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dmg = atk - (def / 2)
For some further insight on hybrid damage, check out this:
https://steamcommunity.com/app/699170/discussions/0/3276824488721895045/#c3276824488725780362
Edit: Thanks Tuidjy, I was a bit tired and forgot the whole "vs attack" "vs resist" aspect of things. Sometimes even the simple things can slip XP
For example, Kyrie's Holy Bolt and Holy Beam both use ATK+MND to compute damage, both deal Holy damage, but one is checked against DEF, while the other is checked against RES.
In a similar manner, a gunner may shoot a magic bullet with his ATK stat, but it will be checked against the RES stat, as opposed to most (all?) other bullets which will be checked against DEF.
I guess what I'm asking is, is (MND/2) * skill multiplier always going to get me really close to the answer, or are there other significant factors, and if so, what are they? You reference scaling and factors, but are they obvious (like focus) or are there other hidden things for me to think about?
Thanks in advance.
36 x 1.75 = 63
It's just the display function that rounds 36.something down, or 63.something up.
Or do you means that the x1 heal is not exactly equal to the MND value?
But as an example, for healing, there would be a few more basic multipliers: global multiplier, magic multiplier, healing multiplier, "non-directional ability" modifier and a "base spell power" coefficient.
Most of the multipliers could be multiplied together into 1 value though to be fair.
I'm pretty sure there's a thread by Corence on here where he did just that actually.
Thread in reference: (i think)
https://steamcommunity.com/app/699170/discussions/0/1729837292642255473/#c1729837292646549792
Heh thanks. I’ll admit, I don’t know how useful all that data is there—but, it’s what’s there ^_^
I personally don’t get that “nitty gritty” with the numbers.
(That is, specifically how damage is transformed into actual damage taken. I assume the stat growth rules are similar for all stats, and are based on classes and so on)