Fire Emblem: Rising Thrust - I fixed it, math is real again
Now you can look at the hit rates and crit rates to work out for yourself how much damage your attacks will do on hit based on the attack's original damage.
Could I add another section to the damage calculator to display "Total Damage" after Hit Rate potentially reduces and Crit Rate potentially increases the damage? Yes. And some day, I might do alter the UI to display total damage. I could even hide the Original Damage, Hit Rate, and Crit Rate numbers if some people have problems seeing all those numbers at once. And I could fix that little box at the bottom of the screen to display the final damage, not the original damage, too.
A sword with 10 damage and 100 hit and 30 crit doesn't have its damage reduced by hit, and does have its damage increased to 16 by the crit rate.
A sword with 10 damage and 50 hit and 0 crit has its damage halved by the hit rate and doesn't have its damage increased by the crit rate.
A sword with 10 damage and 50 hit and 50 crit reduces damage from 10 to 5, then subtracts (crit rate)% of the damage to get crit damage and noncrit damage, multiplying crit damage by 3 before adding it back to noncrit damage, getting final damage. Does damage still sound like a word, or did it give someone brain damage?
To put it another way, the hit rate will reduce damage by (hit rate)% if the hit rate percent is under 100, then the crit rate will increase that damage by subtracting that percent from the damage, multiplying it by 3, and adding it back.
Iron Sword (10 damage, 100 hit, 30 crit) will do 16 damage. (30% of 10 is 3, 10-3 is 7, 3x3 is 9, 7 plus 9 is 16)
Iron Blade (10 damage, 50 hit, 0 crit) will do 5 damage. (50% of 10 is 5)
Killing Edge (10 damage, 100 hit, 50 crit) will do 20 damage. (50% of 10 is 5, 5x3 is 15, 15 plus 5 is 20)
Maximum Edge (10 damage, 100 hit, 100 crit) will do 30 damage. (10x3 is 30).