digimon world 2 part 15 diode giga domain boss fight File City
Автор: yuno9361
Загружено: 2025-10-27
Просмотров: 3
Atk1 MinimumAtk1 Hit2 Dodge1 Hpr0to1 Armor1 Hp8 Mpr0to1 Mp8 Range1sqrot Move1sqrot
Ranged attacks have 1/2 hit. Area attacks have 1/2 atk. You first move than attack. You can not runaway after dealing damage. When you deal damage, your turn ends.
Atk is random beteen 0 and its own value. So each normal atk has a change to deal only 1 dmg. Dmg is random.
All attributes also have basic multiplair.
((8+basic multipliar)/8)*1
You can use [MP as HP] or [HP as MP] but %50 less effective so it will be 2 times expensive that way.
For turn order we will use Atlas Reactor 's turn order system so everything will happen at same time. First buffs will play; than dodge will play; than attack will play. Like Albion Online, you collect loot and extract to your home.
Passive skill multipliar (1/(1+ passive skill multipliar)) *1
Passive skills lower your core attributes.
Kill Stealing: If your max damage able to kill target you deal that damage and kill target easily. Passive skill multipliar 0,5.
Advanced start: If target has max hp; your damage is doubled. Passive skill multipliar 0,5.
ChainCarnage: If you kill; you can attack again. Passive skill multipliar 0,5.
If you use all this 3 passive skills your Atk will be 1/(1+1,5) = 1/2,5= 0,4. So 10 atk becomes 4 atk.
(((Basic atk multipliar4+16)/16)*(1/(1+passive skill multipliar1,5))*(random dmg 0 to 1))*defaultAtk mulitipliar2= 20/16 * 1/2,5* 2=1 maximum dmg; min dmg is always 1
Hit rate and Dodge. (Hit/(Hit+dodge)) 2/3= %66 hit rate.
((Basic hit multipliar 8+16)/16)*(default hit multipliar 2)*hit5/(((Basic hit multipliar 8+16)/16)*(default hit multipliar 2))*hit5+(Basic dodge multipliar 32+16)/16)*dodge3)=
(1,5*2*5)/((1,5*2*5)+3*3)=15/(15+9)=15/24=%62,5
This numbers are only examples of this games dmg and hit rate calculations.
There is also stability. If stability ends you get stunned. So stability protects you against crowd controls. Balance is how much stability you regain at the end of the turns.
Stun is another attribute. Stun decreases Stability and stuns target enemies. When stunned HP and MP, HPR MPR stays same but all other attributes become 0. Armor becomes 0, Dodge becomes 0. You become defenseless and unarmed.
Manacost... ((sqroot(mana1))*0,4) (1*0,4=0,4+1=1,4) (0*0,4=0+1=1) 2=0,5656=1,56 3=0,6928=1,69 4=0,8=1,8 5=2,236=8944=1,8944 6=9797=1,9797 7=2,645751=10583=2,0583
1/8max mp cost=((+1atk)*(9/8atk))
1mp=((mp(sqrot))atk)+((mp(sqrot)/8)=skill boost
Example:1mp=(1atk)+(1/8atk)=1+1=2+1base atk
2mp=1,414+(1,414/8)=2,828atk+1base atk
Mp cost always percentage like 1/8 max mp; 2/8 max mp. Each skill increase boost with percentage+solid number. In late game percentage makes good difference. In early game solid number makes difference. Higher max mp means higher mana consumption. Cooldown has value equal to mp cost. 1Mp cost with 8 cooldown makes 1+8 skill boost. This make 9 squareRoot =3 boost. Base atk 1. (1*3/8)+(1+3) = 0,375+4= 4,375.
If an skill gives you 4 armor bonus for 3 turns; it will give you 12 armor 1 time with duration 3 turns. Like in League of legends armor stays there blocking dmg but when duration ends there is no armor so you must wait until armor ends than you atk to enemy weakness.
Example: 1/8 mp cost. Max mp 24=3 mp cost. Cooldown 22=22+3=25=5. Atk 3. 3+5=8 5/8=0,625*3= 1,875 +5+3= 9,875
Example: 1/8 mp cost. Max mp 8. Mpcost 1. Cooldown 0. Atk 1. Skill boost 1 squareRot 1. Base 1. 1+1=2 1/8*1= 2,125
Example: 4/8 mp cost. Max mp 16. Mpcost 8. Cooldown 17. 8+17=25squareRot5. Atk3. 3+5=8
5/8*3= 1,875+8=9,875
Example: 2/8 mp cost. Max mp 32. Mp cost 8. Cooldown 1. 8+1=9squareRot3. Atk4. 3+4=7 3/8*4 =1,5+7 =8,5
Example: 3/8 mp cost. Max mp 24. Mp cost 9. Cooldown 7. 9+7=16squareRot4. Atk40. 4+40=44 4/8*40= 20+44=64
Example: 8/8 mp cost. Max mp 144. Mp cost 144. Cooldown 0. 144 squreRot 12. Atk 1. 12+1=13 12/8*1=1,5 + 13 =14,5
Example:400 sqrot 20. Base attack 5. 5+20=25 20/8*5=12,5 +25= 37,5
Example: 1 mp. Base attack 2. 1/8*2= 0,25 2+1=3 3+0,25= 3,25
Example: 100mp. Base attack 1. 10/8*1=1,25+1+10=12,25
Example: 1mp. Base attack 100. 1/8*100=12,5+1+100=113,5
And dear people. I completed designing my game. My plans are combining Atlas Reactor with Albion Online. Publishing a Monster Rancher 2 MMO mobile game. Each day you can live 1 week of games time. Premium users can buy time and play 100 days in a single day. In tournaments you play against other players old save datas Or even your old save file can be your rivals. Moderators can delete unwanted saves to keep tournaments balanced. Or game can automaticly detect too strong monsters and remove them from tournaments automaticly.
Buffs that stay more than 1 turn can be maximum 8 turn long. For each turn of buff 1/8 max mp will be used. And maximum 8/8 mp can be used. That 8/8 mp can last as 8 turn buff. Same buff can be used mutiple times and boost stack.
Max cooldown is equal to (4*number of skill slots). First skill slot requires 1 point. And 5th skill slot requires 5 points.
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