Attributes F&H2

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This page will explain how the Attributes/Stats in Fear & Hunger 2: Termina function.

Player characters

Attack

This stat indicates how much damage weapon attacks do. The standard formula for calculating damage is as follows:

  • Take the attacker's Attack stat and multiply it by 4.
  • Take the defender's Defense stat, which is always 10, and multiply it by 2.
  • Subtract the defense calculation from the attack calculation.

There is 20% variance in the exact amount of damage done by an attack, and also a possibility of a critical hit which multiplies damage by 3. But as a basic example, if a character's Attack stat is 65 and the enemy's Defense stat is 10, one can expect to hit for around 240 damage, plus or minus 20%.

All characters have a base Attack power of 30. The only variation is if the player trained strength in Marcoh's intro.

Damage resistance

These are the stats that determine how much damage the player will take, these stats are shown at the bottom of every item's description, and it's multiplicative.

For example, the Ballistic shield has 80% resistance to piercing damage, if you combine it with another ballistic shield, you will get 64% piercing resistance, which means that the next piercing attack that will hit you will only do 64% of its damage.

M.Attack

This stat indicates how much damage a magic attack will do. The formula for magic attacks is different depending on the spell, for example, the formula for Hurting (F&H2) is 200 + M.Attack * 2 - 20 * 1.3 [1 Rev] (0% variance).
And the formula for Roots that reap is M.Attack * 4 - 20 (20% variance).

You can find all of the formulas in the Skills List F&H2 page.

The regular M.Attack value for all characters is 16, and it can be increased by equipment like Death mask (Item) or Chac chac.

Agility

Determines which character can move first, and the chance to escape fights using the menu Run!.

The character with higher agility will move before characters with lower agility, for example, if your main character had 10 agility and one of your party members had 15, the party member will act first.

Having more than 50% of the enemy's average agility grants you an extra turn, and since almost all enemies have 10 agility, getting 16 agility will grant you an extra turn.

If one of your party members had less than the enemy's average agility, there will be a small chance for the enemy to act before your whole party, even if you have party members with more than 10 agility.

All characters start at 10 agility (except Marcoh if you choose to train speed in his intro, where he will start with 12).

The enemies listed below are the only enemies with a different average agility than 10 (keep in mind that the Gasoline canister's 10 agility is always counted in all battles):
Ratkin, her left and right arms have 15 agility, so the average agility is 11.25.
Rat hag, her 3 rats have 15 agility.,so the average agility is 11.88.
Stitches & Living flesh, the living flesh's agility is 5, so the average agility of the whole encounter is 9.4.
Ratkin gang, all of the ratkins have 15 agility, so the average agility is 14.29.
Kaiser, the asterisk's agility is 20, so the averrage agility is 11.25.
Rher, all of the eyes have 15 agility, so the average agility is 13.75.
Henryk, the right arm has 20 agility, so the average agility is 11.43.
Mechanical dance, her head has 2 agility, so the average agility is 8.4.

Defense

This stat goes unused by player characters. If an enemy hits a player character, Defense is not taken into account, however, Damage Resistance is what is accounted for.

The regular Defense value for all characters is 16.

M.Defense

Like standard Defense, Magic Defense is unused in this game.

The regular M.Defense value for all characters is 16.

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