Super Robot Wars/OGs/Formulas

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Terrain Ratings

Each pilot and unit has a Terrain Rating for each terrain. These Terrain Ratings are denoted by the letters S, A, B, C, and D which have their own Value and, whenever a pilot is assigned to a unit, both the pilot and unit's Terrain Rating values are added together to give their Total Value. This Total Value is compared to the each Terrain Rating's Range which, in turn, determines the Modifier which is used in the Accuracy Rate and Evade Rate formulas. Weapons have their own Terrain Rating and use that modifier for the Damage Formulas.


Rating Value Range Modifier
S 4 7-8 x1.1
A 3 6 x1.0
B 2 4-5 x0.9
C 1 2-3 x0.8
D 0 0-1 x0.4


Total Value S A B C D
S 8 7 6 5 4
A 7 6 5 4 3
B 6 5 4 3 2
C 5 4 3 2 1
D 4 3 2 1 0


Modifier S A B C D
S x1.1 x1.1 x1.0 x0.9 x0.9
A x1.1 x1.0 x0.9 x0.9 x0.8
B x1.0 x0.9 x0.9 x0.8 x0.8
C x0.9 x0.9 x0.8 x0.8 x0.4
D x0.9 x0.8 x0.8 x0.4 x0.4


Unit Size Modifiers

Size Modifier
LL x1.4
L x1.2
M x1.0
S x0.8
SS x0.1


Accuracy Rate and Evade Rate

Basic Accuracy Rate

= (Accuracy stat / 2 + 140) * Terrain Rating + weapon's Accuracy + basic modifiers


Basic Evade Rate

= (Evade stat / 2 + unit's Mobility) * Terrain Rating + basic modifiers


Accuracy Rate

= (Basic Accuracy Rate - Basic Evade Rate) * defender's unit size + distance modifier + Command modifier + other modifiers - defender's terrain bonus


Final Accuracy Rate / Final Evade Rate

= Accuracy Rate + final modifiers


Notes

  • Only the Final Accuracy Rate formula truncates leftover decimal values. All previous formulas keep decimals as part of their equations.
  • "Basic modifiers" includes the Telekinesis, Genius, and Potential Pilot Skills.
  • "Other modifiers" include Ace Bonuses which aren't marked as "Final".
  • "Final modifiers" includes the Predict and Precognition Pilot Skills, the Friendship Relationship Bonus, the Focus Spirit Command, and "Final" Ace Bonuses.
  • The distance modifier base range is 5 squares away from a unit. The distance modifier increases by 3% per square closer to the unit and decreases by 3% per square further away from the unit.
  • For the purposes of the Basic Accuracy Rate formula, a weapon or attack that forces a unit to travel to the terrain of an enemy unit causes that weapon or attack to use the Terrain Rating of the terrain that the enemy unit is on.


Critical Hit Rate

= Attacking pilot's Skill stat - defending pilot's Skill stat + weapon's Critical Rate + other modifiers


Notes


Damage

Basic Attack Power

= (Melee or Ranged stat + Will) / 200 * weapon's Attack Power * weapon's Terrain Rating


Basic Defense

= (Defense stat + Will) / 200 * unit's Armor * unit's Terrain Rating


Final Damage

= (Basic Attack Power - Basic Defense) * defender's terrain bonus * final modifiers


Notes


Experience

Kill Experience

= (Pilot EXP + Unit EXP) * Level Modifier


Attack Experience

= Kill Experience / 10


Repair Module Experience

= (Amount of HP recovered / 20) * Level Modifier


Resupply Module Experience

= 200 * Level Modifier


Level Modifier >= -10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 >= +7
Modifier x4.0 x3.7 x3.4 x3.1 x2.8 x2.5 x2.2 x1.9 x1.6 x1.3 x1.0 x0.7 x0.5 x0.35 x0.2 x0.1 x0.05 x0.02


Notes

  • All pilots and units have their own EXP value (Pilot EXP and Unit EXP). Examples:
    • Elite Soldier: 5
    • Last Battalion Soldier: 10
    • Atad: 200
    • Last Battalion Guarlion: 172
    • Guarlion Trombe: 190
    • Most Guarlions: 175 (some have 170)
  • MAPWs reduce the experience gained to 33% (x0.33)
  • Sub units in a Twin unit get 75% EXP (x0.75).
  • Battleship supporters get 50% EXP (x0.5).
  • The minimum guaranteed experience when killing an enemy unit is 10 and when attacking an enemy unit is 1.