OstinatoArpeggio InfoBattle System

Damage Formula

WARNING: Do not read any further if you don't like and/or don't understand math. Doing so will make you think that Arpeggio is much more complicated than it really is.

Arpeggio is based on Paper Mario because Paper Mario's battle numbers are very small and simple and predictable, in direct contrast to every other RPG in existence. As such, damage calculations in Arpeggio are supposed to be extremely simple, taking the basic form of Attack Power minus Defense Power. However, I have added many different factors to the Arpeggio system that can affect the damage dealt by an attack, and the full damage formula will look incredibly complicated because of them. What you should remember is that most of the time, only one or two of the variables in the formula are actually being used, and all of the other ones are set to 0 or 1 in such ways as to make them have no effect on the outcome of the attack.

Here are all the variables involved in the formula:

Two very special rules apply to the damage formula. One: all instances of subtraction have a minimum result of 0, and any negative values should be immediately bumped up to 0 before continuing with the equation. (The variables themselves, though, can store negative values, as mentioned above.) Two: all non-integers should be immediately rounded down as soon as they appear (you should only end up with .5s, since the only possible division is by 2).

Here is the full formula, written in a sort of chronological order:

Damage = ((((A + X + E + W + Z) - ((D + Y)*B + R*P)) - V)/(1 + S*B))*C*L*I

Note that characters who have Obsessive-Compulsive Disorder round all damage off to even numbers. After feeding the numbers through this formula, if the result is an odd number, then add or subtract 1 according to whichever would be bad for the afflicted character.