Damage from the Archer's CHARGE command is calculated using the normal weapon equations, with the following modifications.
For Charge + K, damage is equal to:
Weapon | Charge Formula |
---|---|
Bare Hands | PA * ([PA + K] * Br) / 100 |
Knife | WP * ([PA + K] + [Sp + K]) / 2 |
Sword | WP * [PA + K] |
Knight Sword | WP * ([PA + K] * Br) / 100 |
Ninja Sword | WP * ([PA + K] + [Sp + K]) / 2 |
Katana | WP * ([PA + K] * Br) / 100 |
Staff | WP * [MA + K] |
Rod | WP * [PA + K] |
Crossbow | WP * [PA + K] |
Bow | WP * [([PA + K] + [Sp + K]) / 2] |
Gun [Physical] | WP * [WP + K] |
Gun [Magical] | [CFa/100 * TFa/100 * (WP + K) * Q] |
Flail | WP * (1..[PA + K]) |
Axe | WP * (1..[PA + K]) |
Stick | WP * [MA + K] |
Spear | WP * [PA + K] |
Musical Instrument | WP * ([PA+K + MA+K] / 2) |
Dictionary | WP * ([PA+K + MA+K] / 2) |
Fabrics | WP * ([PA+K + MA+K] / 2) |
Bag | WP * (1..[PA + K]) |
CHARGE abilities are slow actions and have the following initial values of CTR:
Ability Name | Range | AoE | CT | Effect | Primary Roll% | Secondary Roll% |
---|---|---|---|---|---|---|
Charge +1 | Weapon | 0 | 3 (aiming) | Basic Attack with +1 added to the primary stat | 60% | 47% |
Charge +2 | Weapon | 0 | 4 (aiming) | Basic Attack with +2 added to the primary stat | 50% | 30% |
Charge +3 | Weapon | 0 | 5 (aiming) | Basic Attack with +3 added to the primary stat | 50% | 30% |
Charge +4 | Weapon | 0 | 6 (aiming) | Basic Attack with +4 added to the primary stat | 50% | 30% |
Charge +5 | Weapon | 0 | 7 (aiming) | Basic Attack with +5 added to the primary stat | 50% | 30% |
Charge +7 | Weapon | 0 | 9 (aiming) | Basic Attack with +7 added to the primary stat | 50% | 30% |
Charge +10 | Weapon | 0 | 12 (aiming) | Basic Attack with +10 added to the primary stat | 45% | 18% |
Charge +20 | Weapon | 0 | 16 (aiming) | Basic Attack with +20 added to the primary stat | 31% | 13% |
These CTR values are not affected by the 'Short Charge' or 'Non-charge' abilities.
A CHARGE ability can only target a panel, not a unit. If the target of the CHARGE moves before the CHARGE is executed, the attack will fail to connect.
If the caster of the CHARGE moves while charging or if his weapon is broken while he is charging, the CHARGE will be aborted. (Exception: The undead Archer's version of CHARGE does not have the latter restriction. If the charging unit's weapon is broken, the CHARGE will continue and will resolve as a fist attack, even if the original weapon was a long-distance weapon.)
In terms of damage, evasion, and modifiers, CHARGE attacks are treated just like normal weapon attacks. CHARGE attacks are weapon-elemental.