Persona 3 Reload
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The Math Behind Persona 3 Reload's Combat
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An explanation of the game's needlessly complex formulas
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Introduction
WARNING: Below this paragraph there is Math. Math is scary, so you may want to look away if you're afraid of that sort of thing.
Damage (Base)
To start, there's actually 5 different damage formulas, ranging from slightly different to drastically different.

For player characters using a weapon or a power-based Persona skill, the below damage formula is used.

√(Skill Power x 15 x Offense / En) x 2 x Level Difference x Affinity Rounded toward 0

Where
  • "Skill Power" is the base power value of the skill being used, God's Hand is 800 for example. For a weapon attack, this number if half of the weapon's "Attack" stat.
  • "Offense" is Strength if using a weapon attack or a Slash, Strike, or Pierce Persona skill, and otherwise "Offense" is Magic.
  • "Affinity" is 1 for enemies that are Neutral to the attack (very rarely it can be 2 instead, such as when using Fire against Priestess, and in exactly 1 fight can be 2.25), 0.5 for enemies that Resist the attack (can also be 0.25 depending on the enemy), or 1.25 for enemies that are Weak to the attack.
  • "Level Difference" is taken from the following table, based on how much higher the attacker's level is than the defender's level.

    Level Advantage
    Damage Multiplier
    -13
    0.5
    -12
    0.51
    -11
    0.53
    -10
    0.59
    -9
    0.66
    -8
    0.75
    -7
    0.84
    -6
    0.91
    -5
    0.97
    -4
    0.99
    -3
    1.0
    -2
    1.0
    -1
    1.0
    0
    1.0
    1
    1.01
    2
    1.03
    3
    1.09
    4
    1.16
    5
    1.25
    6
    1.34
    7
    1.41
    8
    1.47
    9
    1.49
    10
    1.5
    During boss fights, the multiplier from level difference will never go below 1 for either party.

    However I mentioned that there are other damage formulas than that, to knock out 2 more quickly, here's how damage is calculated for enemies

    (√(Skill Power x 6 x Offense / (8 x En + Armor)) x 9 x Level Difference - 10) x Affinity Rounded toward 0

    Where (same as above unless stated otherwise)
    • "Skill Power" is not halved for basic attacks, unlike the player version
    • "Armor" is the armor value on the defending player's armor (in the rare case where an enemy attacks another enemy or itself, it is instead 10)
    • the "- 10" near the end is removed if attacking with a regular attack. (which is where the 3rd formula comes from)

    The 4th damage formula is used for All-Out Attacks, and is calculated as

    √(Skill Power x 15 x St / En) x 1.6 x Level Difference^2 x Affinity x Participant Count Rounded toward 0

    Where
    • "Skill Power" is half of the Attack of the main character's weapon
    • "Affinity" is the defending character's Almighty resistance (yes there are cases where this isn't just 1)
    • Participant Count is the number of party members able to participate in the All-Out Attack

    Finally, there's Theurgy damage, which is calculated as

    √(Skill Power x 10 x (Level + 20) x (St + Ma) / En) x 0.7 x Level Difference x Affinity Rounded toward 0

    Where
    • "Level" refers to just the attacker's level, and not the level difference used later

    If you're wondering about Takaya's Theurgy, that's calculated the same way an enemy using a normal skill is calculated, as would any other Theurgy if used by an enemy.
Damage Modifiers
Once you have obtained your base damage value from the previous section. You can now begin applying several adjustments to that damage based off of various effects that can apply. The first, and perhaps most obvious one, are the variety of passive skills that you can use to increase damage, which I will list below (some skills, like Raging Tiger, are not listed for reasons I will explain later)

Skill Name
Multiplier
Condition
<element> Boost
1.25
Use an <element> skill
<element> Amp
1.5
Use an <element> skill
<element> Driver
1.75
Use an <element> skill
Magic Ability
1.25
Use a Fire, Ice, Elec, Wind, Light, or Dark skill
Magic Mastery
1.5
Use a Fire, Ice, Elec, Wind, Light, or Dark skill
Single-Target Boost
1.15
Use a skill that can only hit 1 target
Multi-Target Boost
1.15
Use a skill that can hit more than 1 target (even if only 1 is present)
Shift Boost
1.1
Attack during a Shift
Shift Amp
1.2
Attack during a Shift
Weakness Boost
1.1
Hit a weakness
Weakness Amp
1.2
Hit a weakness (doesn't stack)
Critical Boost
1.2
Crit
Critical Amp
1.4
Crit (doesn't stack)
Phys Boost
1.1
Use a Slash, Strike, or Pierce skill
Phys Amp
1.2
Use a Slash, Strike, or Pierce skill (doesn't stack)
Sister Boost
1.2
Attack during a Shift from Aigis
Sister Amp
1.4
Attack during a Shift from Aigis (doesn't stack)
Divine Master
1.5
Use a Slash, Strike, or Pierce skill
Firm Stance
0.5
Take damage
Weakness Buffer
0.9
Take Weakness damage while another party member has this skill
Weakness Mitigator
0.85
Take Weakness damage while another party member has this skill (doesn't stack)

  • When combining these skills, simply multiply the multipliers together (so 2 1.5x multipliers becomes 1 2.25x multiplier).
  • If a skill is on both Persona and Equipment, it is only applied once.
  • If the final multiplier is greater than 5.0, it is instead set to 5.0 (this is why I left out some passive skills).
There's several other multipliers that apply to damage beyond passive skills. I'll start with "game rule modifiers" (which is to say I don't know how to categorize these). This includes

Source of Multiplier
Multiplier
Crit
1.5
Guarding
0.4

Your difficulty setting introduces these multipliers

Difficulty Level
Damage Dealt by Player
Damage Dealt by Enemy
Extra Damage on Weakness (Symmetrical)
Extra Damage on Crit (Symmetrical)
Peaceful
1.6
0.5
1.0
1.0
Easy
1.25
0.5
1.0
1.0
Normal
1.0
1.0
1.0
1.0
Hard
0.8
1.3
1.0
1.0
Merciless
0.6
1.5
1.36
1.34

Some multipliers are specific to All-Out Attacks

Source
Multiplier
Notes
Pendant of Amity
1.15
Can be on any active party member (including your navigator), but only applies once
Priestess Card
1.25
From Shuffle Time

Buffs (and Debuffs) use the below multipliers

Buff/Debuff Name
Primary Multiplier
Condition
Secondary Multiplier(s)
Conditions for Secondary Multiplier(s)
Tarukaja
1.4
Not All-Out Attack
1.54
1.82
Buff Boost
Buff Amp (doesn't stack)
Tarunda
0.6
Not All-Out Attack
Rakukaja
0.6
0.56
0.48
Buff Boost
Buff Amp (doesn't stack)
Rakunda
1.4
Charge
2.3
Skill used is Weapon, Slash, Strike, or Pierce, not All-Out Attack
2.0
Skill used is also a Theurgy
Concentrate
2.3
Skill used is not Weapon, Slash, Strike, Pierce, or All-Out Attack
2.0
Skill used is also a Theurgy

A number of multipliers are applied depending on what ailments are on the attacker or defender

Ailment
Multiplier if on Attacker
Secondary Multiplier if on Attacker
Multiplier if on Defender
Secondary Multiplier if on Defender
Condition for Secondary Multiplier
Down
1.25
1.875
Attack with "+Dmg on downed enemy" weapon or skill
Charm
1.0
1.0
2.0
Attack with Heartbreaker
Distress
0.5
1.0
Rage
2.0
3.0
2.0
Attacker has Raging Tiger or has Frenzy Beads equipped
Orgia Mode
2
0.5
Overheat
1.5

Equipment that says "Reduce <element> dmg" will multiply damage taken by (different tiers stack)

Tier
Multiplier
low
0.9
med
0.8
high
0.7

The final multiplier I wanted to mention is the moon cycle multiplier used by the skills Zan-ei and Getsu-ei. Those multipliers are (listed by days until full moon)



After applying all multipliers so far, clamp the value to a range from 1 to 99,999, then round towards 0.

At this point the only step left is to apply damage ranges. To do this, the game multiplies damage value by (a random whole number from 95 to 105) / 100, set the value to 1 if it would be lower, then round towards 0 one last time to get the final value seen in game.
Accuracy and Evasion
Accuracy is calculated differently for players and enemies, when a player is attacking, it is calculated with

Attacker Ag + 200 _________________ x Skill Hit Defender Ag + 200

When an enemy is attacking, instead take the formula above and multiply it by

Attacker Ag + 200 _______________________________ Defender Shoe Evasion / 2 + 200

Round this base value down to the nearest whole number

Sukukaja and Sukunda also affect accuracy, multiplying it by

Buff/Debuff Name
Primary Multiplier
Secondary Multiplier(s)
Conditions for Secondary Multiplier(s)
Sukukaja (attacker)
1.3
1.43
1.69
Buff Boost
Buff Amp (doesn't stack)
Sukunda (attacker)
0.7
Sukukaja (defender)
0.7
0.67
0.61
Buff Boost
Buff Amp (doesn't stack)
Sukunda (defender)
1.3

The following effects will also multiply accuracy.

Skill
Multiplier
Condition
Dodge <element>
0.85
Attacker is using <element>
Evade <element>
0.6
Attacker is using <element> (doesn't stack)
Vidyaraja's Blessing
0.85
Attacker is using a Slash, Strike, or Pierce skill
Angelic Grace
0.85
Attacker is using a Fire, Ice, Elec, Wind, Light, or Dark skill
Ali Dance
0.5
None
Rage (ailment)
0.5
The attacker is enraged

Equipment that says "<element> evasion" will subtract a set value from the hit rate produced up to this point (stacks unless same description)

Tier
Decrease
low
10
med
15
high
20

The new value is then clamped to be within a range of 50 to 99 and rounded towards 0, then the accuracy check is performed.
The following conditions will cause the accuracy formula to be bypassed altogether
  • Skill has 100 base hit
  • Affinity is Null, Repel, or Drain
  • Target is Down or Dizzy
  • Target has Distress, Freeze, Shock, or Overheat
  • Target has the skill Firm Stance
Multi-Hit Skills
The vast majority of skills in the game hit exactly once. Among the skills that hit more than once, a number of them hit a fixed number of times. However there are 9 skills that hit a variable number of times, and as you might expect the odds that they hit a certain number of times are needlessly complicated.

The odds actually depend on the buff stage for the attacker's accuracy/evasion (so Sukukaja = +1, Sukunda = -1). At +0 the odds of any 1 hit count is calculated as
1 _______________________ max hits - min hits + 1
Where max hits is the most hits the skill can give, and min hits is the least hits the skill can give. In this scenario, all possible hit counts are about equally likely.

If the attacker has -1 Accuracy and/or Evasion (so Sukunda), then the odds are instead
√(t - min hits + 1) - √(t - min hits) _____________________________________ √(max hits - min hits + 1)
Where t is the number of hits expected. In this scenario, lower hit counts will be more likely to occur to a significant degree, reducing the average hit count.

If the attacker has +1 Accuracy and/or Evasion (so Sukukaja), then the odds are instead
√(max hits - t + 1) - √(max hits - t) _____________________________________ √(max hits - min hits + 1)
In this scenario, higher hit counts will be more likely to occur to a significant degree, increasing the average hit count. In fact the distribution of odds for each possible hit count should be exactly mirrored from the values at -1 Accuracy and/or Evasion (so if Sukunda gives a 50% chance to hit 2 times on a 2-5 hit skill, Sukukaja gives a 50% chance to hit 5 times).

Additionally, I've included a few cheat sheets for the 9 skills this property affects in the first place.

Average Hit Count
Skill
-1 ACC/EVA
+0 ACC/EVA
+1 ACC/EVA
Notes
Swift Strike
1.293
1.5
1.707
Arrow Rain
1.927
2.5
3.073
Torrent Shot
2.606
3.0
3.394
Tempest Slash
1.927
2.5
3.073
Blade of Fury
2.606
3.0
3.394
Myriad Arrows
2.927
3.5
4.073
Shining Arrows
5.251
6.0
6.749
Akasha Arts
1.293
1.5
1.707
Myriad Arrows B
3.293
3.5
3.707
Enemy-only, and only on 3 enemies

Approximate Average Skill Power (not usable in exact calculations, but useful for comparing skills quickly)
Skill
-1 ACC/EVA
+0 ACC/EVA
+1 ACC/EVA
Notes
Swift Strike
√100
√135
√175
Arrow Rain
√100
√169
√255
Torrent Shot
√204
√270
√346
Tempest Slash
√186
√313
√472
Blade of Fury
√285
√378
√484
Myriad Arrows
√343
√490
√664
Shining Arrows
√414
√540
√683
Akasha Arts
√501
√675
√874
Myriad Arrows B
√217
√245
√275
Enemy-only, and only on 3 enemies

Odds of getting X hits at
-1 ACC/EVA
+0 ACC/EVA
+1 ACC/EVA
Skill
1
2
3
4
5
6
7
8
Swift Strike
70.71%
50%
29.29%
29.29%
50%
70.71%
Arrow Rain
50%
25%
13.40%
20.71%
25%
15.89%
15.89%
25%
20.71%
13.40%
25%
50%
Torrent Shot
57.73%
33.33%
18.35%
23.91%
33.33%
23.91%
18.35%
33.33%
57.73%
Tempest Slash
50%
25%
13.40%
20.71%
25%
15.89%
15.89%
25%
20.71%
13.40%
25%
50%
Blade of Fury
57.73%
33.33%
18.35%
23.91%
33.33%
23.91%
18.35%
33.33%
57.73%
Myriad Arrows
50%
25%
13.40%
20.71%
25%
15.89%
15.89%
25%
20.71%
13.40%
25%
50%
Shining Arrows
44.72%
20%
10.56%
18.52%
20%
11.98%
14.22%
20%
14.22%
11.98%
20%
18.52%
10.56%
20%
44.72%
Akasha Arts
70.71%
50%
29.29%
29.29%
50%
70.71%
Myriad Arrows B
70.71%
50%
29.29%
29.29%
50%
70.71%
Critical Hit Rate
Landing a critical hit is only possible if the skill is Slash, Strike, or Pierce skill that does power-based damage (meaning it's not a fixed number or percentage). Upon attempting to crit, the base crit rate will be calculated as

Attacker Luck + 50 __________________ x Skill Crit Defender Luck + 50
"Skill Crit" is 3 for all basic attacks that can crit.
Multiply by 0.8 if the attacker is an enemy.
Round the this base value towards 0.

The following passive skills multiply the base crit rate

Skill
Multiplier
Sharp Student
0.5
Apt Pupil
2.0

Note that the above modifiers are the only ones that multiply the base crit rate at all, all others only add fixed values to it after applying multipliers.

The following passive skills add a value to crit rate after applying multipliers

Skill
Increase
Condition (other than using a skill that can crit)
Crit Rate Boost
5
Crit Rate Amp cannot be applied
Crit Rate Amp
15
Critical Boost
5
Critical Amp cannot be applied
Critical Amp
10
Ailment Burst
7
Target has a non-Down ailment, Mitsuru is in party with Ailment Burst, and Ailment Surge cannot be applied
Ailment Surge
15
Target has a non-Down ailment and Mitsuru is in party with Ailment Surge

There are 2 buffs (that stack with each other) that also add to crit rate

Buff
Increase
Rebellion
7
Revolution
15

If using a basic attack with a weapon that says "+Critical rate up", then the final crit rate will be increased by

Tier
Increase
low
5
med
10
high
15

And finally, if the attack is directed at a target with one of these ailments, the final crit rate will be increased by

Ailment
Increase
Dizzy
15
Distress
60
Confusion
20
Fear
20

Round the final value towards 0.

The following additional effects also apply to crit

Name
Modification
Skill has 100 crit
Skip formula and guarantee crit
Hit defender's Weakness
Skip formula and guarantee no crit
Hit Repel/Drain
Skip formula and guarantee no crit
Defender has Shock (ailment)
Attempt a 2nd crit check at a fixed 35%. Crit succeeds if either that check or the normal check succeeds. The actual odds of critting a shocked enemy can be calculated as
35% + 65% x crit rate without shock (but with an ailment in general)
Defender has Freeze (ailment)
Effectively skip formula and guarantee crit. Technically it exhibits the same behavior as Shock, but the 2nd crit check is at a fixed 100% so it always succeeds.
Ailment Affliction
Whenever attempting to inflict an ailment (excluding Dizzy), the success rate is calculated as
Attacker Luck + 100 ____________________ x Skill Ailment Rate x Affinity x Difficulty Setting x Enemy Penalty Defender Luck + 100
Rounded towards zero

Where
  • Affinity is the Defender's Resistance/Weakness to the element that the ailment corresponds to.
  • Enemy Penalty is 0.8 if the attacker is an enemy, otherwise it's 1
  • Difficulty setting is a difficulty-based modifier to ailment rates.

These are the difficulty modifiers

Difficulty Level
Ailment Rate Multiplier from Player
Ailment Rate Multiplier from Enemy
Ailment Rate Multiplier from Enemy x Enemy Penalty
Peaceful
1.5
0.1
0.08
Easy
1.2
0.5
0.4
Normal
1.0
1.0
0.8
Hard
1.0
1.0
0.8
Merciless
0.8
1.2
0.96

And these are the elements that each ailment corresponds to
Ailment
Element
Down
Almighty
Charm
Charm
Distress
Distress
Confuse
Confuse
Fear
Fear
Rage
Rage
Freeze
Ice
Shock
Elec
Poison
Poison
Hama
Light
Mudo
Dark

To get into ailment resistances, they are substantially more complicated than they have any right to be. Some "Resist <ailment>" skills directly modify the affinity the ailment corresponds to (Resist Charm, for example), while others are multipliers applied after the fact (Resist Freeze). Additionally, if the skill is an example of the former, then the equipment that adds that skill will still be an example of the latter, and also stack with the persona skill.

The distribution of those is as follows, with "Affinity" meaning that it sets the ailment's affinity to "Resist" (just like Resist Fire, for example), while "Multiplier" means it is applied separately from resistances (much like a "Boost" skill would, but in reverse).

Ailment
Skill Affects
Equipment Affects
Stacks
Charm
Affinity
Multiplier
Yes
Distress
Affinity
Multiplier
Yes
Confuse
Affinity
Multiplier
Yes
Fear
Affinity
Multiplier
Yes
Rage
Affinity
Multiplier
Yes
Freeze
Multiplier
Multiplier
No
Shock
Multiplier
Multiplier
No
Poison
Affinity
Multiplier
Yes

These multipliers also affect ailment rates
Source
Multiplier
Condition
<ailment> Boost
1.5
Ailment used is <ailment>
Ailment Boost
1.25
Ailment used is not Hama or Mudo
+Resist <ailment> equipment, Resist Freeze, and Resist Shock
0.5
Ailment used is <ailment>. See above for how said resistance is applied.
Resist Ailments
0.75
Ailment used is not Hama or Mudo
Foul Breath/Stagnant Air/Seductive Breath
2.0
Ailment used is not Hama or Mudo

After applying all multipliers, cap at 99% and round towards 0.

Dizzy operates entirely differently from other ailments. Instead of using a formula, Dizzy just uses flat rates depending on the type of skill used to damage a Downed enemy

Damage Source
Rate
Theurgy
80%
Weapon
50%
Persona Skills/All-Out Attack
20%

and then applies these multipliers (all mentioned stack with each other)
Source
Multiplier
Conditions
Dizzy Boost
1.25
Not All-Out Attack
Resist Dizzy
0.5
+Resist Dizzy equipment
0.5

and round towards zero.

For skills that can inflict multiple ailments (such as Trickster), they actually start by randomly selecting one of the possible ailments (all possible are equally likely), then try to inflict that one. This selection process does not consider immunities.
Ailment Recovery
Each ailment has a minimum and maximum turn count, as listed below

Ailment
Min Turns
Max Turns
Down
1
1
Dizzy
2
2
Charm
1
4
Distress
2
4
Confuse
2
4
Fear
2
4
Rage
2
4
Freeze
2
2
Shock
2
2
Poison
Orgia Mode
3
3
Overheat
2
2

At the start of each turn, each ailment's timer will increment by 1 (or 2 if Fast Heal is equipped and the ailment is not Orgia Mode or Overheat). If the number is below the minimum turn count, then the ailment will persist. If the number is at or above the maximum turn count, the ailment will end. If the number is in-between, it will calculate a chance of recovering with

Luck __________________________ x Mod (Level x 3 - 1) x Affinity
rounded towards 0

Where
  • All parameters are taken from the character with the ailment, the character who afflicted it is irrelevant
  • Affinity refers to the natural ailment resistance (which is to say it's not affected by equipment, but is affected by Persona skills)
  • Mod is a value specific to each ailment with a variable duration

The "Mod" values for each ailment are
Ailment
Mod Value
Charm
50
Distress
50
Confuse
50
Fear
40
Rage
30
Healing (Dia/Diarama)
Start with 2 variables.

The 1st is the skill's healing power
Skill
Power
Dia
50
Media
50
Diarama
150
Mediarama
150

And the 2nd is a value based on your Magic stat
Magic Range
Bonus
1-5
0
6-10
6
11-15
12
16-20
17
21-25
22
26-30
27
31-35
34
36-40
44
41-45
54
46-50
65
51-55
75
56-60
85
61-65
93
66-70
100
71-75
105
76-80
110
81-85
115
86-90
120
91-95
125
96-99
130

then calculate your base healing power as

(Healing Power + Magic Bonus) x 0.6 if enemy Rounded towards 0

Multiply this value by 1.5 if Divine Grace is equipped, and round towards 0 again.
Finally, apply a damage range to the healing value, which is any whole percentage from 95% to 105% selected at random. Round towards 0 one final time for the final healing value.
Experience to Level Up
The amount of experience a party member needs to level up is technically arbitrary, but it's almost always aligned with a concise formula. The total amount of EXP needed to reach a certain level can be calculated as
Target^3 x 1.4 + 10 Rounded to nearest
Where Target is the level the character should be at with the resulting amount of EXP.

The first 5 levels on Makoto, Yukari, and Junpei are an exception to this rule. Those are at the following EXP thresholds

Level
Makoto
Yukari
Junpei
1
40*
0
0
2
44
15
15
3
126
121
121
4
170
170
170
5
200
225
225

For a Persona, you can instead use the following formula to calculate total EXP
Target^3 x (4.34 - 0.0266 x Source) + 10
Where
  • Target is the level the Persona reaches with the resulting amount of EXP
  • Source is the level the Persona starts at
Turn Order
In boss fights, turn order is fairly simple. It's determined by the order you added the party member to your own party (with Makoto always going first for obvious reasons), then enemies will take their turns, selecting their order in a similar way.

As for normal battles (including Tartarus Guardians and the like), the process used to determine turn order is needlessly convoluted (what else is new).

To start, each party (so the player's group and the enemy's group) is sorted in descending order by Agility.
Same Agility party members being sorted among themselves in descending order by Level.
Party members that are also the same level are sorted among themselves in descending order by ID.

with the following IDs for party members
Name
ID
Makoto
1
Yukari
2
Junpei
3
Akihiko
4
Mitsuru
5
Navigator
6
Aigis
7
Ken
8
Koromaru
9
Shinjiro
10
Metis
11
Aigis (Episode Aigis)
12

If "Advantage" occurs for either party, then the advantage party all takes their turn before the disadvantage party for the 1st turn cycle.
Otherwise, the game does a loop with the first member of each party (remember the sort order). In this loop it takes the player character's speed, subtracts the enemy character's speed from it, then uses the difference to determine the odds the player character gets added next.

However, the game also keeps track of a "streak" of consecutive player characters added. and picks the rate to add player characters at from a different table based on the size of the streak. The streak is reset to 0 upon an enemy being added to the order list. The different chances for a player character to be added next are listed below, grouped by agility difference between the player and the enemy, and by the streak counter.

Agility Difference
Streak of 0
Streak of 1
Streak of 2
Streak of 3
Streak of 4 (Seemingly Unused)
15 or higher
100%
80%
40%
27%
20%
10 to 14
100%
60%
30%
20%
15%
5 to 9
95%
40%
20%
14%
10%
3 or 4
90%
20%
10%
7%
5%
1 or 2
85%
0%
0%
0%
0%
0
80%
0%
0%
0%
0%
-1 or -2
75%
0%
0%
0%
0%
-3 or -4
70%
0%
0%
0%
0%
-5 or -9
60%
0%
0%
0%
0%
-10 or lower
50%
0%
0%
0%
0%
Once a character gets added to the turn order list, they are removed from their respective party's list, essentially moving the next character up in line.

As for "when" turn order is decided, while I can't claim with certainty that this is the case (yet), it appears to only be up to twice. One time at the start of the fight, and another at the end of the first cycle. The second time turn order is calculated will only occur if the initial turn order was determined by "Advantage." Turn order does not appear to be recalculated in response to Makoto's agility updating. I regrettably do not (yet) know how it responds to mid-battle summons.
Conclusion
Let me know if I made any errors, or if there's any missing information I should include here (unless it's turn order IK I'm trying to find it I found turn order and have a basic understanding of it, feel free to ask now).

Here's a spreadsheet I put together with most of the data tables a player may find relevant
https://docs.google.com/spreadsheets/d/1f4Bhkg0gBqUSm4YR1Bba1JsQn6w6fPDrqBTaWlHla8A/edit?usp=sharing
34 коментара
CTOBN  [автор] 6 окт. в 23:51 
@LPQvist

Do you mean RNG?
LPQvist 3 окт. в 3:28 
Okay but how does calculating if the move actually hit works? I get that the hit rate is calculated (for example) with ((AttackerAG + 200)/(DefenderAG + 200)) * Skill Accuracy but that only produces a value within a range of 50 to 99. How would I calculate if the move actually hits the target?
cold_spirit 2 окт. в 5:21 
Oh wow, I've completely misunderstood the effect of square roots. Thanks!
CTOBN  [автор] 1 окт. в 19:47 
@cold_spirit
there's a square root operation that's performed on skill power as part of the base damage formula.

√60 = ~7.746x per hit.
~7.746 x the average 1.5 hits gives ~11.62.
~11.62^2 gives what that is (roughly) equivalent to in skill power, which is 135.
CTOBN  [автор] 1 окт. в 19:43 
@AGR02

I'm not planning to go backwards. My expertise is somewhat limited to UE4 games.

I am, however, planning to do this for Metaphor, and have already started on that. It's giving me some difficulty because, again, only have the skillset for UE4 games at this time.
cold_spirit 1 окт. в 18:27 
How are you calculating "Approximate Average Skill Power" for Multi-Hit Skills with +0 ACC/EVA? It differs from what I get.

Let's take Swift Strike for example. It can either hit once for 60 pwr, or twice for 120 pwr, 50% chance of either happening.

I would average the skill power as:

60 + (60 x 2) = 180, then 180 / 2 = 90 pwr

However, your calculation landed on 135 pwr.
AGR02 26 септ. в 18:07 
If I can ask, are you planning to make more informative guides like this one for some of the other modern persona games? Would be cool to see. Thanks.
CTOBN  [автор] 21 септ. в 13:31 
@cold_spirit

I don't think enemies can inflict ailments on each other while charmed

Difficulty Setting and Enemy Penalty are separate multipliers

Hypothetically that would be the case, but again I don't think they have a way to inflict each other with ailments.
cold_spirit 21 септ. в 6:33 
Thanks for this. I enjoy reading it when I'm bored at work.

Regarding "Ailment Rate Multiplier from Enemy x Enemy Penalty", does this occur when an enemy is charmed?

Is the multiplier inputted as "Difficulty Setting" or "Enemy Penalty" in the formula?

Furthermore, if I'm calculating everything correctly, enemies are much more likely to inflict aliments on each other on Merciless than on Easy. I feel like that should be the opposite, so just wanted to confirm.
CTOBN  [автор] 11 септ. в 18:25 
@Umbra

1. They do not stack

2. They do stack

3. No it wouldn't be, Answer Aigis has an ID of 12, though theurgy charge is copy-pasted from Makoto.