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Subject Item
n2:
rdf:type
n12: n14: n26:
rdfs:label
Damage calculation Damage Calculation
rdfs:comment
There are many different factors to consider while calculating damage. To avoid confusion, this section presents a simplified damage calculation which only takes into consideration the more common factors. The Approximate Damage (ApproxD) depends on the Raw Damage (RD) and the Armor Effect (AE). ApproxD = RD × AE; For damage that ignores armor, AE is set to 1. A level 20 character will do the damage stated in the skill description to a character with 60 armor. A level 20 character with 12 in a weapon attribute will do the stated weapon damage to a character with 60 armor. Roll d1000 If (the previous roll/10) is greater than the Attack's Crit Chance plus the length Of the player's Current Critspree squared, plus the number of party members divided by the number of living party members , c=2, otherwise, c=1. Roll d200 "adjustedDamage" is the roll's result divided by 100, multiplied by the attack's Base Damage. TOTAL DAMAGE IS C TIMES ADJUSTEDDAMAGE AFTER damage is calculated, hit/miss is determined. HOW TO DETERMINE CHECK DIFFICULTY: If the Check is met, the attack hits. Damage calculation (Japanese: ダメージ計(けい)算(さん) Damēji Keisan) is the process during the Damage Step of calculating the battle damage done to Life Points from an attack and determining which monster(s) is to be destroyed (if any). When a direct attack is performed, the damage inflicted is equal to the current ATK of the attacking monster unless stated on the card, as is the case with "Cyberdark Edge". Damage calculation is the calculation used to determine the damage done by a Pokémon. In The Conduit damage calculation was based purely on a set weapon's damage value (and fall damage), however their damage values are unknown, so human-based damage calculation cannot currently take place. Although they can still be deduced through Algebra in a system of equations, nobody has done it yet. The equation used is simple: A - (B*C) = X * A is the starting health, X is the resulting health after damage calculation. B is the number of hits sustained and C is the weapons used.
dcterms:subject
n7: n13: n18: n19:
n17:
ダメージけいさん
n24:
cálculo de dano
n20:wikiPageUsesTemplate
n21: n25: n38:
n15:wikiPageUsesTemplate
n16: n31: n36:
n8:wikiPageUsesTemplate
n9: n27: n34: n35: n41: n44:
n22:wikiPageUsesTemplate
n23: n29: n30: n32: n43: n46:
n10:
calcolo dei danni
n28:
Damēji Keisan
n5:
calcul des dommages
n40:
ダメージ
n37:
Schadensberechnung
n11:
ダメージ計算
n45:
cálculo de daño
n33:
傷害計算 Shānghài Jìsuàn / Seong1 hoi6 Gai3 syun3
n42:
데미지 계산 Demiji Gyesan
n39:
damage calculation
n4:abstract
Damage calculation (Japanese: ダメージ計(けい)算(さん) Damēji Keisan) is the process during the Damage Step of calculating the battle damage done to Life Points from an attack and determining which monster(s) is to be destroyed (if any). When a direct attack is performed, the damage inflicted is equal to the current ATK of the attacking monster unless stated on the card, as is the case with "Cyberdark Edge". There are many different factors to consider while calculating damage. To avoid confusion, this section presents a simplified damage calculation which only takes into consideration the more common factors. The Approximate Damage (ApproxD) depends on the Raw Damage (RD) and the Armor Effect (AE). ApproxD = RD × AE; For damage that ignores armor, AE is set to 1. A level 20 character will do the damage stated in the skill description to a character with 60 armor. A level 20 character with 12 in a weapon attribute will do the stated weapon damage to a character with 60 armor. In The Conduit damage calculation was based purely on a set weapon's damage value (and fall damage), however their damage values are unknown, so human-based damage calculation cannot currently take place. Although they can still be deduced through Algebra in a system of equations, nobody has done it yet. The equation used is simple: A - (B*C) = X * A is the starting health, X is the resulting health after damage calculation. B is the number of hits sustained and C is the weapons used. Roll d1000 If (the previous roll/10) is greater than the Attack's Crit Chance plus the length Of the player's Current Critspree squared, plus the number of party members divided by the number of living party members , c=2, otherwise, c=1. Roll d200 "adjustedDamage" is the roll's result divided by 100, multiplied by the attack's Base Damage. TOTAL DAMAGE IS C TIMES ADJUSTEDDAMAGE AFTER damage is calculated, hit/miss is determined. HOW TO DETERMINE CHECK DIFFICULTY: "challenge"=opponent's Agility divided by the attack's accuracy, as a decimal. If the attack would do enough damage to kill the target, multiply the result by 1.2, otherwise, multiply it be 1. If the Check is met, the attack hits. Damage calculation is the calculation used to determine the damage done by a Pokémon.