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In every Fire Emblem title, combat outcomes are determined based on a collection of battle formulas. The formulas used vary from game to game and determine a variety of factors including, but are not limited to, the chance an attack will hit, the amount of damage dealt, whether the attack performed is a critical attack, and how many attacks a unit will deliver during an individual round of combat. The calculations take into account values such as the statistics of the attacking and defending units, as well as the statistics of their equipped weapons.
Where not noted, fractions are rounded down.
Attack Speed[]
FE1, FE2, FE3, FE4, FE5 (magical weapons)[]
A character's Attack Speed is determined by subtracting the weight of the weapon they have equipped from their Speed.
AS = Speed - Weapon Weight
FE5 (physical weapons), FE6, FE7, FE8[]
Attack Speed is equal to the character's Speed, unless the character's Constitution is less than the weight of the weapon they have equipped, in which case its attack speed is reduced by the amount by which the weight exceeds its constitution.
If WWt ≤ Con, then AS = Speed If WWt > Con, then AS = Speed - (Weapon Weight - Con)
FE9, FE10, FE11[]
If a character's Strength is less than the weight of the weapon they have equipped, then the attack speed is reduced by the amount by which the weight exceeds their Strength. Otherwise, attack speed is equal to the character's Speed.
If WWT ≤ Strength, then AS = Speed If WWT > Strength, then AS = Speed - (Weapon Weight - Strength)
FE12, FE13[]
Weapon Weight has been completely removed in New Mystery of the Emblem as well as in Awakening, so the formula is simply as follows:
AS = Speed
Repeated Attack[]
Valid for: FE1, FE2, FE3, FE5, FE6, FE7, FE8, FE9, FE10, FE11,FE13
A unit will attack twice in a battle if its attack speed is at least a certain amount higher than the opposing unit's attack speed. The amount of speed required depends on the game.
FE3 3+ FE5, FE6, FE7, FE8, FE9, FE10, FE11, FE12 4+ TS1, FE13 5+ FE1, FE2 1+
The second attack always occurs after the initial exchange of blows, regardless of which character attacked first, so if character A is faster, then:
A attacks, B attacks, A attacks (if A initiated the battle). or B attacks, A attacks, A attacks (if B initiated the battle).
Note: A repeated attack is not the same thing as a continued attack.
Hit Rate[]
Valid for: FE1, FE2, FE3, FE4, FE5, FE6, FE7, FE8, FE9, FE10
Hit Rate is the base chance a character has of hitting an enemy.
The formula used depends on the game; weapon accuracy and a character's skill are normally the most important factors.
FE1 (physical weapons), FE2 (physical weapons): Hit Rate = Weapon Accuracy + Skill FE1 (magical weapons), FE2, (magical weapons), FE15(magical weapons)?: Hit Rate = Weapon Accuracy FE3: Hit Rate = Weapon Accuracy + Skill x 2 + Support Bonus FE4: Hit Rate = Weapon Accuracy + Skill x 2 + Love bonus + Leadership Bonus + Charm Bonus FE5: Hit Rate = Weapon Accuracy + Skill x 2 + Luck + Support Bonus + Leadership Bonus + Charm Bonus FE6: Hit Rate = Weapon Accuracy + Skill x 2 + Luck / 2 + Support Bonus FE7: Hit Rate = Weapon Accuracy + Skill x 2 + Luck / 2 + Support Bonus + S-Rank Bonus + Tactician Bonus FE8: Hit Rate = Weapon Accuracy + Skill x 2 + Luck / 2 + Support Bonus + S-Rank Bonus FE9: Hit Rate = Weapon Accuracy + Skill x 2 + Luck + Support Bonus + Biorhythm Bonus FE10: Hit Rate = Weapon Accuracy + Skill x 2 + Luck + Support Bonus + Biorhythm Bonus
Avoid[]
Valid for: FE1, FE2, FE3, FE4, FE5, FE6, FE7, FE8, FE9, FE10
Avoid is a measure of how well a unit can avoid being hit by an enemy's attack.
The formula used depends on the game; a character's attack speed and luck, and any Terrain Bonus, are normally the most important factors.er4
FE1 (physical weapons), FE2 (physical weapons): Avoid = Attack Speed + Terrain Bonus FE1 (magical weapons): Avoid = Luck FE2 (magical weapons): Avoid = Speed + Luck FE3: Avoid = Speed + Luck + Terrain Bonus + Support Bonus FE4: Avoid = Attack Speed x 2 + Luck + Terrain Bonus + Love Bonus + Leadership Bonus + Charm Bonus FE5: Avoid = Attack Speed x 2 + Luck + Terrain Bonus + Support Bonus + Leadership Bonus + Charm Bonus FE6: Avoid = Attack Speed x 2 + Luck + Terrain Bonus + Support Bonus FE7: Avoid = Attack Speed x 2 + Luck + Terrain Bonus + Support Bonus + Tactician Bonus FE8: Avoid = Attack Speed x 2 + Luck + Terrain Bonus + Support Bonus FE9: Avoid = Attack Speed x 2 + Luck + Terrain Bonus + Support Bonus + Biorythym Bonus FE10: Avoid = Attack Speed x 2 + Luck + Terrain Bonus + Support Bonus + Biorythym Bonus FE11: Avoid = Attack Speed + Luck/2 + Terrain Bonus
Accuracy[]
Valid for: FE1, FE2, FE3, FE4, FE5, FE6, FE7, FE8, FE9, FE13
Accuracy is used in battle to determine how likely a character is to hit another character, using the difference between the attacker's hit rate and the defender's evade. In-game information windows may refer to Accuracy as "Hit", e.g. FE7
FE1, FE2, FE3: Accuracy = Hit Rate (Attacker) - Evade (Defender) ~All: Capped to between 0 and 100 FE4, FE5, FE6, FE7, FE8, FE9: Accuracy = Hit Rate (Attacker) - Evade (Defender) + Triangle Bonus ~FE5: Capped to between 1 and 99 ~All other games: Capped to between 0 and 100
Attack Power[]
Attack is used to calculate how much someone's attack could deal under optimum conditions (excluding abilities and criticals which are calculated elsewhere.)
This does not take into account anything about the enemy, so in reality after taking into account their defensive properties the actual damage will be a lot lower.
Attack in most Fire Emblem games is split into magical, physical and sometimes other categories depending on the weapon used in the attack
See main article: Attack (Formula)
Defense Power[]
Valid for: FE1, FE2, FE3, FE4, FE5, FE6, FE7, FE8, FE9, FE10, FE11
Defense power is a measure of the total damage a character can negate from enemy attacks.
The formula used depends on the game; terrain bonuses and a character's Defense or Resistance are normally the most important factors.
Versus Physical Attacks[]
Physical weapons hit a character's defense.
FE1, FE2, FE3, FE4: DP = Defense ~FE3 Manaketes not currently in dragon form are treated as having zero defense FE5: DP = Terrain Bonus + Defense FE6, FE7, FE8, FE9, FE10: DP = Terrain Bonus + Defense + Support Bonus ~FE7 and FE8's Light Brand and Runesword and FE8's Wind Sword are counted as magical attacks regardless of the range being attacked from. ~FE9's Sonic Sword, Flame Lance, Bolt Axe and Runesword are also counted as magical attacks regardless of the range being attacked from. FE4:
Versus Magical Attacks[]
Magical weapons hit a character's resistance or, in FE5, its magic power.
FE1, FE2, FE3: DP = Resistance FE5: DP = Magic FE6, FE7, FE8, FE9, FE10, FE11: DP = Terrain Bonus + Resistance + Support Bonus
Damage[]
Valid for: FE1, FE2, FE3, FE4, FE5, FE6, FE7, FE8, FE9, FE10, FE11
Damage is the amount of health an attack takes away from a defending unit if the attack hits. It depends on the attacker's attack power and the defender's Resistance or Defense (for magical or physical attacks respectively.).
Damage = Attack Power (attacker) - Defense Power (defender) ~FE2: Limited to between 1 and 60 ~FE4, FE15: Floored to be at least 1 ~All other games: Floored to be at least 0
Note that, even if an attack can do no damage, it may still inflict Status conditions on the target.
Critical Damage[]
Valid for: FE1, FE2, FE3, FE4, FE5, FE6, FE7, FE8, FE9, FE10, FE11, TRS
When attacking, characters often have the chance to strike a critical hit. This will in general do a vastly higher amount of damage than a regular hit.
There have been several styles of critical damage throughout the series.
FE1, FE2, FE3, FE6, FE7, FE8, FE9, FE10, FE11: Critical Damage = [Attack Power (attacker) - Defense Power (defender)] x 3 This is simply triple the damage that the attack would normally do. ~FE2: Capped to be between 3 and 120 ~All other games: Capped to be at least 0 FE4, FE5, TRS: Critical Damage = Attack Power (attacker) x 2 - Defense Power (defender) ~FE4: Capped to be at least 1 ~FE5, TRS: Capped to be at least 0
Critical Rate[]
Valid for: FE1, FE2, FE3, FE4, FE5, FE6, FE7, FE8, FE9, FE10, FE11
A character's critical rate is the likelihood of their managing to perform a critical hit against a stationary target.
The formula used depends on the game; the weapon's critical rate and a character's skill are normally the most important factors.
FE1, FE2: Critical Rate = Weapon Critical + (Skill + Luck) / 2 FE3, FE5: Critical Rate = Weapon Critical + Skill + Support Bonus FE4: Critical Rate = Skill + Lover/Family Bonus + Weapon Kill bonus FE6, FE11: Critical Rate = Weapon Critical + Skill / 2 + Support Bonus + Class Critical FE7: FE8 Critical Rate = Weapon Critical + Skill / 2 + Support Bonus + Class Critical + S-Rank Bonus FE9, FE10: Critical Rate = Weapon Critical + Skill / 2 + Bond Bonus + Class Critical
Critical Evade[]
Valid for: FE3, FE5, FE6, FE7, FE8, FE9, FE10, FE11
Critical Evade is to Critical Rate as Evade is to Accuracy. It is a measurement of the chance a character has to detect an approaching critical hit and react accordingly; the amount by which an attacker's critical rate is reduced.
The formula used depends on the game; a character's luck is normally the most important factor.
FE1, FE2, FE4: Critical Evade = 0 FE3, FE6: Critical Evade = Luck + Support Bonus FE5: Critical Evade = Luck / 2 + Support Bonus FE7: Critical Evade = Luck + Support Bonus + Tactician Bonus FE8: Critical Evade = Luck + Support Bonus FE9, FE10: Critical Evade = Luck + Bond Bonus
Critical Chance[]
Valid for: FE1, FE2, FE3, FE4, FE5, FE6, FE7, FE8, FE9, FE10, FE11
Critical chance is the percentage used in battle to determine the chance of a character landing a critical hit. It is determined from the attacker's critical rate minus the defender's critical evade.
Critical = Critical Rate - Critical Evade - Capped to be between 0 and 100