Thread:FixSRwiki/@comment-46261745-20201002230402/@comment-46261745-20201003151701

So how this 'missing' class base vulnerability works, is that it wouuld be added directly to the enemy's magical attack - see CAPS in adjusted formula

I left out all the int buff calcltions since we didn't have buffs in this battle, but it's relevant to how this gets calculated:

Magic attack = (Base class MDamage  -  10 (if enemy diviner guard)) + ((INT * 10 + ENEMY MVULNERABILITY) * ((100+Buffs) / 100))

This might be unbalanced, since int buffs are going to multiply that vulnerability damage.... might want to rework it t apply afterwards?

So in this particular battle, it would work out pretty simply, since we don't have the buff calculation. At 2 enemy eINT, I'd expect:

(min( troopCount, (( max(10, ( (eINT * 10 + ENEMY MVULNERABILITY  + (5) ) - aINT * 0.7) * 770) / 100) * 0.5 * (100 - your battlefield effect) / 100)) = 98

Damage for diviners/mages = 98 (as they have 0 base mVulnerability

Damage for footsoldiers, monks, ninjas, etc = 116

(( max(10, ( (2 * 10 + 10  + (5) ) - 7 * 0.7) * 770) / 100) * 0.5 * (100 - your battlefield effect) / 100)

(( max(10, ( (20 + 10  + (5) ) - 4) * 770) / 100) * 0.5 * (100 - 2) / 100)

(( max(10, ( (35 - 4) * 770) / 100) * 0.5 * (100 - 2) / 100)

(31 * 770) / 100) * 0.5 * (100 - 2) / 100)

Damage for warriors and archers = 153