Its more about when the buff is applied and triggers.
An IF THEN ELSE chain would do the following when checking an attack*:
If Awareness = True THEN [Crit = 0] ELSE[
If RawIntuition = True AND Position = Flank or Rear THEN [Crit = 255] ELSE[
Crit = "Crit Formula"]
If RNG < Crit THEN [Critical Hit] ELSE [
If Shelltron = True THEN [Block = 255, Recover X MP, Remove Shelltron] ELSE[
IF Bullwark = True THEN [Block = "Block formula"+153]]
If RNG < Block and Position = Front THEN [Blocked Hit] ELSE [
If KeenFlurry = True THEN [Parry = "Parry formula" + 204] ELSE [If DarkDance = True THEN [Parry = "Parry formula" + 51]]
If RNG < Parry and Position = Front THEN [Parried Hit] ELSE [HIT]]]]
*It has been ages since I actually last programed as so this should not be taken as "it must be this way" its an illustration of a possible way to do it.
In your single roll model Shelltron would either need two steps (one before the roll to modify the table and one after to proc off the block) in order to trigger or would always trigger on the first physical attack after it was used.
We are only seeing the final result (was an attack parried or not) and only can see one of the variables. There is nothing telling us X Parry value = 10% Parry. All we know and have been told is that a Program uses our Parry stat and character level and a Random number to determine if we have parried or not. The X% parry numbers are percentages based on parsed data. Nothing in game tells us our Percentage Block Rate or Percentage Parry Rate.Originally Posted by Zfz


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