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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 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)/2 + 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
|