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« on: May 26, 2014, 06:07:57 AM »
I've been sitting on some data for quite a while now (I've actually been working on a Battle Mechanics FAQ for the game; but I still need to complete the Bestiary and a bit of other work for it, which is going to end up being fairly time consuming because of how enemy data is treated in this game, so I haven't had time to get around to it yet), so I figure now is as good a time as any to post it since the topic's been brought back to the front.
Anyway, on to the data:
Physical Damage - This is simple subtraction, but there's an additional factor based on the difference between the character's level and the enemy's. Physical Abilities function exactly the same, except that they multiply the Attack based part of the formula by a specified constant before subtracting Defense.
Normal Attack Damage Formula = max[1,((Character's Level - Enemy's Level)*2.5)] + (Character's Attack – (Enemy's Defense/2))
Physical Ability Damage Formula = max[1,((Character's Level - Enemy's Level)*2.5)] + ((Character's Attack*Ability's Power) – (Enemy's Defense/2))
(Note: Because the amount of random variance the Attack based part of Physical Attacks/Abilities have is based on the Character's Attack stat itself (the Level based part of the damage is 100% constant and has no variance whatsoever in comparison); the following constants that multiply it may not be 100% exact. They have been tested extremely extensively however, and are exact to at least 2 decimal places if more than that is specified, and should be off by no more than a couple thousandths at absolute most regardless of the number of decimal places specified)
Physical Damage Constants:
Hiro:
Poe Sword - 2.36
Sybillium - 1.475
Battalion Sword - 2.46
Concussion Sword - 0.985
Triple Sword - 3 Hits of 2.96
Jean:
Blue Dragon Palm - 3.125
Blue Dragon Kick - 2.46
Blue Dragon Wave - 2.44
Blue Dragon Fist - 2.96
Dopple Dance - Creates a doppelganger that attacks 1 random Enemy at the end of each turn, and lasts for 3 Turns (Counting the turn that it was used) - 1.76
Slam Dance - Creates a doppelganger that attacks 1 random Enemy at the end of each turn, and lasts for 3 Turns (Counting the turn that it was used) - 2.96
Leo:
Flash Blade - 2.16
Buzz Blade - 1.96
Grizzle Blade - 1.56
Soul Blade - 3.44/Heals Leo by the amount dealt; Not actually a draining attack, since it's capable of doing more damage/restoring more health than the enemy actually has in HP. The Healing part itself is capped at 20% of Leo's Max HP however
Magical Damage - Almost entirely based on the difference between the Caster's Level times a constant and the Target's level, with that result then being multiplied by 2.5 as in the Level based part of the Physical Damage Formula. Wisdom and Magic Endurance are simply factored in at the end as a plain addend. Yes, this does in fact mean that Wisdom is a near pointless dump stat that serves only to add 1 point of damage per point of it to even the strongest spells in the game. (that, and Wisdom is also responsible for the random variance of Magical Abilities; a side effect of which is that the following constants are 100% exact before Character Wisdom and Enemy Magic Endurance is factored into the damage)
Magic Damage Formula = max[1,(((Character's Level*Ability's Power) - Enemy's Level)*2.5)] + (Character's Wisdom – (Enemy's Magic Endurance/2))
Magic Damage Constants:
Hiro:
Boomerang - 1.6
Cross Boomerang - 2.0
Squall - 1.7
Tempest - 2.1
Vortex - 1.4
Super Cyclone - 1.8
Lucia:
Napalm Shot - 1.6
Atomic Burn (Spark Canon) - 2.0
Lightning Bomb - 1.36
Thunder Blow - 1.56
Plasma Rain - 1.2
Plasma Rain (Homing Canon) - 1.5
Atomic Burn - 3
Ronfar:
Anger Dice - Doesn't use normal Magic Damage Formula. Instead uses the formula: Damage = (Number Rolled*6) + (Ronfar’s Level - (Enemy’s Level/2)) As was stated above by DragonKnight Zero, this means that it completely ignores Enemy Magic Endurance. It also means that Wisdom is completely useless for Ronfar outside of Destiny Dice until he either equips an elemental crest and/or learns Light Litany.
Destiny Dice - 1.8/Ronfar takes 5% of his Max HP in damage
Loaded Dice - 1.8 (Dummied out, but listing it for the sake of completeness) - 1.8 Power (Targets as though it could hit any ally or enemy; but, as its animation shows, it actually only tries to hit a random enemy or Ronfar. I’ve never actually seen it hit Ronfar, however)
Light Litany - 1.96/Heals Ronfar by the amount dealt; Not actually a draining attack, since it's capable of doing more damage/restoring more health than the enemy actually has in HP. Unlike Soul Blade, there's no cap on the amount that can be healed by this.
Shining Litany - 1.76 (Not a typo; it is in fact actually less useful against a single target than Light Litany was)/Heals entire party by the amount dealt divided evenly among all living party members; the notes regarding Light Litany listed above all apply to this as well.
Jean:
Moth Dance - 1.8
Butterfly Dance - 1.36
Sleep Step - 1.7
Dream Dance - 1.4
Bee Dance - 1.6
Swarm Dance - 1.46
Enchanted Kiss - 1.6
Soul Kiss - 1.7
(As with Ronfar's Shining Litany, the above are not typos. All of Jean's Dances, barring Enchanted Kiss, do in fact become less useful against a single target when they're upgraded)
Lemina:
Flame - 1.8
Flame Shot - 2.2
Flame Bomb - 1.56
Pyro Pillar - 1.96
Burning Rain - 1.4
Crematorium - 2.2
Ice Pick - 1.8
Ice Arrows - 3.0
Ice Lance - 1.56
Ice Wall - 2.36
Freeze Claw - 1.4
Freeze Smash - 1.8
Magic Swiper - 1.016/Drains Enemy's MP (capped at their maximum, so it is actually a draining attack unlike the various HP Draining Abilities; unlike in some other games, it's not capped based on Lemina's maximum and/or how much she's currently missing however) and then Heals Lemina's MP by the amount drained.
Catastrophe - 4.6 against multiple targets/8.2 against a single target (Huge thanks to Meeplelard for mentioning that it was different way back when. I don't think I ever would've thought to look into it if it weren't for that fact)
Lemina's Staff Spells:
Magic Staff - 1.2
Quake Staff - 1.4
Water Staff - 1.4
Flame Staff - 1.4
Thunder Staff - 1.4
Wind Staff - 1.4
Earth Staff - 1.08
Ice Staff - 1.08
Hellfire Staff - 1.08
Lightning Staff -1.08
Hurricane Staff -1.24 (Not a typo. No idea why they decided to make this one alone disproportionately more powerful than the others; but it's in line with Hiro's own Enemy Area ranged Wind Spells in being like that, so it must've had to do with some kind of balancing effort on their part I'd imagine)
Sage's Staff -1.4
Leo:
Rock Viper - 1.8
Rock Cobra - 2.2
Rock Crush - 1.56
Rock Riot - 1.86
Crack Point - 1.4
Crack Zone - 1.8
Crest Only:
Wind Cutter - 1.8
Wind Slash - 2.1
Lightning Rain - 1.8
Thunder Bolt - 3.4
Plasma Shock - 1.56
Thunder Bomb - 1.86
Dancing Thunder - 1.4
Thunder Thrust - 1.8
Icicle Break - 2.1
Mighty Mistral - 2.1
Thunder Tornado - 2.1
Shining Flame - 2.1
Burning Quake - 2.1
Pulse Explosion - 2.3
Poison Dart - 1.6
Venom Dart - 2.2
Mind Blast - 1.6
Mind Burst - 2.2
Rogue Charm - 1.6
Fatal Flirting - 2.2
Red Dragon Anger - 3
Stat Buffs - Buffs will only Stack up to approximately 70-80% in a single use; e.g. if you use Power Flame twice (20-27% per use, for 40-54% total) and then use Power Drive afterwards, then it will only boost the target's Attack by about 16-30% on its first use (rather than its normal initial 40-47%) Any subsequent uses of the same type of Buffing Spell thereafter will only yield 8% of the target's Base Stat; regardless of what the Spell being used would normally give initially)
Buffing Spell Percentages:
Hiro:
Speed Storm - I have absolutely no idea, since no numbers are displayed for it. I'll update this whenever I find where the in-battle stats are located, since then I'll be able to observe whatever the change is directly.
Lucia:
Power Charge - 20-27%
Magic Barrier - 20-27%
Lemina:
Power Flame - 20-27%
Power Drive - 40-47%, then 20-27% (If used again immediately, since Buffs slowly dissipate over time)
Ice Shell - 20-27%
Cryo-Shield - 40-47%, then 20-27% (Note regarding Power Drive applies here as well)
Magic Shield - Reduces Damage from Magic Attacks; I haven't tested this extensively yet, since I haven't gotten to testing the stats of enemies that actually cast magic yet. It's probably around the same as it was in EB, which was just a flat 50% reduction in damage, though. An interesting extra effect I have noted at this point that wasn't in EB: It also often pushes back enemies that are trying to attack characters within the barrier using Short Range Normal Attacks, thereby preventing said attempted attacks altogether.
Leo:
Earth Prayer - 20-27%
Crest/Accessory Only:
Call Earth - Sets the Field Effect to Earth, which increases the Damage done by Earth Elemental Attacks by 50% and decreases the Damage done by Lightning and Wind Elemental Attacks by 10%.
Call Thunder - Sets the Field Effect to Lightning, which increases the Damage done by Lightning Elemental Attacks by 50% and decreases the Damage done by Earth and Ice Elemental Attacks by 10%.
Call Water - Sets the Field Effect to Water, which increases the Damage done by Ice Elemental Attacks by 50% and decreases the Damage done by Fire and Lightning Elemental Attacks by 10%.
Call Flame - Sets the Field Effect to Fire, which increases the Damage done by Fire Elemental Attacks by 50% and decreases the Damage done by Ice and Wind Elemental Attacks by 10%.
Call Wind - Sets the Field Effect to Wind, which increases the Damage done by Wind Elemental Attacks by 50% and decreases the Damage done by Earth and Fire Elemental Attacks by 10%.
Burning Rage - 40-47%, then 20-27% (Power Drive and Cryo-Shield note applies here as well)
White Dragon Protect - Makes party members invincible against 1 attack each
Debuffs:
Shattered Sword - 24-38% twice, then 0-2% each time thereafter
Fractured Armor - 24-38% twice, then 0-2% each time thereafter
Healing Spells - All Healing Abilities are Max HP% based (though a couple also have a very small fixed addend as well), with a very small amount of random variance, and are not affected by Wisdom whatsoever in this version
Healing Spell Percentages:
Lucia:
Heal Litany - 45 HP+40%
Blue Star Prayer - Revives Target with 100% of Max HP
Ronfar:
Recovery Coin - Day Side = Revive all Dead Allies with 50% of their Max HP; Night Side = 45 HP+40% Healing to all Allies
Heal Litany - 40%
Purity Litany - 100%
Calm Litany - 40%
Tranquil Litany - 60%
Saint Litany - 10% at the end of each turn; stacks with equipment that has the same effect
Divine Litany - Same as above, but for entire party
Revive Litany - Revives Target with 30% of Max HP
Miracle Litany - Revives Target with 100% of Max HP
Crest Only:
Blue Dragon Healing - Fully Heals Party and Cures any Status Effects
Miscellaneous Spells (Mainly status effect causing ones) that still need extensive testing:
Hiro:
Concussion Sword - Instant Death Success Rate
Speed Storm - As stated previously, the actual buffing amount
Lucia:
Solar Bomb - Banishment Success Rate and/or what's immune if it's just a binary success/failure situation
Ronfar:
Is there anything beyond random chance that effects the number rolled in Anger Dice or the results of Destiny Dice and Recovery Coin? (And can Loaded Dice even ever hit Ronfar?)
Jean:
Success Rate of All Status Dances
Lemina:
Success Rate of Status Causing Abilities
Exact Reduction Rate of Magic Shield
Crest Only:
Success Rate of Status Causing Abilities
Black Dragon Grief - Banishment Success Rate and/or what's immune if it's just a binary success/failure situation
If anyone has any questions regarding the above, feel free to ask. That's all I've got for now, so I'll update this with more data as I become aware of how things work.
Hope this was useful in some way.