Berwick Saga Calculations

From EmblemWiki
Jump to: navigation, search

Back

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