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This content was originally provided by Othin.
Sources: http://haruka.saiin.net/~berwick-saga/1/, http://www42.tok2.com/home/joll/
Damage
Property
|
Calculations
|
Physical damage
|
= Strength + weapon Might
|
Physical defense
|
= Defense + Shield bonus
|
Magical damage
|
= Mind + weapon Might
|
Magical defense
|
= Mind + Resistance bonus
|
Damage
|
= (Physical damage - enemy Physical defense) or (Magical damage - enemy Magical defense)
|
Added magic damage
|
= Bonus damage - enemy Magical defense
|
Accuracy
Notes: 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
|
Weapon accuracy
|
= (weapon Prec x 10) + weapon Skill + Skill bonus + Support bonus + Food bonus
|
Shield accuracy
|
= (shield Prec x 10) + shield Skill + Skill bonus
|
Speed
|
= Agility - (weapon Weight + shield Weight - Strength/2, 0 if negative)
|
Avoid (normal)
|
= (Speed x 2) + Terrain bonus + Food bonus, 0 if negative
|
Avoid (magic)
|
= (Speed x 2) + Food bonus, 0 if negative
|
Avoid (distance)
|
= (Speed x 2) + (Terrain bonus x 2) + Food bonus, 0 if negative
|
Battle accuracy
|
= Weapon accuracy - enemy Avoid
|
Critical
Property
|
Calculations
|
Critical damage
|
= normal damage + (random number 10~20); added damage pierces defenses
|
Critical rate
|
= weapon Critical + (weapon Skill - 50, 0 if negative) + Skill bonus + Support bonus + Food bonus
|
Critical avoid
|
= 0 + Food bonus
|
Battle critical rate
|
= Critical rate - enemy Critical avoid
|
Injury
Notes: Knives have a base injury rate of 9 rather than 3
Property
|
Calculations
|
Injury rate
|
= 3 + Weapon bonus + Skill bonus + Food bonus + (enemy Food penalty)
|
Cripple rate (uninjured)
|
= (((HP at beginning of combat - HP at end of combat)/(HP at beginning of combat) - 50, 0 if negative)/2 + Weapon bonus) x Various coefficients
|
Cripple rate (injured)
|
= (((HP at beginning of combat - HP at end of combat)/(HP at beginning of combat) - 30, 0 if negative) + Weapon bonus) x Various coefficients
|
Item Failure
Notes: - rank weapons are Rank 50
Property
|
Calculations
|
Failure rate (normal)
|
= (weapon Rank - (Level + Skill bonus), 0 if negative) x 5
|
Failure rate (personal)
|
= 0
|
Exp
Property
|
Calculations
|
Exp modifier (lower LV)
|
= (enemy Level - Level) x 2, maximum 15
|
Exp modifier (higher LV)
|
= (enemy Level - Level) x 5, minimum -40
|
Exp from kill
|
= enemy Class Exp + Exp modifier, maximum 100, minimum 0
|
Happiness
Property
|
Calculations
|
Hiring
|
+0.5
|
Battle participation
|
+1.0 (main), +0.5 (secondary)
|
Level up
|
+0.1
|
Class change
|
+0.2
|
Food (base)
|
+0.5 (Rank A), +0.4 (Rank B), +0.3 (Rank C), +0.2 (Rank D), +0.1 (Rank E)
|
Food (modifier)
|
+0.2 (favorite), -0.2 (hate)
|
Durability
Durability
|
Display
|
Break Chance
|
Sell Value
|
100
|
Blue
|
0%
|
50%
|
61-99
|
Blue
|
0%
|
40%
|
41-60
|
Green
|
1%
|
30%
|
21-40
|
Yellow
|
2%
|
20%
|
1-20
|
Orange
|
4%
|
10%
|
0
|
Red
|
100%
|
10%
|
Weapon Depletion
Type
|
Depletion (weapon)
|
Depletion (shield)
|
S
|
1
|
4
|
A
|
2
|
8
|
B
|
3
|
12
|
C
|
4
|
16
|
D
|
5
|
20
|
E
|
6
|
24
|
F
|
7
|
28
|
Durability for Repair Costs
Actual Cost
|
Cost 1
|
Cost 2
|
Cost 3
|
Cost 4
|
Cost 5
|
Cost 6
|
Cost 7
|
Cost 8
|
Cost 9
|
Cost 10
|
Rep 1
|
0-100
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Rep 2
|
51-100
|
0-50
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Rep 3
|
67-100
|
34-66
|
0-33
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Rep 4
|
76-100
|
51-75
|
26-50
|
0-25
|
-
|
-
|
-
|
-
|
-
|
-
|
Rep 5
|
81-100
|
61-80
|
41-60
|
21-40
|
0-20
|
-
|
-
|
-
|
-
|
-
|
Rep 6
|
84-100
|
67-83
|
51-66
|
34-50
|
17-33
|
0-16
|
-
|
-
|
-
|
-
|
Rep 7
|
86-100
|
72-85
|
58-71
|
43-57
|
29-42
|
15-28
|
0-14
|
-
|
-
|
-
|
Rep 8
|
88-100
|
75-87
|
63-74
|
50-62
|
38-49
|
25-37
|
13-24
|
0-12
|
-
|
-
|
Rep 9
|
89-100
|
78-88
|
67-77
|
56-66
|
45-55
|
34-44
|
23-33
|
12-22
|
0-11
|
-
|
Rep 10
|
90-100
|
80-89
|
70-79
|
60-69
|
50-59
|
40-49
|
30-39
|
20-29
|
10-19
|
0-9
|