The Alliance Alive HD Remastered

The Alliance Alive HD Remastered

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Weapon Arts/Spells/Sigils Stat Scaling
By Doom_Cookies
A Google Sheets document that lists every offensive Unique Art, Weapon Art, Spell, and Sigil in the game and displays the stats each one scales with.
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Preface
When I recently started The Alliance Alive, I noticed how incredibly flexible the weapon system was and how it was held back quite a bit by the lack of information on what each character stat did. Did STR raise all damage? Only Slashing and Blunt? Piercing? Ranged? Melee? Blah, blah, blah. Etc. Etc.

Upon seeking out more information across the internet, I found out that...no one really knew. In general, it was believed that STR and FOC were the damage increasing stats depending on whether the weapon did Piercing damage or another type, with SEN increasing Spell damage. It was all speculation and anecdotes, and details were sparse. So, I took it upon myself to remedy the problem. I brought out ol' reliable Cheat Engine and edited stats to see what changed damage for what weapons.

It didn't take long for me to realize that weapons did not have a consistent scaling stat. Instead, each individual art, irrespective of the weapon it was attached to, scaled from its own selection of stats.

...Oh, boy. My work was cut out for me.

One playthrough of the game and half a week of testing later, I have compiled a spreadsheet describing the stats used for scaling by every damaging Unique Art, Awakened Art, Spell, and Sigil in the game. Have at!
The Document
Below is a link to the Google Sheets document that lists all the offensive Arts and the stats they scale from.

A few things to note about the spreadsheet itself:
  • Final Strikes are not included due to the time it would take to test.
  • Arts are organized by SP cost followed by the Attack value listed in their tooltip. This means they're listed roughly by the order in which you'll learn them.
  • Arts do not scale with all stats equally. Even if an Art scales with more than one stat, it can scale with one specific stat more or less strongly than the other(s). This differs from Art to Art. I have not covered this in the spreadsheet.

The Stat Scaling Spreadsheet[docs.google.com]


Game File Export Data Sheet & Art Calculator

Fellow Steam user, asmoranomar, managed to pull more specific art scaling data (and much, much more) straight from the game files! You can use their spreadsheet as a reference for how much any specific art scales with each stat. They were also kind enough to create an art calculator so we can find any art with relative ease.

This new spreadsheet includes the Final Strikes!

To be able to edit any of the fields, you'll need to make a copy of the Sheet to your own Google Drive. To do that, open the link below and then click "File" on the toolbar at the top of the page, then choose "Make a Copy" to add a copy of this sheet to your Google Sheets account. You'll be able to edit it there.

Art Calculator Page[docs.google.com]

Note: The spreadsheet also has multiple other pages to look at that include data from the game files. I've linked directly to the arts calculator page, but raw art data, items, enemies, and other such data pages are available as well.
Some Interesting Notes And Takeaways
Through my testing, some of the results surprised me. I want to touch on a few of them.



  • STR and FOC are not the only stats that increase weapon damage. Every stat affects the damage of some Weapon Art or another.

It's not super intuitive that AGI and END also increase damage for some Arts. Even SEN increases the damage of exactly one Weapon Art in the game. In fact, counterintuitively, some melee Weapon Arts don't scale with STR at all.



  • Devil Snatch, a Sword Art, is the only Weapon Art in the game that scales with SEN.

Devil Snatch is a Sword Art you can expect to learn toward the last third of the game, and it is strong enough to be used for the rest of the game going forward as a low to modest cost Art. This Art singlehandedly makes Sword a strong lategame weapon choice for Vivian and Ignace despite their low STR. Devil Snatch compliments their Spells well, doing good damage and costing less SP against single targets



  • Staff is an AGI weapon, having as many Arts that scale with AGI as scale with STR.
  • Sword is a strong AGI weapon as well. Half of the Sword Arts scale with AGI.

Renzo is a party member known for his super high AGI but crappy stats everywhere else, and it was assumed that this made him the worst character in the game due to having low damage. Turns out, we just didn't get it. AGI is a damage stat.

His best weapons, without a shadow of a doubt, are Staff and Sword. And his high AGI actually makes him excel with them.



  • Bow is as much a STR weapon type as it is a FOC weapon type.

Every single Bow Art scales with both STR and FOC. The weakest Bow Art, Gambit, also scales with AGI, but it's so low damage that it's completely worthless anyway.



  • Unarmed is the only "weapon" type that has Arts that scale with END.
  • Most of Robbins' exclusive Unarmed Arts scale with END and not STR.

However, only the lower tier Unarmed Arts scale with END, making the END scaling relatively useless later in the game. For most characters...

...except Robbins, who is the exception. Of Robbins' four exclusive damaging Unarmed Arts, three scale exclusively with END (not even STR!), and only one of them scales exclusively with STR.



  • Tiggy's exclusive weapon type, Cannons, has all its Arts scale with both FOC and AGI. STR does absolutely nothing for her.

No point in giving Tiggy any STR boosting equipment. It's all FOC and AGI for her.



  • Two lategame Spells uniquely don't scale with SEN at all.

Nearly every Spell scales with SEN. There are only two exceptions which do not: La Danse Macabre and Misokayo 12. Instead, they both scale with STR (with the former also scaling with FOC). These spells are ideal for Barbarosa, given his immense STR and capacity for Sorcery.



  • Every Sigil scales exclusively with FOC, but they also scale based on the tier of Etheract equipment you're casting them using.

The fact that the Topaz Ring, an Etheract Accessory that allows you to cast Sigils from it, increases the healing and damage of Sigils is common knowledge. What I learned, however, is that not all other Etheracts are equal either.

The stronger the Etheract Weapon/Accessory you're using, the more damage and healing your Sigils will do:

Sunburst Staff > Sunshine Staff > Spearflute > Battle Staff > Commander Staff = Topaz Ring > Sardine Charm > Crimson Mirror > Wizard Staff > Jasper Spear > Weather Report > Surveyor Staff > Memento Knife

Another big thank you to fellow Steam user, asmoranomar, for pulling the precise power of the Etheract items straight from the game files, resulting in a correct list!

As you can see, Staffs (and the Spearflute) eventually outdo even the Topaz Ring near the final quarter of the game.
Conclusion
This may be coming out years after this obscure JRPG title's release, but I hope that some will still come around and find it useful. I'll certainly be using it for my NG+ run!

Have fun!
40 Comments
Doom_Cookies  [author] 28 Dec, 2024 @ 5:39pm 
Most of that isn't too surprising, but weapon quality affecting Final Strikes is a bit out of the blue. That kind of makes thematic sense, considering you're breaking the weapon to use it, but there really wasn't anything pointing toward this effect as far as I recall.
asmoranomar 28 Dec, 2024 @ 5:28pm 
I finished the basic damage formula. Spreadsheet is updated.

I was also able to discover several other parameters for defense and additive multipliers. Most bonuses are additive, but weakness/resistance are multiplicative. I probably wont discover them all but if it's not in the damage formula it's most likely in the additive multipliers.

An interesting discovery is that weapon quality will increase final strike damage. A normal weapon gives a +20% damage bonus, HQ or MW gives +30% and EX gives a +40% bonus to final strike attacks.

Defense does not subtracted from damage, it is a multiplier that mitigates damage. Ironically, AOE damage is not 'split among targets' but seems to have a mitigation factor in the defense formula.
Doom_Cookies  [author] 26 Dec, 2024 @ 8:05pm 
You're a saint, thank you! I see you working on it now, so I'll edit the section with a link to it once you're done with it.
asmoranomar 26 Dec, 2024 @ 7:57pm 
Exactly. Without going into crazy detail, here are the relevant parts:
1) ArtScaler is based on current position level like you said. It is not a fixed value.
2) The previous ArtScaler in the table is not. It is the starting attack position level. The other two columns next to it is the starting guard level and the starting support level.
3) The formula for ArtScaler is not 1:1. There is a minor conversion that takes place, but effectively every level is a 2% damage increase.

To help you out, I've introduced a calculator you can link to in the sheet.
Doom_Cookies  [author] 26 Dec, 2024 @ 4:41pm 
Also, updated the section of the guide dedicated to your spreadsheets to reflect the changes you made in how it's presented, to help readers find the scaling data and so that the URLs link to the correct pages.
Doom_Cookies  [author] 26 Dec, 2024 @ 4:39pm 
So, just to make sure I understand correctly, you're saying that ArtScaling is the variable for the damage modifier that comes from your current position level for that art, rather than a constant specific to the art that modifies its damage output, right?
asmoranomar 26 Dec, 2024 @ 10:15am 
In the process of investigating, I kept controls to try to limit accidental errors, and assumed that each art had a unique scaling value. Due to this, some assumptions were made to how ArtScaling worked. One of these controls kept all characters in the attacker position. ArtScaling is based on the relevant position level of the art.

This means that +1 level in a position is about the same as +2 in a stat.

This was discovered because I'm at a point where I can make changes to the game files and see them reflected in the game. Minor modifications can be done to the game that does not involve scripting - you can change stuff (loot, stats, equipment, art effects), but you can't add new ones. Although with some creativity you could do something like 'breaking weapons make them stronger until you repair them again'.
Doom_Cookies  [author] 24 Dec, 2024 @ 4:29pm 
I appreciate that snapshot. Though, taking a look at the table, it seems like it mostly follows the list you posted earlier, and I think that will suffice. Anyone inclined to actually know more will likely be happy combing through your other data as well.
asmoranomar 23 Dec, 2024 @ 1:52pm 
After making the Etheract list, I realized that I knew enough about the itemlist table that I could publish everything. My spreadsheet now has every item in the game and includes all variations of each item.

But I know this is just a guide for scaling so if you just want to see only the Etheract items, I took a quick snapshot here: https://i.imgur.com/95NK5U2.png
asmoranomar 22 Dec, 2024 @ 8:44am 
I would suspect some of the numbers might seem a bit more varied in some cases because another part of the formula considers defense/resistance. I haven't tested it, but I think it would be quite silly if your defense/resistance reduced healing. If we consider it does bypass defense/resistance, this means healing would have a higher 'damage' number, and that damage number would be more influenced by variance. I don't recall where I saw this random variance, but it wasn't at the end.