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3: Attack (Normal Type)4: Magic5: Defense7: Fire Protection8: Ice Protection9: Bolt Protection10: Earth Protection11: Fire Attack Power12: Ice Attack Power13: Bolt Attack Power14: Earth Attack Power
9999, nothing else.Just kidding, it depends of the game. In early Illusiat games and ROL series it can be stuff such as CharLV^2/2+randInt(1,LV) or CharLV^3/EnemyLV+randInt(1,LV*2), since almost everything is dependent on your level. Then there can be things such as weapon/armor affecting your stats or magic. In that case a magic formula might also add damage multiplying and in case of elemental properties as well.Illusiat 13 damage/healing formulas are the following:Cure= int(20(MAG/9)(5*MLVATK SPELL=int(50(MAG/9)(5*MLV))/DEF*ELEMREGULAR ATK=int((randint(0,9)=/=0)*ATK*LV/DEFMLV is the level of that magic attack. It goes from 1 to 9. MAG power could go up to 1998.Note that multiplication/division-based formulas can lead to extreme damage variations, though. This can pose problems in Axe RPGs, where damage is capped to 65536. For example, in Illusiat 13, a maxed out character regular attack power with an Atlas Ring equiped vs an enemy with 1 defense point would deal 509490 damage points. (Keep in mind that game had a damage cap of 99999, something that wouldn't be possible in Axe)