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authorhistoria <[not public]>2026-07-01 22:30:31 -0400
committerhistoria <[not public]>2026-07-01 22:30:31 -0400
commitc14c2e403c75a913e1a6d962fb6fe64f013adae5 (patch)
tree75070293fe2535b594ac72e501cbf08a3f1146e0 /data/help/science.yaml
parent8eec7b75ff9c8c368b252373db45fb891732d2ca (diff)
downloadthehouseoficarus-c14c2e403c75a913e1a6d962fb6fe64f013adae5.tar.gz
fix: combat formulas and mob attack types (mobs switch attack styles if safespotting)
Diffstat (limited to 'data/help/science.yaml')
-rw-r--r--data/help/science.yaml19
1 files changed, 18 insertions, 1 deletions
diff --git a/data/help/science.yaml b/data/help/science.yaml
index 901b2f3..a8a79c9 100644
--- a/data/help/science.yaml
+++ b/data/help/science.yaml
@@ -37,6 +37,23 @@ description: |
- 'trigger <mod>' queues a one-shot mod for your next attack
- Only one mod can be queued at a time
+ Science damage formula:
+ Max hit = floor(mod_max_hit * (1 + equipment_science_damage% / 100))
+ If the target is weak to your mod's element:
+ Max hit += floor(mod_max_hit * target_weakness% / 100)
+
+ Elemental weakness:
+ Some mobs have an elemental weakness (solar, hydro, eco, bio,
+ chaos) with a weakness percent. If your module's element matches
+ the mob's weakness, you gain +weakness% accuracy and
+ +floor(base * weakness%) damage on top of your equipment bonus.
+
+ Accuracy roll: EffectiveScience * (ScienceAttack + 64)
+ EffectiveScience = Science level + tech_boosts + 9
+
+ The mob's Science level determines its magic defense roll:
+ Defense roll = (mob.Science + 9) * (mob.ScienceDefense + 64)
+
Type 'mods' to see all modules you can currently use.
- See also: trigger, autotrigger, mods, scavenging
+ See also: trigger, autotrigger, mods, scavenging, combat