A collection of values used for calculations during combat. Different values change how important specific stats are for specific actions. Currently the only values are the default ones, but it is planned that module creators will be able to tweak these in the future.
For all physical attacks not using fixed damages, including basic attacks, the minimum possible damage is computed using an "Atttack Physical Skill Factor" (APSF) and an "Attack Physical Luck Factor." (APLF) The first defaults to 6 and the second defaults to 10. The ratio of the attacker's Physical Skill to the defender's Physical Skill will be divided by APSF and added to the ratio of the attacker's Luck to the defender's Luck divided by APLF. The sum (or 1 if it exceeds 1) is then multiplied by the maxmimum damage to obtain the minimum damage.
For all special attacks not using fixed damages, the minimum possible damage is computed using an "Atttack Special Skill Factor" (ASSF) and an "Attack Special Luck Factor." (ASLF) The first defaults to 6 and the second defaults to 10. The ratio of the attacker's Special Skill to the defender's Special Skill will be divided by ASSF and added to the ratio of the attacker's Luck to the defender's Luck divided by ASLF. The sum (or 1 if it exceeds 1) is then multiplied by the maxmimum damage to obtain the minimum damage.
For any physical attacks not using fixed hit percentages, as well as equip attempts on other entities, the physical hit chance is calculated by adding together weighted ratios of the attacker's Physical Skill, Luck, Speed, and Dexterity with the defender's stats. There are constants for each one: "Physical Hit Physical Skill Weight" (PHPSW), "Physical Hit Luck Weight", (PHLW), "Physical Hit Speed Weight" (PHSW), and "Physical Hit Dexterity Weight" (PHDW). These are multiplied with the corresponding ratios, and their sum must add up to 1. The default values are 0.5, 0.125, 0.125, and 0.25 respectively.
For any special attacks not using fixed hit percentages, the special hit chance is calculated by adding together weighted ratios of the attacker's Special Skill, Luck, Speed, and Dexterity with the defender's stats. There are constants for each one: "Special Hit Special Skill Weight" (SHSSW), "Special Hit Luck Weight", (SHLW), "Special Hit Speed Weight" (SHSW), and "Special Hit Dexterity Weight" (SHDW). These are multiplied with the corresponding ratios, and their sum must add up to 1. The default values are 0.5, 0.125, 0.125, and 0.25 respectively.
The fraction of a combatant's Physical and Special Defense used for the one turn buff when he or she is defending. The default value is 0.25, so a combatant with 8 base Physical Defense and 5 Physical Defense from equipment and other buffs will get a Defend buff with 2 Physical Defense and have a total of 15 Physical Defense until the end of the turn. Special Defense is the same.
The experience curve is a floating point value used to determine how much experience is needed to level up. The amount of experience necessary is an exponent, with the experience curve as the base and the player's level plus three as the power. For example, the default experience curve is two, so it would take 64 experience for a level three player to level up. Experience is kept after leveling up, so once the character gets 64 experience points, he or she will have 64 out of 128 experience points towards the next level.