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Game Analysis: Calculate the Damage, Morale, EXP and more.
By Joshua
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[Class Restraint System]
Before calculating, we need to understand the Class Restraint System.
If a class suppress another class, it will be getting a class bonus, otherwise no bonus. The class bonus has 4 phases as below:
Phase 1: LV01~09, Attack +1, Defense and Armor +1, Hit Chance and Dodge Chance +10%.
Phase 2: LV10~19, Attack +2, Defense and Armor +2, Hit Chance and Dodge Chance +15%.
Phase 3: LV20~29, Attack +3, Defense and Armor +3, Hit Chance and Dodge Chance +20%.
Phase 4: LV30~30, Attack +4, Defense and Armor +4, Hit Chance and Dodge Chance +25%.

[Class Restraint Relationships]
Line Infantry suppress Heavy Cavalry.
Heavy Cavalry suppress Light Cavalry.
Light Cavalry suppress Light Infantry.
Light Infantry suppress Line Infantry.
Artillery and Musician out of this system.

Remark:
1. Before Class Promotion: The Light Cavalry provide Attack+2, Defense+2 when fighting with a Light Infantry. Therefore, the Minimum Attack and Defense is +3 (Phase 1 ATK +1), the Maximum is +4 (Phase 2 ATK +2) when Light Cavalry fighting with a Light Infantry.
2. After Class Promotion: The Light Cavalry provide Attack+5, Defense+5 when fighting with a Light Infantry. Therefore, the Minimum Attack and Defense is +7 (Phase 2 ATK +2), the Maximum is +9 (Phase 4 ATK +4) when Light Cavalry Elite fighting with a Light Infantry.
[Damage Formula]
One Hit of Damage Formula (For Gun Users):
1. Common Damage (No Heroic Attack):
Common Damage (1) = [Attack Power from Attacker + Attack Power from Attacker's Weapon + Attack Power from Attacker's Ornament + Attack Power from Terrain + Attack Power from Attacker's Skill + Attack Power from Friendly Unit's Class Buff + Attack Power from Pauline's Inspire Command + Bonus Attack Power from Class Restraint System] - [Defense from Target + Defense from Target's Weapon + Defense from Target's Ornament + Defense from Terrain + Defense from Target's Skill + Defense from Friendly Unit's Class Buff + Defense from Friendly Unit's Skill Buff + Bonus Defense from Class Restraint System]
(In short, just Total Attack Power of Attacker - Total Defense of Target)

1a. Damage without Heroic Attack (Do not include Philipp and Leclerc when they are speed ≥ Target's speed):
Damage (1a) = Round down [Common Damage (1) × Damage Ratio of the Target¹] to an integer + Extra Damage²

1b. Damage with Heroic Attack (Do not include Philipp and Leclerc when they are speed ≥ Target's speed):
Damage (1b) = Round down {Round down [Common Damage (1) × Damage Ratio of the Target] to an integer × Heroic Attack Ratio³} to an integer + Extra Damage

1c. Damage without Heroic Attack for Philipp and Leclerc (When they are speed > Target's speed):
Damage (1c) = Round down {[Target's Current HP - Damage (1b)] × 0.2 + Damage (1b)} to an integer

1d. Damage with Heroic Attack for Philipp and Leclerc (When they are speed > Target's speed):
Damage (1d) = Round down {[Target's Current HP - Damage (1a)] × 0.2 + Damage (1a)} to an integer

Two Hit of Damage Formula (For Gun Users):
2a. Damage without Heroic Attack (Do not include Philipp and Leclerc when they are speed ≥ Target's speed):
Damage (2a) = Damage (1a) + Round down {[Common Damage (1) + Hit Hard Damage⁴] × Secondary Defense Ratio⁵ (If any) × Damage Ratio of the Target} to an integer + Extra Damage

2b. Damage with Heroic Attack (Do not include Philipp and Leclerc when they are speed ≥ Target's speed):
Damage (2b) = Damage (1b) + Round down {[Common Damage (1) + Hit Hard Damage] × Secondary Defense Ratio (If any) × Damage Ratio of the Target} to an integer + Extra Damage

2c. Damage without Heroic Attack for Chasseurs à Cheval (When they are speed > Target's speed) and the units who have the skill "Entanglement" (When dealt damage):
Damage (2c) =Round down [(Target's Current HP - Damage (2a)) × 0.2] to an integer + Damage (2a)

2d. Damage with Heroic Attack for Chasseurs à Cheval (When they are speed > Target's speed) and the units who have the skill "Entanglement" (When dealt damage):
Damage (2d) =Round down [(Target's Current HP - Damage (2b)) × 0.2] to an integer + Damage (2b)

One and Two Hit Damage Formula (For Sword and Blade Users and Artillery):
Similarly the Gun Users Formula, just replace the Target's Defense to Target's Armor.

Remark:
1. Damage Ratio: Default = 1; When the Target is Sailor's Gossip 04 ACE and in our phase, this Ratio = 0.5; When the Target who have the skill will reducing damage for 30% in next fight, this Ratio = 0.7.
2. Extra Damage: For Cosette and Sailor's Gossip 04 ACE (Blade user) only, when they are skill taking effect.
3. Heroic Attack Ratio: Common for our army = 1.5; Light Infantry & Heavy Cavalry & Artillery after Class Promotion for our army = 1.6; Common for enemy = 1.3.
4. Hit Hard Damage: For gun users, this value always = 0; When the Light Cavalry getting a chase-attack and equipped the skill "Hit Hard", this value = 2.
5. Secondary Defense Ratio: Default = 1; When the Target is Heavy Cavalry and have the skill "Secondary Defense", this Ratio = 0.5.

Verify:
Total Attack Power of Cosette = 28 + Attack Power from Attacker's Skill (Attack +2) + Bonus Attack Power from Class Restraint System (Phase 3: LV20~29, Attack +3) = 33;
Total Defense of Enemy = 8 + Defense from Target's Skill (Defense +2) = 10;
Common Damage (1) = 33 - 10 = 23;
Damage (1b) = Round down {Round down [23 × 1] to an integer × 1.6} to an integer + 3) = Round down 36.8 to an integer +3 = 39

2b. Two Hit Damage with Heroic Attack:
Damage (2b)
= Damage (1b) + Round down {[Common Damage (1) + Hit Hard Damage] × Secondary Defense Ratio (If any) × Damage Ratio of the Target} to an integer + Extra Damage
= 39 + Round down {[23 + 0] × 1 × 1} to an integer + 3
= 39 +26
= 65
[HP Recovery Formula]
The power of HP Recovery = Round down (Musician's Leadership/2) to an integer + the power of the equipped instrument

The power of HP Recovery with Heroic Attack = Round down {[Round down (Musician's Leadership/2) to an integer + the power of the equipped instrument] × 1.5} to an integer
[Morale Formula]
One Hit of Morale Formula:
1. Common Morale:
Common Morale (1) = Round down [(Leadership from Character + Leadership from Ornament + Leadership from Skill) × 1.5] to an integer + Morale from Weapon or Musical Instrument + Morale from Ornament (What we see on the character information panel when mission is starting)

1a. Morale with Heroic Action:
Morale (1a) = 0

1b. Morale without Heroic Action (The Target still on the map after fighting or using music):
Morale (1b) = Common Morale (1) + Morale from Character's Skill + Morale from Friendly Unit's Skill Buff

1c. Morale without Heroic Action (The Target was defeated after fighting):
Morale (1c) = Morale (1b) + 10

Two Hit of Morale Formula:
2a. Morale with Heroic Action (The Target still on the map after fighting):
Morale (2a) = 0 + Morale (1b)

2b. Morale without Heroic Action (The Target still on the map after fighting):
Morale (2b) = Morale (1b) + Morale (1b)

2c. Morale without Heroic Action (The Target was defeated after fighting):
Morale (2c) = Morale (1b) + [Morale (1b) +10]

Verify:
1. Common Morale:
Common Morale of Lannes (1)
= Round down [(Leadership from Character + Leadership from Ornament + Leadership from Skill) × 1.5] to an integer + Morale from Weapon or Musical Instrument + Morale from Ornament (What we see on the character information panel when mission is starting)
= Round down [(13 + 0 + 0) × 1.5] to an integer + 5+ 0
= Round down [(19.5] to an integer + 5
= 24
[Hit and Dodge Formula]
1a. Common Hit Chance:
Common Hit Chance (1a) = (Total Scout × 1.5 + Total Leadership ÷ 2 + Hit Chance from Weapon) (Displayed in white text in the properties panel.)
+ (Class Buff Hit Chance from Friendly Unit + Additional Hit Chance from Battlefield) (Displayed in green or red text in the properties panel.)

Hit Chance on the character information panel:
= Round down [Common Hit Chance (1a)] to an integer

1b. Common Dodge Chance:
Common Dodge Chance (1b) = (Total Speed × 1.5 + Total Leadership ÷ 2 + Dodge Chance from Weapon + Additional Dodge Chance from Terrain) (Displayed in white text in the properties panel.)
+ [Class Buff Dodge Chance from Friendly Unit + Additional Dodge Chance from Battlefield + "Disturb" Skill Dodge Chance (If any and it is taking effect)](Displayed in green or red text in the properties panel.)

Dodge Chance on the character information panel:
= Round down [Common Dodge Chance (1b)] to an integer

2a. Hit Chance in Fighting (Hit Chance from Attacker of the damage preview panel):
Hit Chance (2a) = Common Hit Chance (1a)
+ Skill Hit Chance from Attacker + Bonus Hit Chance from Attacker's Class Restraint (If any) + Friendly Unit's Skill Buff Hit Chance (Provide by Murat only)
- [Common Dodge Chance from Target(1b) + Bonus Dodge Chance from Target's Class Restraint (If any) + Skill Dodge Chance from Target + Skill Buff Dodge Chance from Target's Friendly Unit (Provide by Murat only)](If value < 0, return 0; If value > 100, return 100)

= Round down [Hit Chance in Fighting (2a)] to an integer

2b. Dodge Chance in Fighting (Hit Chance from Target of the damage preview panel):
Hit Chance (2b) = Common Dodge Chance (1b)
+ Skill Dodge Chance from Target + Bonus Dodge Chance from Target's Class Restraint (If any) + Skill Buff Dodge Chance from Target's Friendly Unit (Provide by Murat only)
- [Common Hit Chance from Attacker(1a) + Bonus Hit Chance from Attacker's Class Restraint (If any) + Skill Hit Chance from Attacker + Skill Buff Hit Chance from Attacker's Friendly Unit (Provide by Murat only)](If value < 0, return 0; If value > 100, return 100)

= Round down [Hit Chance in Fighting (2a)] to an integer

3. Heroic Attack Hit Chance = Hit Chance (1a or 2a) × 2 (If dual hit, for first hit only.)

Remark:
-All speeds of these formulas do not include "Speed Check".
-What is the difference between Class Buff and Skill Buff?
Class Buff: That the Buff is provided by the Class of the unit. We can see the units who will show a human icon when clicking a unit before it ends the action. (e.g., Musician, Line Infantry)
Skill Buff: That the Buff is provided by Skill of the unit. We cannot see the human icon when clicking a unit before it ends the action. (e.g., Murat's "Gorgeous Clothing" skill, d'Éon's "Guard" skill)
[Experience¹ Formula](Until LV 30)
P.S.1: To get the EXP, we need to dealt damage first. (Does not include the percentage damage, such as Artillery and Chasseurs à Cheval's skill)
P.S.2: One fighting one calculation. Even though chase-attack, that just one fighting.


1. Common Experience (No Heroic Action & the Target still on the map after fighting or music supporting):
Common Experience (1) = Round down {[(Target's LV - Our Attacker's LV) × 2 + 10] × Skill Ratio¹} to an intege;
Then check: If the result ≤ 0, Return 1; If result ≥ 100, Return 100;
Therefore, if we haven't a Heroic Action, the Minimum EXP = 1; the Maximum EXP = 100.

1a. Experience (No Heroic Action and the Target was defeated after fighting):
Experience (1a) = Common Experience (1) × 2 (Double Experience);
Then check: If the result ≤ 0, Return 1; If result ≥ 100, Return 100;
Therefore, if we haven't a Heroic Action, the Minimum EXP = 1; the Maximum EXP = 100.

1b. Experience (With Heroic Action and the Target still on the map after fighting or music supporting):
Experience (1b) = Common Experience (1) (If result ≤ 0, Return 0; If result ≥ 100, Return 100);
Then: Experience (1b) + 10 (Heroic Action Bonus);
Therefore, if we have a Heroic Action, the Minimum EXP = 10; the Maximum EXP = 110.

1c. Experience (With Heroic Action and the Target was defeated after fighting):
Experience (1c) = Common Experience (1) × 2 (If result ≤ 0, Return 0; If result ≥ 100, Return 100);
Then: Experience (1c) + 10 (Heroic Action Bonus);
Therefore, if we have a Heroic Action, the Minimum EXP = 10; the Maximum EXP = 110.

Remark:
1. Skill Ratio: Default = 1; If Aimée and Eugénie equipped the skill "Proficiency", Skill Ratio = 1.2. "Proficiency" unlock from LV10 and providing 20% experience.