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Super Robot Wars/OGs/Formulas
From Akurasu
< Super Robot Wars | OGs
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.