Staff avoid: + ( Terrain bonus × Class type bonus)Ĭlass type bonus is 2 for Covert-type classes, 0 if the enemy is a Mystical-type class, 1 for all others. Weapon avoid: ( Speed × 2) + ( Luck / 2) + ( Terrain bonus × Class type bonus) + ( Support bonus) + ( Skill bonus) Magical avoid: + ( Ability bonus) + ( Equipment bonus) + ( Battalion bonus) Physical avoid: ( Attack speed) + ( Terrain bonus) + ( Support bonus) + ( Ability bonus) + ( Equipment bonus) + ( Battalion bonus) Physical avoid: ( Attack speed) + ( Terrain bonus) + ( Support bonus) ( Speed × 1.5) + ( Luck / 2) + ( Support/ Dual bonus) + ( Skill bonus) + ( Class bonus)Ĭlass bonus is +5 for Master Ninjas, and +10 for Lodestars, Nine-Tails, Swordmasters, Pegasus Knights, and Witches. ( Speed × 1.5) + ( Luck / 2) + ( Support/ Dual bonus) + ( Skill bonus) The class bonus is +10 for Swordmasters only. ( Speed) + ( Luck / 2) + ( Terrain bonus) + ( Support bonus) + ( Class bonus) ( Attack speed) + ( Luck / 2) + ( Terrain bonus) + ( Support bonus) ( Biorhythm bonus) + ( Affinity bonus) + ( Authority bonus) ( Attack speed × 2) + ( Luck) + ( Terrain bonus) + (Buddy support bonus) + ( Attack speed × 2) + ( Luck) + ( Terrain bonus) + ( Support bonus) + ( Biorhythm bonus) ( Attack speed × 2) + ( Luck) + ( Terrain bonus) + ( Support bonus) + Tactician bonus) ( Attack speed × 2) + ( Luck) + ( Terrain bonus) + ( Support bonus) ( Attack speed × 2) + ( Luck) + ( Terrain bonus) + ( Support bonus) + ( Authority bonus) + ( Charm bonus) In this game, Avoid can be negative, through the possibility of negative attack speed or through some tiles' avoid penalties. ( Attack speed × 2) + ( Luck) + ( Terrain bonus) + ( Authority bonus) + ( Charm bonus) + ( Lover bonus) If any bonus is not relevant, the bonus in question is taken to be 0. ( Speed + Luck + Terrain bonus + Support bonus) Physical avoid: ( Attack speed + Terrain bonus) The faster the unit and the lighter their weapon, the better their odds of substantially reducing their opponent's hit rate and thus dodging their attacks. In battle, the avoid calculation is used against the opponent's base hit rate, and is directly subtracted from the base hit rate to produce the opponent's "battle hit rate": their practical odds of actually striking the unit and causing damage, as displayed in the battle screen and in the combat forecast panel. As such, while a unit's base speed stat is a factor, in all games until Fire Emblem: Shadow Dragon a unit's avoid calculation is helped or hindered by the weight of the weapon they wield. A unit's avoid is calculated based primarily on their attack speed calculation and on any bonuses or penalties awarded by the terrain on which they stand, and depending on the individual Fire Emblem series game may include other factors, such as their luck stat and bonuses awarded by supports, skills and the weapon triangle. With his high avoid, Pent is able to easily dodge this enemy General's attack.Īvoid (Japanese: 回避 avoidance), known as avoidance in Three Houses and abbreviated Avo, is a calculation determining the ability of a unit to dodge incoming attacks.
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