Ability Power

This page lists formulas for damage calculations and other potential Ability effects.
==Basic Values==
All stats and number in Bonfire run on the scale from 1 to 100, which allows the game to use same basic values in different formulas, from calculating damage to turn order. 
These values are:
* Base Effect Power: 20
* Max Stat Multiplier: 2
* Speed Stat Multiplier: 0.6
* Ability Power: varies per ability
Base Effect Power is the initial, default value for all effects, before Stats or specific ability's power are taken into account. Max Stat Multiplier defines by how much this base power is increased at Stat value of 100. Speed Stat Multiplier is additionally used for computing the effect of Speed, as otherwise it'd be more powerful than other stats. Ability Power depends on the exact ability being used and simply multiplies the final value. 
As such, the basic formula for computing any effect in Bonfire looks like this:
Final Power = ([Base Effect Power] + [Base Effect Power] * ([Stat] / 100) * [Max Stat Multiplier]) * [Ability Power]
Read further for more detailed explanations of more specific cases.
==Damage Formula==
Damage is calculated according to this formula (accounting for the basic values listed above):
Damage = (20 + 0.4*([Attacker's Stat] - [Target's Armor])) * [Ability Power]
Attacker's stat depends on circumstances. For direct attacks (ie. using an enemy-click ability) the value of Attack is used. In all other cases, including damage dealt by debuffs or items, it's Special.
If this value is less than 5, the attack deals 5 damage instead. For armor piercing attacks, the target's Armor is treated as 0 unless it was negative to begin with. Damage done through debuffs uses the value of Special at the point of application.
== Healing Formula ==
Healing is calculated in a similar manner as damage, except it always uses Special and Armor plays no role.
Healing = (20 + 0.4*[Caster's Special]) * [Ability Power]
Healing can't exceed the difference between target's Health and Max Health. As with damage, healing done through buffs uses the value of Special at the point of application.
== Buffs/Debuffs Effect Formula ==
Some buffs raise or lower stats of the target. The stat increase or decrease is calculated according to this formula:
Stat Change = (20 + 0.4 * [Caster's Special]) * [Ability Power]
The duration of a buff depends on the ability used to apply it. Buff durations are constant for each ability and are not affected in any way by stats.
== Quicken Formula ==
Some abilities cause a quicken effect that makes the target's turn come sooner (see Turn Order for more details). The formula for all quicken effects is this:
Next Turn Progress += (20 + 0.4 * [Caster's Special]) * [Ability Power]
Next turn happens once Turn Progress reaches 100. Values over 100 are not lost and contribute to future turns.
== Delay Formula ==
Likewise, some abilities reduce target's progress towards the next turn, delaying their action (see Turn Order for more details). The formula for the delay effect is this:
Next Turn Progress -= (20 + 0.4 * [Caster's Special]) * [Ability Power]
Turn Progress lowered this way can go into negatives. As long as the target's Turn Progress is lower than when the delaying ability was originally used, stars will appear over their head signifying stunned status. Using further delaying abilities against already stunned targets produces only 35% of normal results.
== Summon Formula ==
Summoning works slightly differently, as the summoned creature's power is more dependent on its base stats and the effect of caster's Special is lessened. When summoning occurs, all of the creature's stats are increased according to this formula:
Final Stat = [Base Stat] + [Base Stat] * 0.006 * [Caster's Special] * [Ability Power]
As such, the effective power of summons is much more consistent between different characters.
Summoned creatures always have 50 max Health, regardless of their original stats.
Category:Game Mechanics