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PostPosted: September 9th, 2008, 2:43 pm 
Rank 5: Nimble Thief Rank 5: Nimble Thief
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Joined: January 5th, 2007, 6:05 pm

Posts: 1941

Location: Planet: Trice, City: New Mildas
This is a list of the formula's commonly used in Rag. If you would like additional information please pm me.

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Health: All characters start with a base hp of 4. Add to that your stamina total and any bonuses received from feats or skills and you have your health.

4+Sta+Bonus=HP

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Attack Power: Attack power uses your strength total as its base and factors in bonus ap from your weapon and any skills or feats.

(Str/2)+Wp+Bonus=AP

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Physical Damage: Physical damage caused from a connecting hit is determined by subtracting defense from ap.

AP-DF=Damage

(magic damage is done by subtracting a targets magic defense from a magic skills "damage")

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Defense: In case some of you didn't know defense and magic defense are acquired only through equipment, skills, or feats, so there is no stat modifier for it.

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Accuracy: Accuracy is used to determine whether or not an action lands. Accuracy runs with agility as its base and intellect as its modifier.

Agi+(Int/2)=Acc

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Evasion: Evasion is used to determine whether a being can evade something successfully. Evasion uses agility as a base and stamina as a modifier.

Agi+(Sta/2)=Eva

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Hit: Hit is the chance an attack (both physical and magical) has at succesfully landing on it's target. All beings, both Player Characters and NPC's have a natural 20% evasion modifier.

(Acc/Eva)-.2=Hit Percentage

After Hit Percentage is calculated any additional feat or skill modifiers are added in.

After total Hit Percentage is calculated the chance is taken to a roll. If the Hit is above a 1 the attack automatically hits. If it is below a 1, for instance a .85, the attack has an 85% chance to hit. A random number between 1-100 is generated. If it is between 1-85 the attack succeeds. If it is 86-100, the attack misses.

NOTE: Friendly spells and skills and a 100% hit chance and are not rolled on.


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Critical Strikes: Every physical strike has a chance to critically hit which causes damage to be increased by 50%. Crits are determined by a single formula involving two base statistics which are -

Critical Chance = Str+(Agi/2)

Resilience = Stam+Def

Sooooooo......

Critical Success = Res/CC


If Critical Success is higher than 1 than no crit can occur. If Critical Success is lower than 1 than the roll must be HIGHER than the percent. For instance. A player has 8 Res and an enemy has 10 CC. The roll must be higher than 80 for the enemy to score a Critical Success.

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Spell Criticals - Spell Crits run of the same principal but use the formula of Int + (str/2) to determine SCC. Spell Crits also deal 100% additional damage instead of 50%.

MRes/SCC= Critical Chance

Likewise a characters magic resilience runs off their magic defense + their stamina.


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Carefull Aimed Strikes - CA's are attacks that are so well aimed they penetrate through the target's defenses. To achieve a CA the aggressor must obtain a 1.2 or above on their hit percentage.

CA's, unlike a crit, do no additional damage. They just negate an opponents defenses. Physical attacks will negate physical defense, and magical attacks will negate magical defense.

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Last edited by Kajakfaucon on February 10th, 2009, 12:47 pm, edited 1 time in total.

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