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Super Robot Wars/OGs/Formulas: Difference between revisions
From Akurasu
< Super Robot Wars | OGs
m Fixed formatting. |
m Added hyperlinks. |
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'''Notes''' | '''Notes''' | ||
* "Other modifiers" includes Telekinesis, Genius, Potential, Friendship, and certain Ace Bonuses. | * "Other modifiers" includes [[Super_Robot_Wars/OGs/Pilot_Skills|Telekinesis, Genius, Potential]], [[Super_Robot_Wars/OGs/Relationship_Bonuses#Relationship Types|Friendship]], and certain [[Super_Robot_Wars/OGs/Ace_Bonuses|Ace Bonuses]]. | ||
* "Final modifiers" includes Predict, Precognition, and certain Ace Bonuses. | * "Final modifiers" includes [[Super_Robot_Wars/OGs/Pilot_Skills|Predict, Precognition]], [[Super_Robot_Wars/OGs/Spirit_Commands|Focus]], and certain [[Super_Robot_Wars/OGs/Ace_Bonuses|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. | * 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. | * 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. | ||
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'''Notes''' | '''Notes''' | ||
* "Other modifiers" includes Genius, | * "Other modifiers" includes [[Super_Robot_Wars/OGs/Pilot_Skills|Telekinesis, Genius]], [[Super_Robot_Wars/OGs/Relationship_Bonuses#Relationship Types|Rival]], and [[Super_Robot_Wars/OGs/Ace_Bonuses|Ace Bonuses]]. | ||
* Critical hits deal 1.25x damage. | * Critical hits deal 1.25x damage. | ||
* Critical hits cannot occur if a pilot has Valor or Soul active. | * Critical hits cannot occur if a pilot has [[Super_Robot_Wars/OGs/Spirit_Commands|Valor or Soul]] active. | ||
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'''Notes''' | '''Notes''' | ||
* "Final modifiers" includes Attacker, Revenge, Assist Attacker, Focused Attacker, Love, and Ace Bonuses. | * "Final modifiers" includes [[Super_Robot_Wars/OGs/Pilot_Skills|Attacker, Revenge, Assist Attacker, Focused Attacker]], [[Super_Robot_Wars/OGs/Relationship_Bonuses#Relationship Types|Love]], and [[Super_Robot_Wars/OGs/Ace_Bonuses|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. | * 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. | ||
| Line 140: | Line 140: | ||
'''Notes''' | '''Notes''' | ||
* The Repair Module | * The experience value when using a [[Super_Robot_Wars/OGs/Weapon_List|Repair Module]] = (amount of HP recovered / 20) | ||
* The Resupply Module | * The experience value when using a [[Super_Robot_Wars/OGs/Weapon_List|Resupply Module]] = 200 | ||
* The Repair and Resupply Modules | * The experience values of the [[Super_Robot_Wars/OGs/Weapon_List|Repair and Resupply Modules]] are then multiplied by the level difference modifier above. | ||
* The minimum guaranteed experience value is 1. | * The minimum guaranteed experience value is 1. | ||
* The minimum guaranteed experience value when shooting down an enemy unit is 10. | * The minimum guaranteed experience value when shooting down an enemy unit is 10. | ||
Revision as of 08:46, 24 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, Focus, 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 Telekinesis, Genius, 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 experience value when using a Repair Module = (amount of HP recovered / 20)
- The experience value when using a Resupply Module = 200
- The experience values of the Repair and Resupply Modules 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.