Thread:FixSRwiki/@comment-46261745-20201002230402/@comment-46261745-20201004150151

Thanks so much!

And hooray! It works!

The damage numbers are slightly off, but without double checking the calculation, I notice that instead of you having a +2% battle effect, this time the enemy has a +2% battle effect, so that would explain the +1 damage to monks/footsoldiers and +11 damage to warriors/archers.

Hmm, I don't think it works out as a % actually, it's probably better to think of it in terms of effective INT.

Technic ally, this resistance works as   a flat amount addition to the enemy's INT before buff multipliers. You can see it here in the formula. I'm pretty sure this is accurate now:

Magical damage = min( troopCount, (( max(10, ( ( (eINT * 10 + vulnerability stat ) * (buff as % + 100% ) ) + (attacker's class base magic damage - 10 if diviner guard) ) - aINT * 7 * buff as % + 100% ) * attacker troop count/100) * skill damage effectiveness * battlefield effect as a %)

eINT is attackers/enemy's INT, aINT is defenders/ally's INT

Note that the only difference here is that the vulnerability stat is not included in the base game..

So if I were to explain this to someone, I would say that vulnerability gives the enemy attacker + X effective INT depending on the class of the character receiving damage. X = 0 for diviners/mages, 1 for Footsoldiers, Mikos, Monks and Ninjas, 3 for Peasants and 2 for everyone else

Does that summarise?