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Author Topic: Disgaea  (Read 3644 times)

Dhyerwolf

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Disgaea
« on: September 16, 2008, 02:36:54 AM »
Notes
1. Levels and Setup: Taken at Level 52. General setup is 2 Armors and an Accessory, as well as an Axe for Humans and a Staff for Flonne. Weapon levels are basically cribbed from NEB's original topic, which one extra level for Laharl (He should be higher than Etna since ability to counter will be given him a lot more attacks) and most importantly, staff levels for Flonne. Attacking with her staff is the only DL legally way to actually gain levels, not to mention that her physical starts off much better than it ends up at endgame since all weapon attack is low when she joins, making it look okay. For those who don't allow staff levels, I've listed it the other way.

2. Tech Levels: Mostly the same as NEB's. The only time I had a difference of more than two levels was that I had 10 in Holy Arrows and 5 in Power of Love, and he basically had them reversed.

3. Enemy Stats: Enemies stats the last three chapters are pretty even defensively. 500 in both DEF and RES was a decent average about, although Disgaea stats tend to be so impotent that this wasn't a great difference.

4. Shop Level: I took shop level 24. Just of note, the original topic used 27, which costs a lot of money at endgame (Approximately 6 endgame battles need to be refought to buy one weapon). This is balanced out with the inclusion of accessories. Just note, one shop level up also causes a big warp in the armor with one that boosts attack stats and SP at the same time.

5. "Long range" means the attack can hit three or more panels away (better than spears) and can thus get around melee immunity. Which almost never matters in the DL, but hey.

6. Extra Characters: Disgaea 1 has two semi-plot characters Hoggmeister and Maderas. They are generic variants who have no plot beyond their chapters, and like generics, come with randomly generated elemental weaknesses and strengths. Averages are listed both ways, although their effect isn't major on anything. They raise the HP average, and drop the damage average (And given that Disgaea PCs are mostly about killing with no other strategy, they probably want them included).

7. Accuracy and Evasion: Techs are not subject to evasion in game, as such both these stats are mostly worthless. Jennifer can try twinking for Evasion, but it's not really worth it.

8. Three Turn Damage Average=
AVERAGE 659 (685 w/o Maderas and Hogg)
KILL POINT: 1648 (1714 w/o Maderas and Hogg)

LAHARL
HP 991....(100%)
SP 252
ATK 1198
DEF 488...(Take extra 5 or 1%)
HIT 182
INT 276
SPD 294
RES 266...(Cuts by 4 or 1%)
Jupiter Axe/Prophet's Robe/Cactus Armor/Love Belt
Axe Level 14
Can realistically counter

Physical Attack: 315
Blazing Knuckle (20 SP, Level 5): 550 Fire AoE Physical Damage (575 w/ 2 Cactus Armors)
Overlord's Wrath (50 SP, Level 5): 730 Physical AoE Damage, LR (760 w/ 2 Cactus)
Meteor Impact (150 SP, Level 1): 850 Physical AoE Damage (900 w/ 2 Cactus Armors)

ETNA
HP 890......(90%)
SP 300
ATK 1130
DEF 459....(Takes extra 11 or 2.5)
HIT 138
INT 246
SPD 294
RES 266 (Cuts by 4 or 1%)
Jupiter Axe/Prophet's Robe/Cactus Armor/Love Belt
Magic Build: Prophet's Staff/Prophet's Robe/Prophet's Robe/Nightvision
Axe Level 13, Staff Level 0

Physical Attack: 290
Prinny Raid (22 SP, Level 7): 565 Physical Damage, LR (595 w/ 2 Cactus Armors)
Sexy Beam (40 SP, Level 1): 50 Magic Damage+75%** Depraved <215 under Magic Build>
Chaos Impact (100 SP, Level 1): 720 Physical Damage (750 w/ 2 Cactus Armors)
**Depraved nulls EXP gain. I don't know if it has any other effects, but if not, not even sure why this would be on a PC skill in this game.

FLONNE
HP 700....(71%)
SP 468
ATK 174
DEF 416...(Takes extra 20 or 5%)
HIT 222
INT 952
SPD 246
RES 469...(Cuts by 45 or 11.5%)
Prophet's Staff/Prophet's Robe/Prophet's Robe/Crosshair Scope
Staff Level 10 (0)

Power of Love (25 SP, Level 9): Heals ~500 HP to surrounding allies; Can't Self-Target
Holy Arrows (62 SP, Level 10): 560 AoE Magical Damage, LR (440 w/o Staff Levels; 360 at Level 5)

HOGGMEISTER
HP 1252....(126.5%)
SP 174
ATK 966
DEF 533....(Cuts by 4 or 1%)
HIT 343
INT 270
SPD 270
RES 198.....(Takes extra 9 or 2%)
Demon's Hand/Cactus Armor/Cactus Armor/Love Belt

Hoggmeister has a random 50% elemental weakness and strength

Physical Attack: 235
Spinning Slash (13 SP, Level 4): 450 AoE Physical Damage
Darkness Slash (42 SP, Level 7): 560 AoE Physical Damage

MADERAS
HP 1204...(122%)
SP 294
ATK 1014
DEF 605...(Cuts by 20 or 5%)
HIT 318
INT 342
SPD 270
RES 324...(Cuts by 16 or 4%)
Demon's Hand/Cactus Armor/Cactus Armor/Love Belt

Maderas has a random 50% elemental weakness and strength
Can realistically counter

Physical Attack: 305
Chaos Swarm (48 SP, Level 7): 580 AoE Physical damage

GORDON
HP 1169....(117%)
SP 150
ATK 1058
DEF 509....(Average)
HIT 234
INT 174
SPD 296
RES 102....(Takes extra 28 or 7%
Jupiter Axe/Cactus Armor/Cactus Armor/Love Belt
-->Alt: 2 Prophet's Robe instead of Cactus Armor: 60 SP and 40 Res in trade for 80 Atk and 90 Def. Based on pure 3 turn average he'd want this, but he'd likely rather have the 2HKO more often in practice.
Axe Level 7
Can realistically counter

Physical Attack: 270
Gordon Spark (13 SP, Level 2): 545 Physical Damage (490 w/ 2 Prophet's Robe)
Gordon Punch (38 SP, Level 5): 720 Physical Damage (660 w/ 2 Prophet's Robes)
Gordon Blitz (70 SP, Level 1): 865 Physical Damage (795 w/ 2 Prophet's Robe)

JENNIFER
HP 890......(90%)
SP 234
ATK 837
DEF 395...(Takes extra 24 or 6%)
HIT 234
INT 248
SPD 366
RES 190...(Takes extra 11 or 2.5%)
Jupiter Axe/Prophet's Robe/Prophet's Robe/Love Belt
--->Alt Setup 1: Power Equip (Trade Propher's Robes for Cactus Armor; 80 extra attack and 90 Defense at the cost 60 SP and 40 Res)
--->Alt Setup 2: HP Equip (Trade Jupiter Axe for Demonic Fist: Extra 121 HP at cost of 198 Attack)
--->Alt Setup 3: Speed Equip (Mach Punch/Hero's Cape/Hero's Cape/Ninja Shoes: Extra 238 Speed and 157 Defense at cost of 367 Attack, 60 SP and 40 Res)
Axe Level 1, Fist Level 6
Can realistically counter

Evade Notes: Which the Speed Setup, Jennifer evades normal physicals approximately 35-40% against averagish endgame enemies. Might have some use as very inaccurate physicallers, although it makes her damage pretty atrocious.

Physical Attack: 195 Damage
Star Buster (16 SP, Level 3): 370 damage (265 under HP Setup) (150 under Speed Setup)
Cosmic Arrow (65 SP, Level 3): 415 LR AoE Physical Damage (300 under HP Setup) (175 under Speed Setup)
Terminus Omega (70 SP, Level 1): 695 Physical Damage (765 trading Prophet's Robes for Cactus Armors) (550 under HP Setup) (400 under Speed Setup)

THURSDAY
HP 835....(84.5%)
SP 192
ATK 1086
DEF 753....(Cuts by 48 or 12%)
HIT 150
INT 150
SPD 150
RES 112....(Takes extra 26 or 6.5%)
Demon's Hand/Cactus Armor/Prophet's Robe/Love Belt- 840 Attack, 45 SP, 435 Def, 10 Res
(Alt for more Damage and Defense:Demon's Hand/Cactus Armor/Cactus Armor/Love Belt- 900 Attack, 502 Def)

Thursday is immune to status effects.

Physical Attack: 280 Damage
Robo Attack (22 SP, Level 4): 465 Linear LR Physical Damage (500 w/ 2 Cactus Armor)
Robo Crush (35 SP, Level 4): 670 Physical Damage (710 w/ 2 Cactus Armor)
Robo Bazooka (72 SP, Level 4): 815 AoE Physical damage (860 w/ 2 Cactus Armor)

KURTIS
HP 954....(96.5%)
SP 234
ATK 838
DEF 467...(Takes extra 9 or 2%)
HIT 370
INT 246
SPD 270
RES 262...(Cuts by 3 or 1%)
Demon Hand/Prophet's Robe/Prophet's Robe/Love Belt
-->Trade Prophet's Robe for Cactus Armor (+40 Attack and 45 Def, -30 SP per trade)

Kurtis has a random 50% elemental weakness and strength
Can realistically counter

Physical Attack: 200
Rocket Punch (22 SP, Level 3): 440 Physical Damage, LR (465 or 490 w/ 1 or 2 Cactus Armor)
Pringer Beam (96 SP, Level 1): 630 AoE Physical Damage (660 or 690 w/ 2 Cactus Armor)

Averages
HP:
1. Hoggmeiser 1252...(126.5%)
2. Maderas 1204........(122%)
3. Gordon 1169..........(117%)
4. Laharl 991.............(100%)
5. Kurtis 954..............(96.5%)
6. Etna 890................(90%)
6. Jennifer 890...........(90%)
8. Thursday 835.........(84.5%)
9. Flonne 700.............(71%)
AVERAGE: 987 (917 without Hoggmeister and Maderas)

Damage
1. Laharl- 770 (Meteor Impact, Overlord's Wrath x 2)
2. Gordon- 768 (Gordon Blitz, Gordon Punch x2) (795 w/ the greater SP method;  Adds 3 or 4 to the average and 7 and 10 to the kill points)
3. Etna- 720 (Chaos Impact x3)
4. Thursday- 718 (Robo Bazooka, Robo Crush x 2)
5. Jennifer- 695 (Terminus Omega x3)
6. Maderas- 580 (Chaos Swam x 3)
7. Kurtis- 567  (Pringer Beam x 2, Rocket Punch)
8. Flonne- 560 (Holy Arrows x 3)
8. Hoggmeister- 560 (Darkness Slash x3)
AVERAGE 659 (685 w/o Maderas and Hogg)
KILL POINT: 1648 (1714 w/o Maderas and Hogg)

Defense
1. Thursday 753.........(Cuts by 48 or 12%)
2. Maderas 605..........(Cuts by 20 or 5%)
3. Hoggmeister 533....(Cuts by 4 or 1%)
4. Gordon 509............(Average)
5. Laharl 488.............(Takes extra 5 or 1%)
6. Kurtis 467..............(Takes extra 9 or 2%)
7. Etna 459................(Takes extra 11 or 2.5%)
8. Flonne 416.............(Takes extra 20 or 5%)
9. Jennifer 395............(Takes extra 24 or 6%)
AVERAGE: 514 (498 w/o Maderas and Hogg)

Magic Defense
1. Flonne 469............(Cuts by 45 or 11.5%)
2. Maderas 324.........(Cuts by  16 or 4%)
3. Etna 266...............(Cuts by 4 or 1%)
4. Laharl 266.............(Cuts by 4 or 1%)
5. Kurtis 262.............(Cuts by 3 or 1%)
6. Hoggmeister 198...(Takes extra 9 or 2%)
7. Jennifer 190..........(Takes extra 11 or 2.5%)
8. Thursday 112........(Takes extra 26 or 6.5%)
9. Gordon 102...........(Takes extra 28 or 7%)
AVERAGE: 243
« Last Edit: December 27, 2010, 06:03:48 AM by Dhyerwolf »
...into the nightfall.

Dhyerwolf

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Re: Disgaea
« Reply #1 on: December 27, 2010, 06:19:57 AM »
Bosses! For now it's just Lamington and Vulcanus, although I could theoretically get Kurtis at some point.

VULCANUS***
(Vulcanus comes with a massive note that I may have had some freak version that only uses his physical and Divine Anger, and at incredible power. Almost at the same power as Lamington's Judgement, but with an attack that can hit multiple PCs. However, the two videos I found on youtube under Knowlovetrueways and ETPlaysFF both support Divine Anger being almost as powerful as Judgement. Take this fool with a huge grain of salt).
-->Also note that after several tests, I didn't see Vulcanus' physical inflict status.
-->I couldn't even get him to use the magic against fire resistant, wind weak people with a hoard of def and bad Mdef.
HP: 10600
SP: 2150
ATK: 1300
DEF: 925 (Cuts by 100 or about 15% at endgame)
HIT: 550 (Base physical is very accurate)
INT: 675
SPD: 550 (30-35% evasion to endgame physicals, although as always, Disgaea physicals are questionable things)
RES: 800 (Cuts by 75 or about 10% at endgame)
Counter: 3

Vulcanus has a randomized 50% elemental strength and weakness to either Fire, Ice or Wind

PC HP: 1300
PC Damage: 725
Vulcanus comes down after all his support is basically dead in practice. However, at least my level, about half the party was generally left to face him.

Attack- 450** (35% Crit Rate; 600 on Crit)                       (**325 extrapolted on a theoretical unpowered version)
Divine Anger- 1000** Fire Physical, Row, 51 SP                (**725 extrapolated on a theoretical unpowered version)
Giga Fire (25 SP)****: 450 Fire Magic, 25 SP                    (****Couldn't get him to use)
Giga Wind (25 SP)****: 450 Wind Magic, 25 SP                (****Couldn't get him to use)
Holy Lightning (102 SP)****: 410 magical/star damage, 102 SP (****Couldn't get him to use)

LAMINGTON
HP: 21775
SP: 3175
ATK: 1850
DEF: 1925 (Cuts by 350 compared or approximate 50% at endgame)
HIT: 1100 (Basic Physical might as well be ITE)
INT: 875
SPD: 1000)
**(70% Evasion against Endgame Physicals. Of course, these physicals are with axes, but even against non-axers users, it's probably about 60% evasion. Disgaea physicals of course...)
RES:  (875) (Cuts by 90 or 12% at endgame)
Counter: 3

Lamington has a randomized 50% elemental strength and weakness to either Fire, Ice or Wind

PC HP: ~1400
PC Damage: 750 (Little bit better than endgame in the topic)
**Lamington comes with several angels that can offer him at least some support, but focusing half your fire on him isn't too hard

Physical: 900 Physical Damage on Critical, 75% Crit Rate, (650 on a Non-Crit)
Judgement- 1125 ITE Ice Physical Damage, 55 SP
Armaggedeon- 550 MT Magic, 80 SP
...into the nightfall.

DragonKnight Zero

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Re: Disgaea
« Reply #2 on: April 11, 2016, 07:33:57 AM »
Making my way through Disgaea, I got Vulcanus to use Holy Lightning, more than once even (over multiple attempts).  Damage came out to about 400-450 to Thursday and Gordon and their amazing double digit RES (440 at 94 RES).  Laharl with 240-ish RES took around maybe 350-400.  Wasn't specifically testing for this so little other data.  Two Crusaders were caught in the effect area once.  One had under 150 HP and died; the other was magic resistant and was hurt for 0.  Given how large random variance can get in this game and that I don't know whether any Teachers were in play (forgot to check Vulcanus' INT too), wouldn't call this conclusive, though it does show why he tends not to use this since Divine Anger trends close to 1100 on 0% Fire resist.

Fairly certain that level differences between attacker and target play a role in status accuracy regardless of source.

An ally with Deprave status upon Stage Clear gains no EXP from Bunus Gauge EXP bonuses.  This is a surprising bit of trivia.

Madaras' (and generic vampires' by extension) Chaos Fire does appear to be non-elemental.  I know the in-game description says it is fire but observation and damage tests show no difference with similar RES stats on the targets regardless of elemental affinity.  Probably a coding oversight.  Prinny Bomb appears to be non-elemental as well despite the game claiming it's fire.

This playthrough, I got someone to level 3 bow mastery without unlocking Archer.  How?  Flonne reached the benchmark in a Midboss fight which I lost for the Midboss ending so she wasn't in the formation the next time I was in the Overlord's castle.

Also, because this isn't listed anywhere, the spending requirements to increase Customer Rank at the shop.  Anything after rank 9 may be somewhat inaccurate since I lost track of my purchases somewhere after attaining it.

1:   500
2:   2000
3:   5000
4:   15000
5:   50000
6;   80000
7:   200000
8:   500000
9:   1000000
10: 3000000
11: 10000000
12: 30000000
« Last Edit: June 05, 2017, 03:26:08 AM by DragonKnight Zero »

DragonKnight Zero

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Re: Disgaea
« Reply #3 on: April 05, 2017, 04:58:49 AM »
  OK, this is worth double posting for.  A user who goes by Delfigamer on another forum has uncovered quite a bit of information on Disgaea damage mechanics.  I'll be sharing some of this info here (the parts I could understand anyways) along with some of my notes.   I want to highlight that the bulk of the credit belongs to Delfigamer.

Source topic found here: https://www.shrinemaiden.org/forum/index.php/topic,19849.0.html

Defense and Magic Defense

I'll go over this first because there are fewer variables and modifiers.  Damage from attacks is reduced as follows.

Physical: DEF * 0.26
Gun physical or special: DEF * 0.19
Magical: RES * 0.18
Dark Cannon: DEF * 0.10

Way to be impotent RES.  Also, while guns appear to pierce defense better, in practice there is minimal difference.  I'll get to that when I cover offense.

DEF +50%/-50% do work but one will not likely notice much difference unless the values are already high and/or the defense stat is large relative to the incoming attack.  Geo symbol modifiers affect both physical and magical attacks, of course.  Combo counter also lowers defense for damage calculation by -10% times the number on the combo counter.  Maximum net defense penalty is -100%.

Offense:

Base damage before modifiers is as follows:

Most weapons: ATK * 0.5
Guns:                HIT * 0.37
Bows:               (ATK + HIT) * 0.25
Magic:               INT * 0.33
Dark Cannon:   ATK * 0.2

Given how slowly magic damage scales, RES appears less impotent than first glance.

Base damage is then further modified by General multiplier x skill level multiplier x elemental multiplier + random variance

Most modifiers are lumped with the general multiplier.  This includes Geo Panel effects, the staff mastery bonuses, power multipliers of individual skills, and the combo bonus.  They stack additively with a cap of 21.  It starts at 1 and is adjusted by the following:

Each ATK +50% Geo panel: +0.5
Each Atk - 50% Geo panel: -0.5
Staff Mastery: +0.03 for each level of staff weapon mastery, max of +1  Requires equipping a staff and using a compatible skill
Combo bonus: +0.1 x displayed combo counter number
Skill multiplier: varies by skill used
Attacking target's front (regular attacks only) -0.25
Attacking target's rear (regular attacks only) +0.2
Bullseye! (aka critical): +0.15
Nick!: -0.5
Height modifier (regular attacks only): ???
Enemy Boost +50%: +0.5 for each
Enemy Boost x3: +x -1 where x equals displayed number (so combined Enemy Boost x6 adds 5 to the general multiplier)

I'm not at all certain of the regular attack specific modifers, these are placeholder estimates.  Being at a higher or lower elevation supposedly affects damage as well but I don't have specific numbers.  Regular attacks don't have a skill multiplier and will skip that part of damage calculation.

Like criticals, Nicks happen somewhat randomly based on attacker's HIT and target's SPD. If target is standing on a panel with the Evade Geo effect, regular attacks they don't outright dodge will always Nick.

Special techs always connect unless the target is a Ninja type.

Skill level multiplier ranges from 0.9 to 4 according to Delfigamer's data.  While it is widely believed that each level in a tech adds 3% to damage, that actually only appears to apply until the skill reaches level 21.  From skill level 21 to 91 only adds an additional 2% (+0.02 to multiplier) with the biggest gains coming from 90 to 99.  It is rather unlikely to reach skill levels above 20 without intentional grinding so this isn't going to come into play normally.

Elemental multiplier, for attacks that have one, is applied to the attacking stat.  Delfigamer states it ranges from 0.1 to 2 though since nothing in game has more than 50% weak to an element, the highest value used in-game is 1.5.  Straightforward multiplier: 0% resist is 1, 50% resist is 0.5, 50% weak is 1.5, and so on.

Random variance is fairly wide. Testing with the Dark Cannon gives me some ideas on how it works.  As far as I can gather, it's based on a percentage of base damage before multipliers and is added to (or subtracted from) final damage.  It doesn't appear to be consistent across the board either.  Here's my best guess on how random variance is determined.

If ATK > DEF then max RV is base * (-0.2 to 0.2)
If ATK < DEF but 2* ATK > DEF then RV is base * (-0.1 to 0.3)
If 2* ATK < DEF then RV is base * (0 to 0.4)

For magical attacks, replace with INT and RES, naturally.

Defend outright halves damage from anything other than Geo Panels, Geo chains, and thrown Prinnies.  It even halves Poison damage.  Team attacks for non-initiating characters appear to be a post damage halving though I wouldn't be shocked if it's just a -0.5 to the general multiplier.

Healing spells:
  Think I understand this now.  The formula goes something like:
Spell Power x INT Hmod x (Staff mastery factor + Geo Panel mod)

ATK altering Geo panels do affect healing abilities as does staff mastery.  Skill level has no effect.  Also, I made up INT Hmod because the game changes the displayed INT when determining how much healing to do.

If INT is 400 or less, INT Hmod = INT + 100
If INT is between 400 and 900: INT Hmod = (INT - 400)/2 + 500
If INT is greater than 900: INT Hmod = (INT - 900)/5 + 750

Did some testing and this formula appears to work perfectly.  Haven't tested the effects of Geo panels though.

And for the spell powers of healing skills, I'll add the missing ones when I get around to them.
Heal:  0.25
Mega Heal:  1
Giga Heal:  3
Omega Heal:  10
Power of Love:  0.5
Holy Dust: 0.15
Evil Healing: 0.4
Angelic Gospel: ??? (also boss only so a pain to uncover)

Magic resistant enemies:

  Sometimes, the game will spawn a magic resistant unit.  In game, their base RES is doubled and base DEF is halved.  So if an enemy has high RES compared to other similar enemies, it's probably magic resistant.  Magic resistance is a separate trait.  Any attack magic that targets a resistant enemy will have its damage halved before the reduction from RES (which, given the use of an inflated value, will cause the damage to suck even more).  Very noticeable if targetting 3 Lv 4 Brawlers with Star magic and one is magic resistant.

I've done some experimenting and observation with magic resistant enemies and have noticed the following

- Only generic units that can eventually be created at the Dark Assembly can be spawned resistant.  Special characters and bosses will always have normal defense properties.  Mini-bosses (doubled HP and increased EXP) CAN spawn magic resistant.
- Magic resistant enemies only appear in story maps and promotion exams.  They never appear in the Dark Assembly or the Item World.  Prinny Land never produces magic resistant enemies either; they're mechanically a different creature type to keep them from exploding if thrown.
- It appears to be about a 20% chance for an eligible enemy to spawn magic resistant.  I didn't exhaustively test this though.  It was one speedy reloading session until I had a sample size of 200.
- If you capture a magic resistant monster, that state won't carry over when it joins the party.  On a side note, inflated HP from capturing a mini-boss monster does carry over though it will be lost upon transmigration.
« Last Edit: August 18, 2020, 05:47:34 AM by DragonKnight Zero »

DragonKnight Zero

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Re: Disgaea
« Reply #4 on: November 21, 2017, 05:28:26 AM »
Did a stealth rewrite a while back of the damage calculations in the above post.  I hope it's easier to read and understand now.  Made this post because of some new discoveries.

Physical character specials use the attack stats of the equipped weapon rather than pure ATK as previously believed.  I confirmed this by doing a few tests with Gordon equipping a gun.  Test subjects were brawlers from Dinero palace because their defense is so low.  Tried out Gordon Blitz a few times to get a damage  range.  Then with the exact same setup, I added a 8000 Gladiator I had lying around.  No change in damage output.  Still with the same gun. only adding a 4800 Marksman instead.  Because I placed in armor and he was at Level 205 (and Gordon Blitz having high power to boost things more), it produced a noticeable increase in damage.  (for specific numbers, the 4800 Marksman produced a 7296 increase in Hit and damage of Gordon Blitz increased by about 4800.  Plugging in Gordon Blitz' power value of 0.7 into the damage formula and taking into consideration random variance, this falls into the expected range.)

Yes, I am resetting the game in between uses so Gordon Blitz stays at a constant skill level.

Cracked how the game determines Mana costs for character creation or transmigration.  The first part is simple and anyone observant enough has probably figured out.  There is a base cost tied to each class which is multiplied by a constant depending on the capacity.  They are as follows:

Good for nothing: 0.1
Incompetent: 1
Average: 5
Skilled: 20
Distinguished; 100
Genius: 500

Where it gets interesting is if the unit is a monster and the player hasn't killed 30 of it yet.  This includes your ally special monsters.

First, the Mana cost is tripled.  Next the game adds a constant which is calculated by (30-K)*(30-K)*3 where K is the kill counter for the monster type stored in the game data.

What's with all the gratuitous 3s anyways?  The Geo Panel damage formula for units standing on a panel that changes color also has a +3 in there.

With this knowledge, I reverse engineered the base Mana cost for Hoggmeiser, Madaras, and Kurtis.  Hoggmeiser and Kurtis base Mana cost is 10 like the other special humanoids.  Madaras' is 50.  Prier and Majorly have base costs of 90.  However, because of hardcoding (or a monster kill needing to be on a unit flagged as an enemy), grinding ally kills on special monster allies will not lower their transmigration costs; the kill counter will stay at zero.
« Last Edit: November 25, 2017, 09:07:41 PM by DragonKnight Zero »

DragonKnight Zero

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Re: Disgaea
« Reply #5 on: December 22, 2017, 03:50:06 AM »
Keep procrastinating on getting skill power values up so here (some of them for now) they are.

I decided to go with values the game will use which is unfortunately rather user unfriendly.  Values given are the amount added to the general multiplier in damage calculation.  A value of 0 means the skill has raw power equal to a regular attack, 0.3 is equivalent to a skill being 30% stronger, 1.0 is roughly equivalent to double damage and so on.  Because of the additive nature of the general multiplier, it would be inaccurate to list skill powers as percentages.

After the power value, there may be some additional notation.  These include whether the attack is magical (powered by INT, resisted by RES), element of attack if it has one, possible status effects, and any other special features.

Will be adding more as i uncover them.  Would be ideal to dig them out of the code but I don't have access to do so.  Take all numbers with a grain of salt; wide random variance makes it difficult to pin exact values down.

Character Specials:

Blazing Knuckle  0.1  fire
Overlord's Wrath  o.3
Meteor Impact  0.5

Prinny Raid  0.1
Sexy Beam  0.3  magical, deprave
Chaos Impact  0.5

Holy Arrows  0.3  magical
Divine Ray  0.5  magical

Spinning Slash  0.15
Darkness Slash  0.4
Earthshaker
Megaton Crush

Chaos Fire  0, magical
Chaos Swarm  0.4
Chaos Force  0.1
Chaos Plasma  0.2, magical

Gordon Spark  0.2
Gordon Punch  0.4
Gordon Blitz  0.7

Star Buster  0.05
Cosmic Arrow  0.2
Terminus Omega  0.7

Robo Attack  0.1
Robo Crush  0.3
Robo Bazooka
Arigato Roboto  2.0  Yes, the self-destruct is that freakishly strong.  Now I wonder how to interpret this in a team battle.

Rocket Punch  0.3
Final Punch  0.1
Nuclear Fusion  0, fire
Pringer Beam

Dragon's Rage  0
Requiem Areternam  0.5, magical

Dark Conjuration  0.5, magical

Weapon Skills

Triple Strike  0.2
Tiger Charge  0.4
Lion's Roar  0.1
King of Beasts  0.7
Rising Dragon  0.9
Big Bang  0.3, fire

Blade Rush  0
Hurricane Slash  0.3
Wind Cutter  0.2
Winged Slayer  0.1
Nightsever  0.7
Dimension Slash  0.4

Impaler  0.1
Sky Lunge  0.3
Asteroid Drop  0.05
Avalanche  0.7
Turbulence  0.2, wind
Spear Storm  0.3, fire

Poison Arrow  0.1, poison
Dark Flash  0, deprave
Delta Split  0.4, sleep
Sturmhimmel  0.2, paralyze
Zeilregen  0.3, fire, amnesia
Doppleganger  0.8

Tri-burst  0.1, ice
Rapidfire  0.2, fire
Proximal Shot  0.4
Bulletstorm  0.5
Totenkreuz  0.6, fire
Inferno  0.8

Boulder Crush  0.1
Skull Splitter  0.3
Colossal Fissure  0.5
Violent Storm  0.7
Graviton Bomb  0.9, fire
Calamity Drive  1.1

Magic  All these are magic damage, duh.

Fire/Ice/Wind/Star  0.1
Mega Fire/Ice/Wind/Star  0.4
Giga Fire/ice/Wind/Star  0.7
Omega Fire/Ice/Wind/Star 1.0
Tera Fire/Ice/Wind/Star 1.2

Star spells may have different power values than the element spells (my limited damage testing seemed to indicate so) but this is good enough for now.

Monster Skills

Prinny Barrage  0.2
Prinny Dance  0, magic, poison+paralyze+amnesia
Prinny Bomb  0
Pringer Beam  0.6

Pixie Magic  0, magical
Shock Magic  0, magical
Bomb Magic  0.1, magical, fire
Ice Magic  0.25  magical, ice

Petit Flame  0.5, magical, fire
Demon Breath  0, sleep
Camaraderie   0.15, poison
Chomper Combo  0.5

Zombie Puke   0 poison
Zombie Twister  0 wind
Zombie Gatling  0 fire
Zombie Swarm  0.2 poison+paralyze

Hell Pepper  0, poison
Ionize  0, magical
Air Assault  0.1

Bloody Talons  0.2
Ice/Fire Breath  0.05
Blue/Red Nova  0.2
Draconic Furor/Freeze/Flare

Golme Dunk  0.2
Golem Cannon  0, fire
Psionic Wave  0, magical, paralyze
Golem Dunk  0.5

Putrid Breath  0  magical, poison+paralyze
Stomp-o-rama  0.1
Pounding Spore  0.3
Paranoia  0.3

Jackknife  0.05
Jack the Ripper  0.3
Jack Rush  0.2
Jackpot  0.5

Stinger Strike  0, absorb HP
Beast Rend  0
Devour   fire
Beast Ray  0.2, magic

Power Slice  0.15
Lightning Slash  0.2
Gigantic Slash  0.2
Blade Frenzy  0.5

Fire Dance  0, magic  (coding oversight I bet, it's non-elemental)
Ice Dance  0, magic, ice
Light Dance   0.1 magic
Fire and Ice   0.34 magic
 
Hip Attack  0, absorb HP
Thunderbolt  0, magic
Flying Sparks  0.1, magic, deprave

Rapid Kick  0.15
Fists of Fury  0.3
Mystic Blast  0.4
Delta Kick  0.6

Minimize   0, paralyze
Soul Eater  0, magic, absorb HP
Cannonball  0.1
Eruption  0.5, magic

Magnetic Wave  0
Magnetic Blast
Magnetic Field  0.2
Magnetic Flash  0.2

Flap Dance  0
Quadra Nosedive  0
Death Drop   0, wind
Supernova  0.5

Fiery/Raging/Frigid/Astral/Diabolic _____ (fire, wind, ice, non-element, non-element)
Dance
Column 0.1
Roar
Burst  0.5
« Last Edit: August 22, 2020, 03:00:33 AM by DragonKnight Zero »