Berwick Saga Calculations
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 |
*Knives, Crossbows, Ballistae, and Breath attacks ignore the user's Strength and Magic.
**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 |
Skills Affecting Accuracy Non-Linearly
The -Bane skills (Swordbane, Spearbane, Axebane, Arrowbane, Magicbane) and Miracle affect the hit rate of attacks by forcing re-evaluations of hit chances. More specifically,
- If an attack of the affected weapon type would hit the bearer of a -Bane skill, the attack is re-evaluated with 33 as the maximum Hit Rate.
- If a lethal attack would hit the bearer of the skill Miracle, the attack is re-evaluated with Hit Rate decreased by 10.
Using these rules, one can calculate the effective hit rates against enemies with these skills:
Property | Calculations |
---|---|
effective Hit Rate (against -Bane skills) |
100 - [(100 - original Hit) + (original Hit/100)*maximum(67, 100 - original Hit)] |
effective Hit Rate (against Miracle skill) |
100 - [(100 - original Hit) + (original Hit/100)*(110 - original Hit)], 0 if negative |
*It is not known for certain whether hit rates under 33 are set to 33 when re-evaluating for -Bane skills.
*Note that Hit Rates that are originally ≤10 are completely unable to hit enemies with Miracle.
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
- 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 Maim is activated) |
(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 (Prf) 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
- Experience point gains are limited between 0 and 100 points (inclusive).
- Experience points are not rewarded for damaging enemy units without defeating them.
Defeating/Capturing Units
Property | Calculations |
---|---|
Experience Gained | enemy Class Experience + Experience modifier |
Class Exp. | Classes |
---|---|
0 | Civilian, Princess, Structure, Horse |
8 | Farmer |
10 | Rogue, Thief, Engineer, Transporter |
11 | Ruffian |
12 | Brigand, Cleric, Corsair, Friar, Pirate, Rogue Archer, Rogue Gunner, Wind Mage |
13 | Axeman, Imp. Axeman, Bowman, Imp. Bowman, Spearman, Imp. Spearman, Burglar |
14 | Outlaw, Rogue Guard, Gunner, Imp. Gunner |
15 | Horseman, Bow Knight, Grassrunner, Bow Rider, Imp. Bow Rider, Spear Rider, Imp. Spear Rider, Snow Bandit, Barbarian |
16 | Acolyte, Alchemist, Bishop, Court Priest, Fencer, Flame Fencer, Mercenary, Myrmidon, Priestess, Raze Monk, War Monk, Raze War Monk, Heavy Gunner, Imp. Heavy Gunner |
18 | Axefighter, Chevalière, Verian Knight, Imp. Knight, Lady Knight, Lord, Thunder Mage, Warrior, Rogue Warrior |
20 | Axe Guard, Axe Soldier, Axe Sergeant, Marksman, Imp. Marksman, Pickpocket, Priest, Raze Priest, Swordfighter |
22 | Arrow Knight, Guardian, Huntress, Lance Knight, Imp. Paladin, Spear Knight, Sword Knight |
24 | Berserker, Failed Poet, Highlander, Hunter, Sniper, Swordmaster |
25 | Veteran Knight |
28 | Hero, Knight Lord, Paladin (Vanmilion, Alvina), Thunder Sage, Wind Sage |
30 | Cavalier, Ballistician, Wyvern Knight, Ranger |
32 | Paladin (Elbert?) |
34 | Duke Knight |
35 | Chief |
36 | Armor Knight, Black Rider, Shining Knight |
40 | High Hunter, High Knight, Wyvern Lord |
45 | Aristocrat, Duke, General, King |
50 | Captain, Chosen One, Gigas Knight, Scoundrel, Wyvern |
80 | Apostle, Dark Master, Flamewyrm, Icewyrm, Levinwyrm |
99 | Assassin, Raze Bishop |
The above data was ripped from the game using Berwick Saga Data3 Editor v1.0.1, ©2012 by KT_0t3wqu6irw.
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
As a unit levels up and uses certain equipment types, that unit will gain Equipment Experience (EExp), which will boost weapon accuracy or shielding rate. A unit's displayed Equipment Skill level is one-tenth of the unit's EExp, rounded down to the nearest whole number:
Value | Calculation |
---|---|
Equipment Skill | Equipment Experience/10, rounded down |
*Note that due to his skill Limited, Owen is incapable of gaining EExp in Spoilers when he is a Spoilers.
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 Equipment 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 successful / orb successful / shield successful |
none | hit successful / orb successful / shield successful |
For each successful roll, the unit will gain EExp:
Equipment Type | Equipment Experience Gain |
---|---|
Weapon | +1 |
Non-Attack Magic | +2 |
Shield | +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 = Equipment Experience/100, rounded down |
If a unit would not receive any stats upon level-up, the game will re-roll until it gives the unit a stat increase in one of its equipment skills (except Light magic); however, if all of a unit's equipment skills (except Light magic) are capped, then the unit will instead gain a point of Luck (see below).
Luck
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. All units begin with 0 Luck.
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 non-Light magic equipment skills; however, if all of a unit's non-Light magic equipment skills are capped, or if the unit can use no equipment besides Light magic, 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
Happiness is another hidden statistic, and it is never displayed or mentioned in-game. It is only important for permanently recruiting mercenary units. All units begin with 0 Happiness.
Happiness is raised by doing various activities with a unit as listed below. (In addition to these common events, special events can occur that raise a unit's happiness.)
Event | Happiness Bonus |
---|---|
Being Hired¹ | +0.5 |
Deploying on a Mission² | +1.0 (main mission), +0.5 (sidequest) |
Leveling Up via Capture² | +0.1 |
Reese's Promotion³ | +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) |
Bartered via Prisoner Exchange | +1.0 |
Being Crippled via Combat⁴ | +1.0 |
¹ Units are hired for half-price after the main mission for the chapter. Units are also hired for half-price for main missions upon being hired for the previous chapter without ever being deployed, UNLESS the Mercenary Warning was set to ON, and the unit was not hired during the hire screen upon progressing to the following chapter.
² Happiness gain via deployment and level up via capture only apply when the unit in question is hired. The corresponding gains do not occur for force-deployed mercenary units that are not hired.
³ Only applies to units whose happiness is above 0 at that point.
⁴ The happiness gain via being inflicted the Cripple status via combat occurs at the moment of being inflicted the Cripple status, and therefore may occur multiple times during a map if one has the means to cure the Cripple status. Faye and Saphira do not gain Happiness from being 'crippled' post-mission due to reaching 0 HP and proceeding to be rescued by Faramir and Paramythis, respectively.
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.
All brand-new weapons start with 101 durability points, but some units begin with already-used equipment. If an item's durability counter ever falls below 1 without breaking, it is set to 1. If an item's durability counter would ever go above 101, it is set to 101.
Durability Depletion
Each time a weapon hits an enemy or a shield blocks an attack, its durability points decrease by a fixed amount. (Missing with a weapon does not decrease durability.) The exact amount of points lost depends on the item's durability class.
Note: The skill Armsthrift has a 20% chance to prevent weapon durability points from being depleted. Its activation is never announced to the player.
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 |
Durability Points and Break Chance
Each time an item's durability points decrease, the item has a chance to break. The chance of breaking depends on the item's remaining durability points before the decrease.
One can tell approximately how many durability points an item has remaining by looking at the colored indicator next to the weapon's icon on the status screen. The remaining point values also affect the item's value (as a percentage of its buy value when new) if it is sold.
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% |
Repairstones
Using a Repairstone 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 up), rounded down |
Summarized into a table:
Full Cost | Points Repaired per Use |
---|---|
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 |