- Joined
- Sep 19, 2018
- Messages
- 23
- Reaction score
- 1
- First Language
- English
- Primarily Uses
- RMXP
First and foremost, I apologize ahead of time for any and all snark you may see in this thread. I tend to get snarky when frustrated and/or confused, and in this situation, I am somewhat both.
I'm looking for basic formulas to help with figuring out the damage of spells.
I'm terrible at explaining things, so I'll give an example from one of my projects:
A spell, used by an enemy, has these stats:
Power: 100
ATK-F: 0
EVA-F: 0
STR-F: 0
DEX-F: 0
AGI-F: 0
INT-F: 100
Hit Rate: 100
PDEF-F: 0
MDEF-F: 100
Variance: 15
The enemy using the spell has these stats:
STR: 100
DEX: 90
AGI: 80
INT: 70
EVA: 0
PDEF: 100
MDEF: 80
Attack: 100
The actor being attacked has these stats, ignoring total HP and SP/MP(Mana):
STR: 217
DEX: 217
AGI: 232
INT: 200
EVA: 0
PDEF: 260
MDEF: 80
Attack: 60
How would you determine the damage output of the spell being cast by the enemy on the actor? I've looked at the help section, and what "formula" I can grasp from it only furthers my confusion as I either get numbers too high or too low to be within the range of the damage I've seen in the battle tests, and in some situations it appears I would need to divide by zero, which is impossible. I've looked for a calculator to make this easier, but one, found at creation asylum, has a broken link to its download, and another I found is so confusing that I might as well try in vain to figure out how in the world the damage is calculated through trial and error.
I'm hitting my head against a wall trying to figure it out, especially after attempting to wrap my brain around this:
Read: To me, it looks like English and sounds like English... but I can't seem to understand it at the moment so it might as well be something that's not English.
Any help is appreciated.
Knowing me, the answer is likely quite simple and I'm just ignoring the obvious and being an oblivious dork who can't understand her own native language... but what the heck, this might help someone in the future.
I'm looking for basic formulas to help with figuring out the damage of spells.
I'm terrible at explaining things, so I'll give an example from one of my projects:
A spell, used by an enemy, has these stats:
Power: 100
ATK-F: 0
EVA-F: 0
STR-F: 0
DEX-F: 0
AGI-F: 0
INT-F: 100
Hit Rate: 100
PDEF-F: 0
MDEF-F: 100
Variance: 15
The enemy using the spell has these stats:
STR: 100
DEX: 90
AGI: 80
INT: 70
EVA: 0
PDEF: 100
MDEF: 80
Attack: 100
The actor being attacked has these stats, ignoring total HP and SP/MP(Mana):
STR: 217
DEX: 217
AGI: 232
INT: 200
EVA: 0
PDEF: 260
MDEF: 80
Attack: 60
How would you determine the damage output of the spell being cast by the enemy on the actor? I've looked at the help section, and what "formula" I can grasp from it only furthers my confusion as I either get numbers too high or too low to be within the range of the damage I've seen in the battle tests, and in some situations it appears I would need to divide by zero, which is impossible. I've looked for a calculator to make this easier, but one, found at creation asylum, has a broken link to its download, and another I found is so confusing that I might as well try in vain to figure out how in the world the damage is calculated through trial and error.
I'm hitting my head against a wall trying to figure it out, especially after attempting to wrap my brain around this:
Read: To me, it looks like English and sounds like English... but I can't seem to understand it at the moment so it might as well be something that's not English.
Battle Formulas
RPGXP's default battle system uses the following formulas.
The active battler is represented by A, where the battler who is the target for A's actions is represented by B.
First Hit
Normal attacks:
First hit rate = Hit rate of A's state
Skills:
Attack power F is 1 or greater (physical attack)
First hit rate = Skill's hit rate × hit rate of A's state ÷ 100
Attack power F is 0 (non-physical attack)
First hit rate = Skill's hit rate
Items:
First hit rate = Item's hit rate
Normal attacks:
Critical hit rate = 4 × A's dexterity ÷ B's agility
Skills:
Critical hit rate = 0
Items:
Critical hit rate = 0
Calculating Damage
Normal attacks:
Power = A's attack power - (B's physical defense ÷ 2)
Rate = 20 + A's strength
Variance = 15
Skill's force is positive:
Force = Skill's force
+ (A's attack power × skill's attack power F ÷ 100)
- (B's physical defense × skill's physical defense F ÷ 200)
- (B's magic defense × skill's magic defense F ÷ 200)
Force = Skill's force
Rate = 20
+ (A's strength × skill's strength F ÷ 100)
+ (A's dexterity × skill's dexterity F ÷ 100)
+ (A's agility × skill's agility F ÷ 100)
+ (A's intelligence × skill's intelligence F ÷ 100)
Variance = Skill's variance
Items:
HP recovery amount is negative:
Force = - Amount of HP recovered
- (B's physical defense × item's physical defense F ÷ 20)
- (B's magic defense × item's magic defense F ÷ 20)
Force = - Amount of HP recovered
Rate = 20
Variance = Item's variance
Damage = force × multiplier ÷ 20 × elemental modifier × critical modifier × defense modifier (± variance %)
Damage is positive:
B's condition is normal:
Evasion = 8 × B's agility ÷ A's dexterity + B's evasion modifier
Normal attacks:
Second hit rate = 100 - evasion
Skills:
Second hit rate = 100 - (evasion × skill's evasion F ÷ 100)
Items:
Second hit rate = 100
B has "Can't Evade" state:
Second hit rate = 100
Damage is negative (recovery):
Second hit rate = 100
Successful Escape
Successful escape rate = 50 × actors' average agility ÷ enemies' average agility
RPGXP's default battle system uses the following formulas.
The active battler is represented by A, where the battler who is the target for A's actions is represented by B.
First Hit
Normal attacks:
First hit rate = Hit rate of A's state
Skills:
Attack power F is 1 or greater (physical attack)
First hit rate = Skill's hit rate × hit rate of A's state ÷ 100
Attack power F is 0 (non-physical attack)
First hit rate = Skill's hit rate
Items:
First hit rate = Item's hit rate
- If A's condition is normal, the state hit rate is 100.
Normal attacks:
Critical hit rate = 4 × A's dexterity ÷ B's agility
Skills:
Critical hit rate = 0
Items:
Critical hit rate = 0
Calculating Damage
Normal attacks:
Power = A's attack power - (B's physical defense ÷ 2)
Rate = 20 + A's strength
Variance = 15
- Minimum force: 0
Skill's force is positive:
Force = Skill's force
+ (A's attack power × skill's attack power F ÷ 100)
- (B's physical defense × skill's physical defense F ÷ 200)
- (B's magic defense × skill's magic defense F ÷ 200)
- Minimum force: 0
Force = Skill's force
Rate = 20
+ (A's strength × skill's strength F ÷ 100)
+ (A's dexterity × skill's dexterity F ÷ 100)
+ (A's agility × skill's agility F ÷ 100)
+ (A's intelligence × skill's intelligence F ÷ 100)
Variance = Skill's variance
Items:
HP recovery amount is negative:
Force = - Amount of HP recovered
- (B's physical defense × item's physical defense F ÷ 20)
- (B's magic defense × item's magic defense F ÷ 20)
- Minimum force: 0
Force = - Amount of HP recovered
Rate = 20
Variance = Item's variance
Damage = force × multiplier ÷ 20 × elemental modifier × critical modifier × defense modifier (± variance %)
- Elemental modifier: The weakest of B's effective elements corresponding to the action's element(s).
A: 200%, B: 150%, C: 100%, D: 50%, E: 0%, F: -100%
Reduced by half if B's armor or state has a defending (opposing) element.
When there are more than one of the same defending elements, the damage may be halved multiple times. - Critical modifier: Equals 2 when the damage is positive and a critical hit is made.
- Defense modifier: Equals 1/2 when the damage is positive and B is defending.
Damage is positive:
B's condition is normal:
Evasion = 8 × B's agility ÷ A's dexterity + B's evasion modifier
Normal attacks:
Second hit rate = 100 - evasion
Skills:
Second hit rate = 100 - (evasion × skill's evasion F ÷ 100)
Items:
Second hit rate = 100
B has "Can't Evade" state:
Second hit rate = 100
Damage is negative (recovery):
Second hit rate = 100
Successful Escape
Successful escape rate = 50 × actors' average agility ÷ enemies' average agility
Knowing me, the answer is likely quite simple and I'm just ignoring the obvious and being an oblivious dork who can't understand her own native language... but what the heck, this might help someone in the future.

