Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I just hit Act 3. Maelle is and has been a beast all game, but Lune, whom I stack defense and protective abilities on, is nigh an immovable object. It takes some serious punishment to take her down. Nothing close to an appropriate challenge can drop her. Maelle is a glass cannon and dies like every other turn for me, but tank Lune just keeps reviving her as she wades through the onslaught.
450 def = no
It isn't like Dragon's Dogma where it reduces by an exact amount. Most games use simple formulas like this.
I believe that is exactly what it does. My party is only level 27 or so but I have put two points in vitality and one in defense almost every level-up for each character so their defense stat is ~20 and the defensive value (damage reduction) is something in the ~50s.
As far as I can tell that 50-something number gets subtracted from the incoming damage.
Yeah this was my assumption. Well, I was thinking it reduces the damage by that amount, but reducing attack power makes more sense.
It's more that it has different effects kinda like flat reduction vs percentage reduction. Flat has far more impact on multi-hit attacks that deal less per hit, percentage has more impact on big hits.
I have no idea what to expect for enemy stats though (speed, def, attack power). One of Verso's skills does say it deals more damage based on the difference in speed between you and the opponent too.
I imagine a 1000 attack stat against a 500 defense stat does 50% of the normal total maximum damage of said attack.
They *cant* tell you exactly how much defense is doing because it depends on what you're defending against. 500 defense does different numbers against a 1500 attack stat or a 2000 attack stat.
I tested an attack that did 211 to a character with confident/50%dmg reduction and 35 defense. after I added about a 100 defense it did 165 so the flat reduction is before a percentage. and it seemed to take a flat amount from the damage instead of attack power.
i also tested it with shell (20 % dmg reduction) and that was multiplicative at the end.(60 % dmg reduction total)
I feel like much of the attributes are kind of useless and more about putting points where your weapon scales
The problem with this theory is that Clair Obscur doesn't have an "attack" stat, it has a "damage" stat.Edit: No I'm dumb, it is called Attack Power and Power.
Also, OP is correct that all computer RPGs *should* have an appendix somewhere that explains their math, it's crazy they don't.
TTRPGs work fine even though the rule books explain the math. Why do you think quantifying your "stats" like "level" and "experience" is immersive, but explaining how those numbers work would be immersion breaking (or whatever "reality" you think that would break...wait, would knowing how a game works break *literal reality*???)
I'm well aware, but I'd like to know the exact formula, regardless of weapon scaling.