style="width: 770px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" | ||
+ | !width="25%"|Value | ||
+ | !width="75%"|Calculation | ||
+ | |- | ||
+ | | EExp Growth Rate (usage) | ||
+ | | (Equipment Skill Growth Rate) x (Usage Correction Factor) | ||
+ | |- | ||
+ | | Correction Factor (usage) | ||
+ | | minimum[1, 1.9 - (0.003 x Weapon Experience)] | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | The exact conditions for each roll depend on the current turn number and the unit's Equipment Skill: | ||
+ | {|class="sf" style="width: 770px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" | ||
+ | !width="25%"|Equipment Skill | ||
+ | !width="25%"|Turn Limit | ||
+ | !width="60%"|Weapon Condition / Orb Condition / Shield Condition | ||
+ | |- | ||
+ | |rowspan="3"| Equipment Skill < 10 | ||
+ | | Turns ≤ 24 | ||
+ | | hit attempted / orb used / unit is hit | ||
+ | |- | ||
+ | | Turns ≤ 24 | ||
+ | | hit attempted / orb used / unit is hit | ||
+ | |- | ||
+ | | none | ||
+ | | hit successful / orb successful / shield successful | ||
+ | |- | ||
+ | |rowspan="2"| 10 ≤ Equipment Skill < 20 | ||
+ | | Turns ≤ 24 | ||
+ | | hit attempted / orb used / unit is hit | ||
+ | |- | ||
+ | | none | ||
+ | | hit successful / orb successful / shield successful | ||
+ | |- | ||
+ | |rowspan="2"| Equipment Skill ≥ 20 | ||
+ | | Turns ≤ 24 | ||
+ | | hit attempted / orb used / unit is hit | ||
+ | |- | ||
+ | | none | ||
+ | | hit successful / orb successful / shield successful | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | For each successful roll, the unit will gain EExp: | ||
+ | {|class="sf" style="width: 500px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" | ||
+ | !width="25%"|Equipment Type | ||
+ | !width="25%"|Equipment Experience Gain | ||
+ | |- | ||
+ | | Weapon | ||
+ | | +1 | ||
+ | |- | ||
+ | | Shield | ||
+ | | +2 | ||
+ | |- | ||
+ | | Non-Attack Magic | ||
+ | | +4 | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | ===EExp. Gain from Level-Up=== | ||
+ | The chance of gaining EExp during level-ups differs from the chance from usage: | ||
+ | {|class="sf" style="width: 770px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" | ||
+ | !width="25%"|Value | ||
+ | !width="75%"|Calculation | ||
+ | |- | ||
+ | | EExp Growth Rate (level-up) | ||
+ | | (Equipment Skill Growth Rate) x (6 − Level-Up Correction Factor)/12 | ||
+ | |- | ||
+ | | Correction Factor (level-up) | ||
+ | | Equipment Skill/10 = Weapon Experience/100, rounded down | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | If a unit would not receive any stats upon level-up, the game will re-roll to give the player a stat increase in one of its equipment skills; however, if all of a unit's non-Light magic equipment skills are capped, then the unit will instead gain a point of Luck ''(see below)''. | ||
+ | |||
+ | ==Luck== | ||
+ | Note: Luck is a mostly hidden statistic. A unit's Luck counter cannot be viewed, and not all instances of the Luck counter changing are made known to the player. | ||
+ | |||
+ | As mentioned above, if a unit would not receive any stats upon level-up, the game will re-roll to give the player a stat increase in one of its equipment skills; however, if all of a unit's non-Light magic equipment skills are capped, then the unit will instead gain a point of Luck. There are also other ways to gain points of Luck: | ||
+ | |||
+ | {|class="sf" style="width: 650px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" | ||
+ | !width="50%"| Event | ||
+ | !width="45%"|Luck Bonus | ||
+ | |- | ||
+ | | Empty Level-Up | ||
+ | | +1 ''(announced to the player)'' | ||
+ | |- | ||
+ | | Eating Minestrone (if liked) | ||
+ | | +1 ''(announced to the player)'' | ||
+ | |- | ||
+ | | Eating Strawberries (women only, if liked or neutral) | ||
+ | | +1 ''(announced to the player)'' | ||
+ | |- | ||
+ | | Becoming Crippled | ||
+ | | +1 ''(not announced to the player)'' | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | <nowiki>*</nowiki>''The characters who like Minestrone are: Christine, Izerna, Ruby, Kramer, Clifford, Faramir, Aegina, Owen, and Marcel.''<br> | ||
+ | <nowiki>*</nowiki>''The female characters who like or are neutral to Strawberries are: Izerna, Sylvia, Czene, Aegina, Saphira, Larentia, Enid, Christine, Ruby, Faye, Alvina, and Paramythis.'' | ||
+ | |||
+ | Luck is spent automatically in certain situations (if the unit has Luck to spend), in which cases it prevents certain negative effects from occurring: | ||
+ | |||
+ | {|class="sf" style="width: 650px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" | ||
+ | !width="30%"| Event | ||
+ | !width="15%"|Luck Spent | ||
+ | !width="40%"| Result | ||
+ | |- | ||
+ | | Unit would be crippled | ||
+ | | 1 | ||
+ | | Unit is not crippled<br>''(not announced to the player)'' | ||
+ | |- | ||
+ | | Unit would be dealt a lethal blow | ||
+ | | 5 | ||
+ | | Unit dodges the lethal blow<br>''(announced to the player)'' | ||
+ | |- | ||
+ | |} | ||
+ | |||
+ | ==Mercenary Happiness== | ||
+ | Notes: Happiness is a hidden value not displayed in-game. All units begin with 0 Happiness. In addition to these common events, character-specific events can occur that raise a unit's happiness. | ||
{|class="sf" style="width: 770px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" | {|class="sf" style="width: 770px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" | ||
− | !width="25%"| | + | !width="25%"| Event |
− | !width="75%"| | + | !width="75%"|Happiness Bonus |
|- | |- | ||
− | | | + | | Being Hired |
| +0.5 | | +0.5 | ||
|- | |- | ||
− | | | + | | Deploying on a Mission |
− | | +1.0 (main), +0.5 ( | + | | +1.0 ''(main mission)'', +0.5 ''(sidequest)'' |
|- | |- | ||
− | | | + | | Leveling Up |
| +0.1 | | +0.1 | ||
|- | |- | ||
− | | | + | | Reese's Promotion |
| +0.2 | | +0.2 | ||
|- | |- | ||
− | | Food (base) | + | | Eating Food (base) |
| +0.5 (Rank A), +0.4 (Rank B), +0.3 (Rank C), +0.2 (Rank D), +0.1 (Rank E) | | +0.5 (Rank A), +0.4 (Rank B), +0.3 (Rank C), +0.2 (Rank D), +0.1 (Rank E) | ||
|- | |- | ||
− | | Food (modifier) | + | | Eating Food (modifier) |
− | | +0.2 ( | + | | +0.2 (liked), -0.2 (disliked) |
|- | |- | ||
|} | |} | ||
− | ==Durability== | + | |
− | {|class="sf" style="width: | + | ==Equipment Durability== |
− | !width=" | + | Note: This section only applies to weapons and shields with a durability class (a letter A-F or S), which break based on probability, rather than equipment with an exact number of uses. |
− | !width="25%"|Display | + | ===Point Values=== |
+ | Note: Break chance is calculated based on the durability points of the weapon/shield ''before'' it is used. All brand-new weapons start with 101 durability points. | ||
+ | |||
+ | If an item's durability counter ever falls below 1 without the weapon breaking, it is set to 1. | ||
+ | {|class="sf" style="width: 475px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" | ||
+ | !width="30%"|Durability Points | ||
+ | !width="25%"|Display Color | ||
!width="25%"|Break Chance | !width="25%"|Break Chance | ||
!width="25%"|Sell Value | !width="25%"|Sell Value | ||
|- | |- | ||
− | | | + | | 101 |
|Blue | |Blue | ||
|0% | |0% | ||
|50% | |50% | ||
|- | |- | ||
− | | | + | | 62-100 |
|Blue | |Blue | ||
|0% | |0% | ||
|40% | |40% | ||
|- | |- | ||
− | | | + | | 42-61 |
|Green | |Green | ||
|1% | |1% | ||
|30% | |30% | ||
|- | |- | ||
− | | | + | | 22-41 |
|Yellow | |Yellow | ||
|2% | |2% | ||
|20% | |20% | ||
|- | |- | ||
− | | | + | | 2-21 |
|Orange | |Orange | ||
|4% | |4% | ||
|10% | |10% | ||
|- | |- | ||
− | | | + | | ≤1 |
|Red | |Red | ||
|100% | |100% | ||
Line 188: | Line 513: | ||
|- | |- | ||
|} | |} | ||
− | === | + | ===Depletion Rate=== |
− | {|class="sf" style="width: | + | Note: The skill Armsthrift has a 20% chance (per weapon use) to prevent weapon durability points from being depleted. Missing with a weapon does not decrease durability, except for weapons with exact uses instead of a durability class. |
− | !width="20%"| | + | |
− | !width="40%"|Depletion (weapon) | + | {|class="sf" style="width: 600px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" |
− | !width="40%"|Depletion (shield) | + | !width="20%"|Durability Class |
+ | !width="40%"|Depletion per use (weapon) | ||
+ | !width="40%"|Depletion per use (shield) | ||
|- | |- | ||
| S | | S | ||
Line 223: | Line 550: | ||
|- | |- | ||
|} | |} | ||
− | === | + | |
+ | ===Repair Stones=== | ||
+ | Using a Repair Stone on an item will consume as many uses as it takes to return the item to 101 durability points, or until the Repair Stone runs out of uses. | ||
{|class="sf" style="width: 770px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" | {|class="sf" style="width: 770px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" | ||
− | !width=" | + | !width="25%"|Property |
− | !width=" | + | !width="75%"|Calculations |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | Points restored<br>''(per Repair Stone use)'' |
− | | | + | |100/(Item Cost When New/1000, rounded down), rounded up |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | |} |
− | + | ||
− | + | Summarized into a table: | |
− | | - | + | {|class="sf" style="width: 350px; text-align: left; margin-left: auto; margin-right: auto; border-collapse: collapse;" border="1px" cellpadding="0" cellspacing="0" |
− | + | !width="40%"| Full Cost | |
− | + | !width="60%"|Durability Points Repaired | |
− | |||
− | |||
− | | | ||
− | | | ||
− | |||
|- | |- | ||
− | | | + | | 1~1000 |
− | | | + | |100 |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | 1001~2000 |
− | | | + | |50 |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | 2001~3000 |
− | | | + | |33 |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | 3001~4000 |
− | | | + | |25 |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | 4001~5000 |
− | | | + | |20 |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | 5001~6000 |
− | | | + | |16 |
− | | | + | |- |
− | | | + | | 6001~7000 |
− | | | + | |14 |
− | | | + | |- |
− | | | + | | 7001~8000 |
− | + | |12 | |
− | | | ||
− | |||
− | |||
|- | |- | ||
− | | | + | | 8001~9000 |
− | | | + | |11 |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | 9001~10000 |
− | + | |10 | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |10 | ||
− | |||
|- | |- | ||
|} | |} | ||
[[Category:Game Guides]][[Category:Berwick Saga Guides]] | [[Category:Game Guides]][[Category:Berwick Saga Guides]] |
Revision as of 07:28, 13 February 2018
This content was originally provided by Othin.
Sources: http://haruka.saiin.net/~berwick-saga/1/, http://www42.tok2.com/home/joll/
Contents
Damage
Property | Calculations |
---|---|
Attack (physical) | Strength + weapon Might |
Defense (physical) | Defense + shield Might* + Defense bonus |
Damage (physical) | physical Attack - enemy physical Defense |
Attack (magical) | Magic + weapon Might |
Defense (magical) | Magic + elemental Resistance bonus |
Damage (magical) | magical Attack - enemy magical Defense |
Elemental Effect Damage | bonus Damage - enemy magical Defense |
*Shield Might is only taken into account if shielding is successful.
Accuracy
Note: These calculations use Sword weapon skill for Blades and Maces, Spear weapon skill for Lances and Forks, and Crossbow weapon skill for Ballistae.
Property | Calculations |
---|---|
Accuracy | (weapon Precision x 10) + weapon Skill + Skill bonus + Support bonus + Food bonus |
Shield Rate | (shield Precision x 10) + shield Skill + Skill bonus |
Attack Speed | Speed - (weapon Weight + shield Weight - Strength/2, 0 if negative) |
Avoid (physical, range 0~1) | (Attack Speed x 2) + Terrain bonus + Food bonus, 0 if negative |
Avoid (magic, range 0~1) | (Attack Speed x 2) + Food bonus, 0 if negative |
Avoid (range 2+) | (Attack Speed x 2) + (Terrain bonus x 2) + Food bonus, 0 if negative |
Hit rate | Accuracy - enemy Avoid |
Critical Hits
Property | Calculations |
---|---|
Critical Damage | normal Damage + random(10~20) (Note: added damage pierces defenses) |
Critical Rate | weapon Critical + (weapon Skill - 50, 0 if negative) + Skill bonus + Support bonus + Food bonus |
Critical Dodge | 0 + Food bonus |
Battle Critical Rate | Critical Rate - enemy Critical Dodge |
Injury and Crippling
Note: Units with the skills Robust or Robust II are immune to being injured and crippled.
Property | Calculations |
---|---|
Injury Rate (knives) | 9 + Weapon bonus + Skill bonus + Food bonus + enemy Food penalty |
Injury Rate (non-knives) | 3 + Weapon bonus + Skill bonus + Food bonus + enemy Food penalty |
Property | Calculations |
---|---|
Reference Value | (enemy HP at beginning of combat - enemy HP at end of combat)/(enemy HP at beginning of combat) |
Cripple Rate (against unafflicted enemy units) |
(Reference Value - 0.75) x Food bonus x Weapon bonus1 x 50% + Weapon bonus2 - enemy Food Bonus |
Cripple Rate (against unafflicted player units) |
(Reference Value - 0.50) x Food bonus x Weapon bonus1 x 50% + Weapon bonus2 - enemy Food Bonus |
Cripple Rate (against injured units) |
(Reference Value - 0.30) x Food bonus x Weapon bonus1 x 100% + Weapon bonus2 - enemy Food Bonus |
Cripple Rate (against units with Vulnerable, or when using Maim) |
(Reference Value - 0.50) x Food bonus x Weapon bonus1 x 100% + Weapon bonus2 - enemy Food Bonus |
*Weapon bonus1 is for multiplicative weapon bonuses (Lightning, Apeiron, Stormtongue).
*Weapon bonus2 is for additive weapon bonuses (Gore Fork, Partisan).
Equipment Failure
Characters with a nonzero failure rate for a weapon or shield will not get the additional effects of those weapons or shields. Personal weapons have a set failure rate of 0% when used by their intended characters. Weapons with a listed rank of – are treated as rank 50 for calculations.
Property | Calculations |
---|---|
Failure rate | (weapon Rank - Level, 0 if negative) x 5% |
Failure rate (with skill Advanced) | (weapon Rank - (Level + 7), 0 if negative) x 5% |
Failure rate (with skill Limited) | 100%, if weapon Rank > 3 0%, if weapon Rank ≤ 3 |
Experience Points
Note: Experience point gains are limited between 0 and 100 points.
Defeating/Capturing Units
Note: Experience points are not rewarded for damaging enemy units without defeating them.
Property | Calculations |
---|---|
Experience Gained | enemy Class Experience + Experience modifier |
Class Exp. | Classes |
---|---|
0 | Queen |
8 | Farmer |
10 | Thief, Supplier, Rogue |
11 | Ruffian |
12 | Brigand, Corsair, Pirate, Cleric (Izerna-type), Wind Mage, Rogue Hunter, Rogue Gunner |
13 | Spearman, Axeman, Bowman, Imperial Spearman, Imperial Axeman, Imperial Bowman, Burglar |
14 | Outlaw, Gunner, Imperial Gunner, Rogue Guard |
15 | Grassrunner, Horseman, Bow Knight, Spear Rider, Bow Rider, Imperial Spear Rider, Imperial Bow Rider, Viking, Barbarian |
16 | Cleric (Saphira-type), Heavy Gunner, Imperial Heavy Gunner, Myrmidon, Bishop, Priestess, Fencer, Mage Fencer, Mercenary, Monk, War Monk, Raze Monk, Raze War Monk |
18 | Lord, Axefighter, Warrior, Chevalière, Lady Knight, Thunder Mage, Rogue Warrior, Imperial Knight, |
20 | Axe Soldier, Axe Guard, Axe Sergeant, Marksman, Imperial Marksman, Pickpocket, Swordfighter, Priest, Raze Priest |
22 | Arrow Knight, Guardian, Spear Knight, Sword Knight, Lance Knight, Paladin (enemy) |
24 | Berserker, Failed Poet, Sniper, Swordmaster, Highlander, Huntress, Hunter |
25 | Veteran Knight |
28 | Knight Lord, Thunder Sage, Wind Sage, Hero, Paladin (F) |
30 | Cavalier, Ballistician, Wyvern Knight, Ranger |
32 | Paladin (M), Duke Knight, Chief, Armor Knight, Shining Knight, Black Rider |
40 | Stealth Hunter |
45 | General, Duke, Aristocrat |
50 | Gigas Knight, Scoundrel, Wyvern, Captain, Chosen One |
80 | Thunder Wyrm, Ice Wyrm, Fire Wyrm, Black Knight, Apostle |
99 | Assassin, Raze Bishop |
Enemy Level − Player Level | Experience Modifier |
---|---|
-8 or lower | -40 |
-7 | -35 |
-6 | -30 |
-5 | -25 |
-4 | -20 |
-3 | -15 |
-2 | -10 |
-1 | -5 |
0 | 0 |
+1 | +2 |
+2 | +4 |
+3 | +6 |
+4 | +8 |
+5 | +10 |
+6 | +12 |
+7 or higher | +15 |
Non-Attacking Orb Experience
User's Level | Experience |
---|---|
1~4 | Orb Rank + random(6~9) |
5~9 | Orb Rank + random(5~8) |
10~14 | Orb Rank + random(4~7) |
15~19 | Orb Rank + random(3~6) |
20~24 | Orb Rank + random(2~5) |
25~29 | Orb Rank + random(1~4) |
30 | 0 (maximum level) |
Equipment Experience
Note: A unit's displayed Equipment Skill differs from the hidden statistic of Equipment Experience (EExp):
Value | Calculation |
---|---|
Equipment Skill | Equipment Experience/10, rounded down |
*Note that due to his skill Limited, Owen is incapable of gaining EExp in dark magic when he is a Raze Monk.
EExp. Gain from Usage
For each time a unit attempts a hit with a weapon, uses a non-attacking orb, or is hit by an enemy attack, the game rolls several times for EExp gain. For weapons that multiply number of hits, this does not multiply the chances of gaining EExp, but weapons that add additional hits do add additional chances at EExp.
The chance of gaining EExp is calculated as follows:
Value | Calculation |
---|---|
EExp Growth Rate (usage) | (Equipment Skill Growth Rate) x (Usage Correction Factor) |
Correction Factor (usage) | minimum[1, 1.9 - (0.003 x Weapon Experience)] |
The exact conditions for each roll depend on the current turn number and the unit's Equipment Skill:
Equipment Skill | Turn Limit | Weapon Condition / Orb Condition / Shield Condition |
---|---|---|
Equipment Skill < 10 | Turns ≤ 24 | hit attempted / orb used / unit is hit |
Turns ≤ 24 | hit attempted / orb used / unit is hit | |
none | hit successful / orb successful / shield successful | |
10 ≤ Equipment Skill < 20 | Turns ≤ 24 | hit attempted / orb used / unit is hit |
none | hit successful / orb successful / shield successful | |
Equipment Skill ≥ 20 | Turns ≤ 24 | hit attempted / orb used / unit is hit |
none | hit successful / orb successful / shield successful |
For each successful roll, the unit will gain EExp:
Equipment Type | Equipment Experience Gain |
---|---|
Weapon | +1 |
Shield | +2 |
Non-Attack Magic | +4 |
EExp. Gain from Level-Up
The chance of gaining EExp during level-ups differs from the chance from usage:
Value | Calculation |
---|---|
EExp Growth Rate (level-up) | (Equipment Skill Growth Rate) x (6 − Level-Up Correction Factor)/12 |
Correction Factor (level-up) | Equipment Skill/10 = Weapon Experience/100, rounded down |
If a unit would not receive any stats upon level-up, the game will re-roll to give the player a stat increase in one of its equipment skills; however, if all of a unit's non-Light magic equipment skills are capped, then the unit will instead gain a point of Luck (see below).
Luck
Note: Luck is a mostly hidden statistic. A unit's Luck counter cannot be viewed, and not all instances of the Luck counter changing are made known to the player.
As mentioned above, if a unit would not receive any stats upon level-up, the game will re-roll to give the player a stat increase in one of its equipment skills; however, if all of a unit's non-Light magic equipment skills are capped, then the unit will instead gain a point of Luck. There are also other ways to gain points of Luck:
Event | Luck Bonus |
---|---|
Empty Level-Up | +1 (announced to the player) |
Eating Minestrone (if liked) | +1 (announced to the player) |
Eating Strawberries (women only, if liked or neutral) | +1 (announced to the player) |
Becoming Crippled | +1 (not announced to the player) |
*The characters who like Minestrone are: Christine, Izerna, Ruby, Kramer, Clifford, Faramir, Aegina, Owen, and Marcel.
*The female characters who like or are neutral to Strawberries are: Izerna, Sylvia, Czene, Aegina, Saphira, Larentia, Enid, Christine, Ruby, Faye, Alvina, and Paramythis.
Luck is spent automatically in certain situations (if the unit has Luck to spend), in which cases it prevents certain negative effects from occurring:
Event | Luck Spent | Result |
---|---|---|
Unit would be crippled | 1 | Unit is not crippled (not announced to the player) |
Unit would be dealt a lethal blow | 5 | Unit dodges the lethal blow (announced to the player) |
Mercenary Happiness
Notes: Happiness is a hidden value not displayed in-game. All units begin with 0 Happiness. In addition to these common events, character-specific events can occur that raise a unit's happiness.
Event | Happiness Bonus |
---|---|
Being Hired | +0.5 |
Deploying on a Mission | +1.0 (main mission), +0.5 (sidequest) |
Leveling Up | +0.1 |
Reese's Promotion | +0.2 |
Eating Food (base) | +0.5 (Rank A), +0.4 (Rank B), +0.3 (Rank C), +0.2 (Rank D), +0.1 (Rank E) |
Eating Food (modifier) | +0.2 (liked), -0.2 (disliked) |
Equipment Durability
Note: This section only applies to weapons and shields with a durability class (a letter A-F or S), which break based on probability, rather than equipment with an exact number of uses.
Point Values
Note: Break chance is calculated based on the durability points of the weapon/shield before it is used. All brand-new weapons start with 101 durability points.
If an item's durability counter ever falls below 1 without the weapon breaking, it is set to 1.
Durability Points | Display Color | Break Chance | Sell Value |
---|---|---|---|
101 | Blue | 0% | 50% |
62-100 | Blue | 0% | 40% |
42-61 | Green | 1% | 30% |
22-41 | Yellow | 2% | 20% |
2-21 | Orange | 4% | 10% |
≤1 | Red | 100% | 10% |
Depletion Rate
Note: The skill Armsthrift has a 20% chance (per weapon use) to prevent weapon durability points from being depleted. Missing with a weapon does not decrease durability, except for weapons with exact uses instead of a durability class.
Durability Class | Depletion per use (weapon) | Depletion per use (shield) |
---|---|---|
S | 1 | 4 |
A | 2 | 8 |
B | 3 | 12 |
C | 4 | 16 |
D | 5 | 20 |
E | 6 | 24 |
F | 7 | 28 |
Repair Stones
Using a Repair Stone on an item will consume as many uses as it takes to return the item to 101 durability points, or until the Repair Stone runs out of uses.
Property | Calculations |
---|---|
Points restored (per Repair Stone use) |
100/(Item Cost When New/1000, rounded down), rounded up |
Summarized into a table:
Full Cost | Durability Points Repaired |
---|---|
1~1000 | 100 |
1001~2000 | 50 |
2001~3000 | 33 |
3001~4000 | 25 |
4001~5000 | 20 |
5001~6000 | 16 |
6001~7000 | 14 |
7001~8000 | 12 |
8001~9000 | 11 |
9001~10000 | 10 |