Attack power = (basic panel attack power + weapon power) × (additional attack buff multiplier + reduced attack buff multiplier)
Assume that the attacking unit receives +30% attack, -20% attack and -50% attack from the shaman at the same time, then the total is (30-20-50) = -40% attack, that is, the final attack power × 0.6.
For some skills marked as stackable, such as Cavalry's Knight Support, etc., just calculate the normal stack as above.
Defense power = (Basic panel defense power + Equipment defense power) × (Defense buff multiplier + Defense reduction buff multiplier)
Assume that the fighter first receives the "Slam" effect of the guard, and his defense is reduced by 20%, and then uses "Defense Slash" to increase his own defense by 20%. At this time, the defense power is the original basic defense, because +20 and -20 are superimposed. When it is 0, there is no change in defense.
The physical damage is settled by strength and defense, and the magic damage is settled by magic power and magic defense.
Total damage = [attack power - defense power] × (skill power/100) × unit characteristics correction, the result is rounded to the nearest decimal point.
Among them, the attack power and defense power are calculated as listed above. The characteristics of the arms are corrected, that is, the damage of cavalry to infantry is doubled, the damage of archers to flying is doubled, and the power of skills is determined by skills (40, 80, 100, etc. ).
Special Note!!!: The calculation of the Witch's PP skill Magic Blade is not exactly the same as above.
The formula is, total damage = physical damage settlement of the original attacker + magic damage settlement of the witch
For example: For example, our side has 31 physical attack, and the witch has 41 magic attack; the enemy has 10 defense and 7 resistance; our physical skill power is 100, and the magic blade is fixed at 50; it does not involve any other increase or decrease status.
Then the physical damage is (31-10)×(100/100)=21, the magic damage is (41-7)×(50/100)=17, and the final damage is 21+17=38.
Note: When attack power < defense power, the guaranteed damage is 1.
Block damage reduction:
Effect of block type on damage:
Block (small): reduce damage by 25%
Block (medium): Damage reduced by 50%
Block (Large): Damage reduced by 75%
Note: The judgment of blocking in battle is different. When no blocking skills are triggered, units without shields will block (small), units with small shields will block (medium), and units with large shields will block (large).
Hit rate calculation:
Hit rate = (hit - avoidance) × skill hit rate × unit characteristic correction. The decimal point is unconditionally discarded and rounded down.
Among them, the hit and avoidance are directly brought in from the panel data. The skill hit multiplier is written in the skill (such as: guaranteed to hit, 75%, etc.). The unit characteristics are corrected, such as angel/flying enemies: the hit rate of ground melee attacks is reduced. Half (50%).
If there are skills that increase hit or avoidance, they are directly added to the corresponding attributes mentioned above.
For example, our infantry has a hit rate of 129, the enemy's evasion is 68, the skill hit rate is 100%, the hit rate = (129-68)/2=30.5, but rounded down to 30.
Abnormal status part:
Due to limited demo weapons and skills, abnormal status may not be complete.
Burning: fixed damage 20HP, each additional level will be calculated one more time. Burning Lv2 = Burning 40.
Poisoned: The next time this unit takes action, it will lose 30% of its maximum HP, rounded down to the nearest decimal point.
Freeze: The avoidance rate of units in this state becomes 0.
Darkness: I didn't get it so I can't test it. I guess the hit rate is halved, but it's not affected by the sure hit.
Faint: Skip an action and resume next turn.
Blocking seals, being unable to critically hit, removing buffs, etc. are all easy to understand and will not be listed in detail.
So the above is all about the calculation formulas of the King of Holy Beasts. Have you all learned it? With the help of the formulas, it should be more convenient for everyone to calculate values and organize teams.