Damage (Kingdom)

Damage reduces an adventurer or monster's HP by a specified amount in Dokapon Kingdom. If the adventurer's HP is reduced to zero, they are defeated. Damage can be broken into two categories: Battle Damage and Overworld Damage.
==Battle Damage==
Every turn in battle, each side gets one turn to attack.  If one side is defeated after the first attack, the second attack is skipped. The formula depends on the type of attack used, but there are some commonalities:
*After the baseline damage is calculated, it is multiplied by a Random number that is either exactly 95% or exactly 105%. This value is determined again for each attack.
*The proficiency bonus increases Attack, Strike, and Counter damage by 30%. In calculations, Proficiency has a value of either 1.3 or 1.
*No rounding is done until the final value, which rounds to the nearest whole number.
===Attack===
When doing a basic attack, every 2.3333 points in the defender's DF negates 1 point in the attacker's AT. The formula is as follows:
Damage = (Attacker AT * 2.8 - Defender DF * 1.2) * Guard * Proficiency * Random
The value of Guard depends on the defender's choice:
Choice 	Value
Defend 	1.0
Magic Defend 	1.4
Counter 	1.8
<unable to react>	2.0
===Magic===
When casting a spell, every 2.4 points in the defender's MG negates 1 point in the attacker's MG.  The formula is as follows: 
Damage = (Attacker MG * 2.4 - Defender MG) * Offensive Power * (1 - Defensive Power) * Guard * Random
Offensive Power is the Power of the attacker's Offensive Magic.
Defensive Power is the Power of the defender's Defensive Magic. This is applied even if the defender doesn't select their defensive magic.
The value of Guard depends on the defender's choice:
Choice 	Value
Defend 	1.4
Magic Defend 	1.0
Counter 	1.8
<unable to react>	2.0
===Strike===
When using strike, the attacker's AT, MG, and SP is pitted against the defender's DF, MG, and SP at a ratio of 2.5:1.  The formula is as follows:
\begin{array}{lcl}
Attacker = Attacker AT + Attacker MG + Attacker SP \\
Defender = Defender DF + Defender MG + Defender SP \\
Damage = (Attacker * 2.5 - Defender) * Guard * Proficiency * Random
\end{array}
The value of Guard depends on the defender's choice:
Choice 	Value
Defend 	1.6
Magic Defend 	1.7
Counter 	(see below)
<unable to react>	2.5
===Counter===
If the defender counters the attacker's strike, the attacker instead takes damage according to the following formula:
\begin{array}{lcl}
Attacker = Attacker AT - Attacker DF\\
Defender = Defender AT + Defender MG + Defender SP \\
Damage = (Defender * 4 + Attacker * 2) * Proficiency * Random
\end{array}
The proficiency bonus is based on the attacker, rather than the defender. Due to how the formula works, players with lower Attack than their Defense take less damage when being countered, though it is unclear how often this makes a difference in survival.
===Curse===
If the attacker is cursed, they may randomly damage themselves instead of the opponent. The self-inflicted damage is equal to using Attack on oneself, except without taking proficiency into account. The possible values of Guard are likely the same as using Attack, but we don't know whether it is based on the Attacker's choice, or the Defender's.
Damage = (2.8 * AttackerAtt - 1.2 * AttackerDef) * Guard * Random
==Overworld Damage==
While on the Overworld, characters can take damage from a variety of sources.
===Damage Spells===
If a player uses a damaging spell such as Magma on other players and/or monsters, the target(s) takes damage according to the following formula:
Damage = (Attacker MG * 2 - Defender MG) * Spell Power * Random
Spell Power is the Power of the Field Magic.
Unlike in Battle Damage, this Random is a random number between 100% and 110% (not just the min or max). The amount added by Random will always be at least 1.
Final damage is rounded down to the nearest whole number, but cannot go lower than 1.
===Status Effect Damage===
Certain status ailments damage the character at the start of their turn, regardless of whether they are able to move. Poison and being in the Sunken Shrine cause a player to take damage equal to their level, while the Plague deals twice that. Of the statuses, only the Plague can kill a player, while the others stop at 1 HP.
===Trap Damage===
If a player lands on a trap, there is a chance they will take damage relative to their maximum HP.
== Accuracy ==
Accuracy calculations are based on each player's speed stat. 
=== In-Battle ===
Magic attacks cannot miss unless the defender has used Decoy. Battle Skills, such as Steal and Rob, each have their own fixed chance of success. For Attack and Strike, accuracy is calculated according to the following formula:
Accuracy % = \frac{Attacker SP}{{Attacker SP + Defender SP}}*100 + 25
Battle accuracy is 75% when the attacker and defender have equal speed. A player reaches a 100% hit rate when when their speed is at least 3 times that of the defender. If a player has one third or less speed than their opponent, they have a 50% hit rate, which is the minimum possible accuracy. If the defender uses Counter, they cannot dodge at all, including when they are under the effect of Decoy.
NOTE: Even if an attacker has over triple the defender's speed, there's still a rare chance to miss. It's unknown why this occurs.
=== Field Magic ===
For field magic, every point of speed different between the attacker and the target equates to ±0.65%. Distance from the target has no effect on accuracy, nor does the user's magic stat. Accuracy is based on the following formula:
Accuracy % = 60 + (0.65 * (Attacker SP - Defender SP))
Accuracy is 60% when the speed stats are equal. Accuracy reaches its caps of 100% and 20% when the attacker's speed stat is 62 points higher or lower than the defender, respectively.
Category:Terms
Category:Battle