Stats and damage calculation manual for Tactics Ogre
Stats and damage calculation manual for Tactics Ogre
Author: shiina
Adapted from https://nichegamescom.files.wordpress.com/2018/10/stats_and_damage.pdf and raics’ damage calculator
- [STR] Strength
- 0.9 BASE ATTACK (OFFENSE) with str-based weapons per point (0.7 for equipment bonuses) the italic part is omitted below
- 0.7 BASE ATTACK with dex-based weapons (0.5)
- 0.7 BASE DEFENSE (TOUGHNESS) (0.5)
- [VIT] Vitality
- 1.1 BASE DEFENSE (0.9)
- [DEX] Dexterity
- 1.1 BASE ATTACK with dex-based weapons (0.9)
- 0.7 BASE ATTACK with str-based weapons (0.5)
- 1% ACCURACY (0.8%)
- 1% EVADE (0.6%)
- [AGI] Agility
- 1.2% ACCURACY (1%)
- [AVD] Avoidance
- 1.2% EVADE (1%)
- 1.2% EVADE MAGIC (1%)
- [INT] Intelligence
- 1 MAGIC ATTACK (1)
- 1.2% MAGIC ACCURACY (0.8%)
- [MND] Mind
- 0.9 MAGIC ATTACK (0.6)
- 0.8 MAGIC DEFENSE (0.6)
- 1.2% MAGIC ACCURACY (1%)
- 0.8% EVADE MAGIC (0.5%)
- [RES] Resistance
- 1 MAGIC DEFENSE (1)
A simplified version for damage calculation
- BASE DAMAGE = max{0, (BASE ATTACK - BASE DEFENSE)}
- TOTAL DAMAGE = BASE DAMAGE x BASE MULTIPLIER + EXTRA DAMAGE - DEFENSE
- BASE MULTIPLIER = 1 + DAMAGE BONUS - RESISTANCE. Truncated so that it lies between 0 and 2.5.
- FINAL DAMAGE = max{1, (TOTAL DAMAGE x DAMAGE MULTIPLIER)}
Note that if EXTRA DAMAGE - DEFENSE < 0, it will affect the total damage.
where
- Attacker’s BASE ATTACK from his core stats is pitted against defender’s BASE DEFENSE, applicable weapon skills and elemental augments add 4 damage or 3 defense per rank; racial skills add 5 damage per rank or 4 defense per rank.
- DAMAGE BONUS (a percent number, 1 point for 1%) = weapon damage type bonus (e.g. slash 15 for 15%) + weapon racial bonus + weapon elemental bonus + resistence on jewelry
- RESISTANCE (a percent number) = damage type, racial and elemental resistance from armor, shield and jewelry
- Many status will affect DAMAGE BONUS and RESISTANCE part, e.g. Strengthen and Breach.
- EXTRA DAMAGE = WEAPON ATTACK x 1.2 + JEWELRY ATTACK + CLASS ATTACK
- DEFENSE = ARMOR DEFENSE + SHIELD DEFENSE x 0.9 + JEWELRY DEFENSE + CLASS DEFENSE
- DAMAGE MULTIPLIER: for example, Mighty Impact = 1.5, Instill element = 1.25.
Magic damage is similar
- MAGIC ATTACK = BASE ATTACK
- MAGIC DEFENSE = BASE DEF
- EXTRA DAMAGE = SPELL INATE ATTACK (different from the physical formula)
- EXTRA DEF is the same with the physical
etc.