Game_Action.prototype.makeDamageValue = function(target, critical) {
    var a = this.subject();
    var b = target;
    var v = $gameVariables._data;
    var item = this.item();
    var baseValue = this.evalDamageFormula(target);
    var value = baseValue * this.calcElementRate(target);
    if (this.isPhysical()) {
                if (a.isLearnedSkill(3)){value+=a.atk;}
        value *= target.pdr;
    }
    if (this.isMagical()) {
        value *= target.mdr;
    }
    if (baseValue < 0) {
        value *= target.rec;
    }
    if (critical) {
        value = this.applyCritical(value);
    }
    value = this.applyVariance(value, item.damage.variance);
    value = this.applyGuard(value, target);
    value = Math.round(value);
    return value;
};
Game_Action.prototype.makeDamageValue = function(target, critical) {
    var a = this.subject();
    var b = target;
    var v = $gameVariables._data;
    var item = this.item();
    var baseValue = this.evalDamageFormula(target);
    var value = baseValue * this.calcElementRate(target);
    if (this.isPhysical()) {
                if (a.isLearnedSkill(3)){value+=a.atk;}
        value *= target.pdr;
    }
    if (this.isMagical()) {
        value *= target.mdr;
    }
    if (baseValue < 0) {
        value *= target.rec;
    }
    if (critical) {
        value = this.applyCritical(value);
    }
    value = this.applyVariance(value, item.damage.variance);
    value = this.applyGuard(value, target);
    value = Math.round(value);
    return value;
};