Magicka Mechanica Equations

Equations

  • Health Total = str + (con x 4)
  • Fatigue Total = con x 2 + (str x 2) + (will)
  • Skill Gain Per Use = (stat + (stat x race gain)) x 25) / skill x 0.01
  • Skill Use Fatigue Reduction = base cost – [base x ((skill -25) x .01)]
  • Stat Calculation = [skill ties average] / 4.5
  • Skill Minimum = [stat x 5] / 2
  • Damage Modifier = base damage + [base x [(stat – 1) x 5 x .01]] + [base x [(skill – 25) x .01]]
  • Stat Use Modifier = [(stat – 1) x 5 .01]
  • Damage Per Hit Reduction = damage taken – [damage x [(con / 2) x 5 x .01]] – [ACRH]
  • Skill Lowest Per Race = [race stat x 5] / 2
  • Fatigue Regeneration Rate Per Second = (con x 25) x .01
  • Base Weapon Use Fatigue Reduction Cost = base cost – [base x [(str / 2.5 x con) x .01]]
  • Total Fatigue Factor Cost = base cost + [base x [sleep hours + (hunger hours x 3) + (Thirst Hours x 5)] x .01] – [skill use reduction] – [(stat use modifier if non-combat) or (base fatigue reduction cost if combat)] + [base x [encumberance percentage]]
  • Critical Hit Chance = [(skill – 25) + (talent x 5)] / 2 x .01
  • Bare Hand Base Damage = str / 2 + [str x [(hand to hand – 25) x .01]]
  • Bare Handed Fatigue Cost = con / 2 – [con x [(hand to hand – 25) x .01]]
  • Grapple Success Score = fatigue total + [fatigue total x [(hand to hand – 25) + [(str – 1) x 5]] / 2 x .01] + [current fatigue – total fatigue]
  • Health Regeneration Rate Per Hour = [str x con + will] / 2 x .01
  • Encumberance Weight Max = con + (str / 2) x 12.5
  • Encumberance Percentage Cost = total encumberance max / Current encumberance
  • Walking Speed in Miles Per Hour = [(agl / 4) + (con / 2)] – [(agl / 4) + (con / 2) – [(agl / 4) + (con / 2) x encumberance percentage cost]]
  • Running Speed in Miles Per Hour = walk speed x 2 + [(walk speed x 2) x (athletics – 25 x .01)]
  • Running Speed Cost Per Second = run speed + [total fatigue factor costwith run speed as base]
  • Armor Count Hit Reduction = armor count + [armor count x [(skill – 25) x .01]] – [armor count – [armor count x [armor count percentage]]]
  • Armor Count Percentage = total armor count / current armor count
  • Stealth Effective Percentage = (stealth – 25) – [(stealth – 25) x (light percentage x .01)] – [(stealth – 25) x [(current speed x 10) x .01]]
  • Tiring Rate Per Action = [total fatigue factor cost] x 5 x .01
  • Sleep Rate Increase = [sleep x [tiring rate]]
  • Unarmored Armor Count = [(con – 1) + [unarmored – 25) / 5]] / 2
  • Dodge Chance = [[(agl – 1) + (talent – 1)] / 2] x 5 x .01
  • Parry Chance = [dodge chance] + [(skill – 25) x 5 x .01] / 2
  • Disguise Chance = [[(cha – 1) x 5] + (disguise – 25) / 2] x 5 x .01
  • Pickpocket Chance = [[stealth effective percentage] + [[(dex – 1) x 5] + (pickpocket – 25) / 2] /2]
  • Ranged Accuracy Percentage = [(dex – 1) x 5 + (skill – 25) / 2] x .01
  • Skill Success Rate in Non-Combat = [(stat – 1) x 5 + (skill – 25) / 2] x.01
  • Sleep Rate = sleep counter + [sleep rate increase]
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