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Fire Emblem: Genealogy of the Holy War
Calculations
Attack Speed
| Property |
Calculations |
|---|---|
| Attack Speed |
= Speed - weapon Weight |
Double attack if: Attack Speed > enemy Attack Speed (and user
has
Pursuit skill)
Damage
| Property |
Calculations |
|---|---|
| Physical damage | = Strength + weapon Might |
| Physical defence | = Defence + Terrain bonus |
| Magical damage | = Magic + weapon Might |
| Magical defence | = Magic Defence |
| Damage | = [(Physical damage x Critical bonus) - enemy's
Physical
defence] or [(Magical damage x Critical bonus) - enemy's
Magical
defence] |
Critical bonus: 2 if critical is successful, 1 if not.
Accuracy
| Property |
Calculations |
|---|---|
| Accuracy | = (Skill x 2) + weapon Accuracy + Leadership bonus +
Charisma bonus + Lover bonus + Weapon triangle bonus |
| Avoid | = (Attack Speed x 2) + Luck + Terrain bonus + Leadership bonus + Charisma bonus + Lover bonus |
| Battle accuracy | = Accuracy - enemy's Avoid [%] |
| Sword status-effect rate | = 30 - enemy's Magical defence [%] |
Leadership bonus: 10 for two Leadership stars, 20 for three stars,
30
for four stars and 40 for five stars (for Leader or for characters
within 3 tiles radius of the Leader).
Charisma bonus: 10 if a character with Charisma is within 3 tiles
radius.
Lover bonus: 10 if a Lover is within 3 tiles radius
Weapon triangle bonus: +20 if weapon is good against enemy, -20 if
weapon is bad against enemy
Note: Sword status-effect rate is 100% if the enemy's Magical
Defence is 31 or greater.
Critical
| Property |
Calculations |
|---|---|
| Critical rate (without Critical skill) | = Combination bonus [%] |
| Critical rate (with Critical
skill) |
= Skill + Weapon Kills bonus + Combination bonus [%] |
Weapon Kills bonus: 1 for each Weapon Kill over 50 (maximum is 50,
i.e
100 Weapon Kills).
Combination bonus: 20 if a
lover or sibling is adjacent to the user
Note 1: Critical evade is always 0.
Note 2: When Wrath activates, Critical rate is always 100% (unless
enemy has Awareness).
Note 3: Critical rate is 0 if enemy has Awareness.
Note 4: The Critical skill is obtained on a weapon once it has
over 50
Weapon Kills.
Experience
| Property |
Calculations |
|---|---|
| Experience from doing damage |
= 10 + (enemy's Level - Level) |
| Experience from defeating enemy |
= 30 + [(enemy's Level - Level) x 2] |
Recovery costs
| Property |
Calculations |
|---|---|
| HP recovery from castles |
~ Max HP / 5 |
| Cost of HP recovery from
castles |
= HP recovery from
castles
x 5 [gold] |
| HP recovery from churches | = Max HP - HP |
| Cost of HP recovery from churches |
= HP recovery from churches x 5 [gold] |
| Property |
Calculations |
|---|---|
| Child's Gold |
= [(Father's Gold + Mother's Gold) / 10] + 2000 |
| Child's growth rates | = Main parent's growths rates + (Secondary parent's growths rates / 2) + Holy blood bonus |
| Parent's HP addition | = (Parent's HP - 20,
take as 0 if negative) |
| Parent's Luck addition | = Parent's Luck |
| Parent's (non HP / Luck) stat addition | = (Parent's stat -
Parent's class base stat, take as 0 if negative) |
| Child's HP addition | = Level x HP growth
rate |
| Child's (non HP) stat addition | = (Level - 1) x stat
growth rate |
| Child's starting HP |
= { [(Main parent's HP
addition x 2) + Secondary parent's HP addition] / 10 } +
Child's HP
addition + 20 |
| Child's starting Luck |
= [(Main parent's Luck
addition x 2) + Secondary parent's Luck addition + Random
number] / 10]
}+
Child's Luck addition + 1 |
| Child's starting (non HP /
Luck)
stat |
= [( { [(Main parent's
stat addition x 2) + Secondary parent's stat addition] / 10
}+ Child's
stat addition) mod 15] + Child's class base stat |