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Super Robot Wars/OGs/Formulas: Difference between revisions

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Added all known formulas.
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- Pilot/Mech terrain rankings affect accuracy, evasion, and defense
== '''Terrain Rating Modifiers''' ==
{|
|- align="center"
! Pilot
 
Unit ↓
 
! S
 
(4)
 
! A
 
(3)
 
! B
 
(2)
 
! C
 
(1)


- Weapon terrain rankings affect damage.
! D


(0)
|- align="center"
!rowspan="1" style="background:light purple"| S (4)
|| x1.1 || x1.1 || x1.0 || x0.9 || x0.9
|- align="center"
!rowspan="1" style="background:light purple"| A (3)
|| x1.1 || x1.0 || x0.9 || x0.9 || x0.8
|- align="center"
!rowspan="1" style="background:light purple"| B (2)
|| x1.0 || x0.9 || x0.9 || x0.8 || x0.8
|- align="center"
!rowspan="1" style="background:light purple"| C (1)
|| x0.9 || x0.9 || x0.8 || x0.8 || x0.4
|- align="center"
!rowspan="1" style="background:light purple"| D (0)
|| x0.9 || x0.8 || x0.8 || x0.4 || x0.4
|}
== '''Unit Size Modifiers''' ==
{|
{|
|-
|- align="center"
! Terrain Ranking !! Multiplier (%)
! Size !! Modifier
|-
|- align="center"
| S || 110
| LL || x1.4
|-
|- align="center"
| A || 100
| L || x1.2
|-
|- align="center"
| B || 90
| M || x1.0
|-
|- align="center"
| C || 80
| S || x0.8
|-
|- align="center"
| D || 40
| SS || x0.1
|}
|}
== '''Hit and Evade Rate''' ==
'''Basic Hit Rate'''
= (Hit stat / 2 + 140) * pilot's Terrain Rating + weapon's Hit + other modifiers
'''Basic Evade Rate'''
= (Evade stat / 2 + unit's Mobility) * pilot's Terrain Rating + other modifiers
'''Hit Rate'''
= (Basic Hit Rate - Basic Evade Rate) * defending unit's size + distance modifier + Command modifier - terrain bonus
'''Final Hit Rate'''
= Hit Rate + final modifiers
'''Notes'''
* "Other modifiers" includes Telekinesis, Genius, Potential, Friendship, and certain Ace Bonuses.
* "Final modifiers" includes Predict, Precognition, and certain Ace Bonuses.
* The distance modifier base range is 5 squares away from a unit. The distance modifier increases by 3% per square closer to the unit and decreases by 3% per square further away from the unit.
* For the purposes of the '''Basic Hit Rate''' formula, a weapon or attack that forces a unit to travel to the terrain of an enemy unit causes that weapon or attack to use the Terrain Rating of the terrain that the enemy unit is on.
== '''Critical Hit Rate''' ==
'''Critical Hit Rate'''
= Attacking pilot's Skill stat - Defending pilot's Skill stat + weapon's Critical Rate + other modifiers
'''Notes'''
* "Other modifiers" includes Genius, TK, Rival, and Ace Bonuses.
* Critical hits deal 1.25x damage.
* Critical hits cannot occur if a pilot has Valor or Soul active.
== '''Damage''' ==
'''Basic Attack Power'''
= (Melee or Range stat + Will) / 200 * weapon's Attack Power * weapon's Terrain Rating
'''Basic Defense'''
= (Defense stat + Will) / 200 * unit's Armor * unit's Terrain Rating
'''Final Damage'''
= (Basic Attack Power - Basic Defense) * defender's terrain bonus * final modifiers
'''Notes'''
* "Final modifiers" includes Attacker, Revenge, Assist Attacker, Focused Attacker, Love, and Ace Bonuses.
* For the purposes of the '''Basic Attack Power''' formula, a weapon or attack always uses the Terrain Rating of the terrain that the enemy unit is on.
== '''Experience Modifiers''' ==
{|
|- align="center"
! Level Difference !! >= -10 !! -9 !! -8 !! -7 !! -6 !! -5 !! -4 !! -3 !! -2 !! -1 !! 0 !! +1 !! +2 !! +3 !! +4 !! +5 !! +6 !! >= +7
|- align="center"
!rowspan="1" style="background:light purple"| Modifier
|| x4.0 || x3.7 || x3.4 || x3.1 || x2.8 || x2.5 || x2.2 || x1.9 || x1.6 || x1.3 || x1.0 || x0.7 || x0.5 || x0.35 || x0.2 || x0.1 || x0.05 || x0.02
|}
'''Notes'''
* The Repair Module's experience value = (amount of HP recovered / 20)
* The Resupply Module's experience value = 200
* The Repair and Resupply Modules' experience values are then multiplied by the level difference modifier above.
* The minimum guaranteed experience value is 1.
* The minimum guaranteed experience value when shooting down an enemy unit is 10.

Revision as of 21:50, 23 July 2021

Terrain Rating Modifiers

Pilot →

Unit ↓

S

(4)

A

(3)

B

(2)

C

(1)

D

(0)

S (4) x1.1 x1.1 x1.0 x0.9 x0.9
A (3) x1.1 x1.0 x0.9 x0.9 x0.8
B (2) x1.0 x0.9 x0.9 x0.8 x0.8
C (1) x0.9 x0.9 x0.8 x0.8 x0.4
D (0) x0.9 x0.8 x0.8 x0.4 x0.4


Unit Size Modifiers

Size Modifier
LL x1.4
L x1.2
M x1.0
S x0.8
SS x0.1


Hit and Evade Rate

Basic Hit Rate

= (Hit stat / 2 + 140) * pilot's Terrain Rating + weapon's Hit + other modifiers


Basic Evade Rate

= (Evade stat / 2 + unit's Mobility) * pilot's Terrain Rating + other modifiers


Hit Rate

= (Basic Hit Rate - Basic Evade Rate) * defending unit's size + distance modifier + Command modifier - terrain bonus


Final Hit Rate

= Hit Rate + final modifiers


Notes

  • "Other modifiers" includes Telekinesis, Genius, Potential, Friendship, and certain Ace Bonuses.
  • "Final modifiers" includes Predict, Precognition, and certain Ace Bonuses.
  • The distance modifier base range is 5 squares away from a unit. The distance modifier increases by 3% per square closer to the unit and decreases by 3% per square further away from the unit.
  • For the purposes of the Basic Hit Rate formula, a weapon or attack that forces a unit to travel to the terrain of an enemy unit causes that weapon or attack to use the Terrain Rating of the terrain that the enemy unit is on.


Critical Hit Rate

Critical Hit Rate

= Attacking pilot's Skill stat - Defending pilot's Skill stat + weapon's Critical Rate + other modifiers


Notes

  • "Other modifiers" includes Genius, TK, Rival, and Ace Bonuses.
  • Critical hits deal 1.25x damage.
  • Critical hits cannot occur if a pilot has Valor or Soul active.


Damage

Basic Attack Power

= (Melee or Range stat + Will) / 200 * weapon's Attack Power * weapon's Terrain Rating


Basic Defense

= (Defense stat + Will) / 200 * unit's Armor * unit's Terrain Rating


Final Damage

= (Basic Attack Power - Basic Defense) * defender's terrain bonus * final modifiers


Notes

  • "Final modifiers" includes Attacker, Revenge, Assist Attacker, Focused Attacker, Love, and Ace Bonuses.
  • For the purposes of the Basic Attack Power formula, a weapon or attack always uses the Terrain Rating of the terrain that the enemy unit is on.


Experience Modifiers

Level Difference >= -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 >= +7
Modifier x4.0 x3.7 x3.4 x3.1 x2.8 x2.5 x2.2 x1.9 x1.6 x1.3 x1.0 x0.7 x0.5 x0.35 x0.2 x0.1 x0.05 x0.02

Notes

  • The Repair Module's experience value = (amount of HP recovered / 20)
  • The Resupply Module's experience value = 200
  • The Repair and Resupply Modules' experience values are then multiplied by the level difference modifier above.
  • The minimum guaranteed experience value is 1.
  • The minimum guaranteed experience value when shooting down an enemy unit is 10.