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I like to know the numbers behind a game so I spent a while working on some math for this game...as well as a few helpful facts from both the wiki and my experience. This stuff may have gone up on the wiki since I last checked, but oh well. It's here too now.
Stats
- POW: Raises ATK
- SPD: Raises Accuracy, Evasion, and MOV
- VIT: Raises HP and DEF
- INT: Raises Accuracy, Magic Defense, and Damage for Elemental weapons(thanks to /u/SophiesWebb for bringing up INT affecting Accuracy)
- LUK: Raises Accuracy, Gold drops, Treasure rate, and Critical Hit rate
Derivative Stats
- HP = VIT * 5
- ATK = POW * (wpnPOW / 10 1)
- DEF = VIT * (ARM / 10 1)
- MOV = SPD * 2 – SPD * ((WGT – 10) / 600)
Applied Stats
Damage = (ATK * POWmult (ELEmult1 * (INT * (wpnLVL / 10 1)) * ELEmult2 * ELEmult3) Skillbonus) * Critmult * Attributemult * Techmult
- POWmult = POWUPX and other percentage Skills multiplied
- ELEmult1 = 0 on non-elemental weapons, 1 on elemental weapons, 3 on SPELL hit
- ELEmult2 = Elemental weapon multiplier ELEUPX Skills multiplied
- ELEmult3 = 0.5 vs Magic monsters, 0.75 vs Both monsters, 1 vs Physical monsters
- Skillbonus = Flat bonuses from skills such as JAMMY, CHANCE, or ACROBAT
- Critmult = 2 on a Critical hit, 1 otherwise
- Attributemult = 1.5 against enemies weak to weapon's element, 0.5 to those strong, 1 otherwise
- Techmult = 1.2 against enemies weak to weapon's tech type, 1 otherwise
Phys Dmg Received 1: IF MPOW > DEF = MonsterPOW - (DEF / 2 * GUARDmult)
Phys Dmg Received 2: IF DEF > MPOW = (MonsterPOW / 2) * (MonsterPOW / DEF / GUARDmult)
- GUARDmult = GUARDUPX and other defense percentage Skills multiplied
- Not sure whether damage percentage skills(WALL, BIGDEFENSE) are applied before or after LUCKY, but assume they go after listed formula
Magic Dmg Received 1: IF MINT > INT * 2 = (MonsterINT - (INT * (armLVL / 10 1) * MGUARDmult)) * Attributemult
Magic Dmg Received 2: IF INT * 2 > MINT = ((MonsterINT / 2) * (MonsterINT / (INT * (armLVL / 10 1) * 2) / MGUARDmult)) * Attributemult
- MGUARDmult = MGUARDUPX and other magic defense percentage Skills multiplied
- Attributemult = 1.5 against enemies strong against armor's element, 0.5 to those weak, 1 otherwise
- Another thanks to /u/SophiesWebb for helping figure out that armor level affected magic damage receieved.
- Again, not sure whether damage percentage skills(MAGIWALL, BIGDEFENSE) are applied before or after LUCKY, but assumed to be after listed formula
Crit chance, evasion, and accuracy I won't work on with without the game's data...too many efforts due to the HUGE number of trials required...maybe crit chance if I reach a luck that I never get a non-crit on.
*Pet Dmg = PetSTAT * YourSTAT (i.e. if the pet uses INT it's their INT times yours)
Skills
- Absorption - Heal 1% of damage dealt; caps at enemy's health
- AccupXX - Accuracy raised XX%
- Acrobat - Damage raised by 50% Speed
- Analysis - Accuracy raised 50%
- Armtwister - Evasion raised by ??% Power
- Avoid Risk - Brutal enemies appear less often
- Bide - Doubles damage if doing so would kill the enemy
- Bigdefense - Lowers speed and halves received damage
- Bodyslam - Damage raised by 50% Vitality
- Brat - Doubles gold from the king after death
- Chance - Damage raised by value between 1 and Luck
- Counter - Chance for double damage after atacked
- CritupXX - Chance for critical hit raised XX%
- Cursed - Damage increased by ??; take 5% of damage dealt as damage up to 5% of target's max health; only active above 3? health; can not kill player
- Dash - Sets move speed to a value
- Deathmarch - Auto-run
- Demondash - Sets move speed to a higher value
- Devil Luck - Evasion raised by ??% Luck
- Discovery - Increases chance of finding rare monsters
- Early Bird - Damage raised by 50% between ??:00 and ??:00
- ElemupXX - Elemental damage raised by XX%
- Exp Farmer - Double gained Experience; No gold gain
- ExpupXX - Experience gain raised by XX%
- Feng Shui - Luck raised by ??% Int
- Golddigger - Double gained gold; One third gained Experience
- GoldupXX - Gold gain raised by XX%
- Grounded - Enemy attacks don't cause knockback
- GuardupXX - Physical defense raised by XX%
- Guts - Chance to survive lethal attacks
- Healer - Health restored by recovery value with each attack
- Jammy - Damage and accuracy raised by 33% Luck
- Killer - Chance to instantly kill enemy on first hit
- Luck Up - Luck raised by 50%(Not working properly?)
- Lucky - Damage received reduced by value between 1 and Luck
- Mach Hit - Fast auto-attack
- Madman - Attack speed raised 50%; Damage reduced 50%
- Magic Hit - Int replaces Power in damage formula
- Magiwall - Magic damage received halved
- MguardupXX - Magic defense raised by XX%
- Night Owl - Damage raised by 50% between ??:00 and ??:00
- No Guard - Damage raised by 50%; Defense reduced by 50%
- Paralyse - Chance to prevent enemy attack for 3 seconds on hit
- PetupXX - Pet speed raised by XX%
- Poison - Does damage equal to player level to enemy over time
- PowupXX - Power raised by XX%
- Provoke - Guarantees that every screen will have 5 enemies
- Rage - Damage raised by ?? when below ??% hp
- RecoveryXX - Recover XX hp per second while not in combat
- Reflect - Double damage after being attack
- Retaliate - Counter attacks never miss; requires Counter
- Scapegoat - Pet dies is place of the player
- Slowhit - Slows enemy on hit
- SpdupXX - Speed raised by XX%
- Spell - Triple elemental damage on first hit
- Stinky - Less enemies spawn on each screen
- Supermach - Very fast auto-attack
- Surprise - First attack doesn't miss
- TreaupXX - Chance to find treasure raised XX%
- Unfair - Double accuracy
- Vigilance - Enemies can't attack first when auto-attacking
- Wall - Physical damage received halved
- Warper - Warp to enemy's location upon kill
- Weaknessup - Elemental damage of enemy's weakness raised by ??%
Random facts
- BOTH-type monsters attack by alternating physical and magical attacks(from wiki)
- Your pet cannot deal a finishing blow. If your pet would kill an enemy, it takes them to 1 hp instead.(Observed...might also be on wiki?)
- MOV doesn't work like I want it to(It has diminishing returns past a point.)
- From what I can tell, for all formulas all decimals are always rounded down with only a few exceptions, notably the equipment level percentages.
- Max level is 23170(Post on the reddit)
- Seem to be no hard stat caps.(i.e. all your stat points can go into one stat)
If anyone would like to help me with the INT vs MINT formula for magic damage received I'd be grateful to receive that information as the file I was testing with was lost when my last phone died...so yeah...pretty demoralized is also a reason I stopped working on it. I am also working on more accurate skill descriptions and an updated skill spreadsheet...but both of those will be a long time out to be finished due to the loss of my saves as well. If there's interest I could post those too though.
Edit: Edited INT description and added first part of magic damage formula. E: And now the second part! As well as other misc edits.
Edit: Added skills, fixed some, expanded on Cursed description
Subreddit
Post Details
- Posted
- 9 years ago
- Reddit URL
- View post on reddit.com
- External URL
- reddit.com/r/MinuteQuest...