Metaphor: ReFantazio

Metaphor: ReFantazio

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Metaphor's Math Monstrosity
By CTOBN
Detailing how Metaphor calculates damage, accuracy, crit rates, etc.
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Introduction
I have no introduction. I do have math though.
Base Damage (Part 1)
Begin by converting your Weapon's Attack into a "True Weapon Attack" using the formula below
True Weapon Attack = ⌊ Displayed Weapon Attack x Archetype Modifier ⌋ x Sense of Kinship
Where "Archetype Modifier" is 0.85 for most archetypes, 0.9 for Prince, and 1.0 for enemies.

also your combined Armor/Gear Defense into a "True Armor Defense" using the formula below
True Armor Defense = (Displayed Armor Defense + Displayed Gear Defense) x Ironclad Bond

If the skill "Sense of Kinship" is equipped on the attacker, apply one of the below multipliers depending on the number of allies in the same lineage as the attacker, including the attacker themselves. Do the same for "Ironclad Bond" on the defender.

Allies in Matching Lineage
Sense of Kinship/Ironclad Bond
1
1.1
2
1.2
3
1.3
4
1.5

From this point the formula differs depending on if the attacker is a player or an enemy. Note that enemies have equipment just like players do.


Players

Next, True Weapon Attack is turned into "True Attack" by combining it with the skill's power, done as described below.

Condition
True Attack
Basic Attack
True Weapon Attack
Skill
0.9 x True Weapon Attack + 1.3 x Skill Power + Magic Power Factor

"Skill Power" is a constant value tied to the skill used in most cases, however there are 2 exceptions

Skills with "Power proportional to caster's remaining HP." have their power multiplied by the attacker's current HP (before paying the HP cost of the skill), then divided by the attacker's max HP.

Lucky Slash has a unique behavior that produces variance. The below values are what Lucky Slash uses, depending on RNG
Condition
Lucky Slash Power (as multiplier to 180)
Lucky Slash Power (after applying multiplier)
RNG produces 0
0.5
90
RNG produces 1
1.0
180
RNG produces 2
1.2
216
RNG produces 3
OR
Equipment with "Improves skills with random effects."
2.0
360

Meanwhile "Magic Power Factor" is a value determined proportionally to the user's Magic stat. This is only used for skills that scale off Magic, so Strength-based skills use 0 for that value. These are the values used based on the attacker's Magic stat for magic (use the highest one that corresponds to a magic value lower than the attacker's magic)
Magic Stat
Magic Power Factor
0
0
10
5
30
10
50
15
70
20
90
30

"True Attack" is then turned into the base "Initial Power" by performing the following operation

Initial Power = True Attack - 0.5 x True Armor Defense

Initial Power is set to 10 if it would be a value less than 10.

The next major step is to create a "Stat Multiplier", which is done using the following method
Stat Multiplier = (Offense Correction x Attacker Offense - 0.5 x Defender Endurance) x 0.01 + 1
"Attacker Offense" and "Offense Correction" are dependent on what stat the attack scales off of, using the below values

Attacker Offense
Offense Correction
Strength
1.8
Magic
1.7

"Raw Damage" when the player attacks is calculated as
Raw Damage = Initial Power x Stat Multiplier


Enemies

Next, True Weapon Attack is turned into "True Attack" by combining it with the skill's power, done as described below.

Condition
True Attack
Basic Attack
0.5 x True Weapon Attack
Skill
0.5 x True Weapon Attack + Skill Power
And then turned into the base "Offense Value" by performing the following operation

Offense Value = True Attack x Attacker Offense
"Attacker Offense" is just Strength for basic attacks and physical skills, and Magic for magic skills.

The "Defense Value" used depends on what kind of attack is being used
Condition
Defense Value
Basic Attack
1.35 x Defender Endurance + 0.9 x True Armor Defense
Skill
0.36 x Defender Offense + 0.675 x Defender Endurance + 0.9 x True Armor Defense
"Defender Offense" is just Strength for physical skills, and Magic for magic skills.

"Raw Damage" when an enemy attacks is calculated as
Raw Damage = 2 x √(30 x Offense Value / Defense Value)
Base Damage (Part 2)
Universal

A few more "Correction" values are still needed for this step of damage calculation.

"Weakness Correction" is determined by the target's resistance to the attack. The defaults are
Resistance Level
Weakness Correction
Resist
0.5
Neutral
1.0
Weak
1.5
Weak
Equipment with "Reduces the damage from being hit by your weakness."
1.0
Weak
Equipment with "Significantly reduces the damage from being hit by your weakness."
0.8
Any
Target has Hex
Skill used is Dark
3.0

However "Resist", "Neutral", and "Weak" can be any number of values for enemies, determined arbitrarily on an enemy-by-enemy and affinity-by-affinity basis, though deviations from the defaults are rare.
Resist
Neutral
Weak
Default
0.5
1.0
1.5
0.4
1.5
1.8
0.3
2.0
2.0
0.2
3.0
3.0
0.1

"Level Correction" is determined by the difference in level between the attacker and the defender
Attacker Level - Defender Level
Level Correction (Normal)
Level Correction (Boss)
≤ -16
0.5
1
-15
0.55
1
-14
0.6
1
-13
0.65
1
-12
0.7
1
-11
0.75
1
-10
0.79
1
-9
0.83
1
-8
0.87
1
-7
0.91
1
-6
0.95
1
-5
0.97
1
-4
0.99
1
-3
1
1
-2
1
1
-1
1
1
0
1
1
1
1.05
1.05
2
1.1
1.1
3
1.15
1.15
4
1.2
1.2
5
1.25
1.25
6
1.3
1.3
7
1.35
1.35
8
1.4
1.4
9
1.45
1.45
10
1.5
1.5
11
1.5
1.6
12
1.5
1.7
13
1.5
1.8
14
1.5
1.9
15
1.5
2
16
1.5
2.1
17
1.5
2.2
18
1.5
2.3
19
1.5
2.4
20
1.5
2.5
21
1.5
2.6
22
1.5
2.7
23
1.5
2.8
24
1.5
2.9
≥ 25
1.5
3.0

"Row Correction" is a multiplier specific to whether the attacker is in the front row or back row. Note that enemies are always treated as being in the front row. Row Correction is 1 x the product of all that apply.
Row Condition
Row Correction
Attacker is in the Back Row
Skill is "Melee"
0.5
Defender's entire party is in the Back Row
"Protective Formation" Follower ability unlocked
0.5
Defender is in the Back Row
0.8
Attacker is in the Front Row
Equipment with "While in the front row, increases Attack."
1.2
Defender is in the Back Row
Equipment with "While in the back row, increases Defence."
*
0.5
*Skill is entirely unused.

"Multihit Correction" is a divisor applied to multihit skills that is simply equal to the skill's highest possible hit count. For example, on a 2-4 hit skill "Multihit Correction" would be 4. On an 8 hit skill "Multihit Correction" would be 8.

The attack's base damage is calculated as
Base Damage = ⌊ ⌊ Raw Damage x Weakness Correction x Level Correction x Row Correction ⌋ / Multihit Correction ⌋

For Plunder Life, which drains HP proportionally to damage dealt, set Base Damage to the target's remaining HP if Base Damage would be higher than it.
Base Damage is set to 1 if it would be a value less than 1.
Modifying Damage (Part 1)
Once Base Damage has been obtained from the previous section, there's a series of modifiers to apply to it.

Some game mechanics exist that modify damage dealt, those are listed below
Mechanic
Multiplier
Guard
0.5
Critical Hit
No equipment with "Doubles critical hit damage."
1.5
Critical Hit
Equipment with "Doubles critical hit damage."
3.0

The "Difficulty Multiplier" is as follows
Difficulty Multiplier = Base Difficulty Multiplier x Critical Difficulty Multiplier x Weakness Difficulty Multiplier

The components of which are
Difficulty
Base Difficulty Multiplier (Player)
Base Difficulty Multiplier (Enemy)
Critical Difficulty Multiplier (Enemy Only)
Weakness Difficulty Multiplier (Enemy Only)
Storyteller
2.0
0.5
1.0
1.0
Easy
1.5
0.5
1.0
1.0
Normal
1.0
1.0
1.0
1.0
Hard
0.8
1.5
1.0
1.0
Regicide
0.8
1.75
2.0
3.0

The "Buff Multiplier" is as follows
Buff Multiplier = Attack Multiplier x Defense Multiplier x Focus Multiplier

The components of which are
Stage
Attack Multiplier (Tarukaja)
Defense Multiplier (Rakukaja)
Focus Multiplier (Charge and Hyper)
-3
0.6
1.4
-2
0.7
1.3
-1
0.8
1.2
0
1.0
1.0
1.0
1
1.2
0.8
2.25
2
1.3
0.7
3
1.4
0.6

"Ailment Multiplier" is a multiplier to damage dealt or taken that's conditioned on either the Attacker or the Defender having the ailment
Ailment Multiplier = Attacker Ailment Multiplier Product x Defender Ailment Multiplier Product
Ailment
Attacker Ailment Multiplier
Defender Ailment Multiplier
Frostbite
0.5
1.0
Rage
2.0
2.0

"Attack Multiplier" is a multiplier to damage dealt based on a special property of the attack used
Property
Attack Multiplier
Skill Used has one of
"Increases damage against human-type monsters."
or
"Damage boosted against human-type monsters."
1.5
Skill used has
"Increased damage against those afflicted with Anxiety"
also Trial of the Seeker for some reason
1.5
Modifying Damage (Part 2)
The majority of passive skills that modify damage are "Additive" damage boosts. This means that the damage increase is equal to
Additive Multiplier = 1 + (sum of additive damage boosts) / 100

The following damage increases are additive
Passive Skill/Effect
Condition
Additive Damage Boost
<element> Boost
Equipment with "Increases <element> attack strength."
Attack using <element>
20
<element> Surge
Equipment with "Significantly increases <element> attack strength."
Attack using <element>
30
Magic Boost
Equipment with "Increases strength of all magic."
Attack using Magic
15
Magic Surge
Equipment with "Significantly increases strength of all magic."
Attack using Magic
25
Front Boost
User is in Front Row
Self or ally in Front Row is attacking
Attack using Physical skill
10
Back Boost
User is in Back Row
Self or ally in Back Row is attacking
Attack using Magic
10
Short-Range Boost
Attack using a skill while in Front Row
10
Long-Range Boost
Attack using a skill while in Back Row
10
Martial Lore
Attack using Basic Attack
50
Revenge Seeker
Attack using a skill
⌈100 x (1 - Current HP / Max HP)⌉
Heat Up
Attack using Physical skill
Same Lineage Allies (including self)
Additive
1
10
2
15
3
20
4
30
Magic Circle
Attack using Magic
Same Lineage Allies (including self)
Additive
1
10
2
15
3
20
4
30
Arcane Unity
Attack using Synthesis
10
Equipment with "Increases the cost and strength of money skills."
Attack with a skill that (by default) costs money to use
100
Equipment with "Greatly increases the cost and strength of money skills."
Attack with a skill that (by default) costs money to use
200
Equipment with "Increases the strength of Synthesis skills that cost 0 MP."
Attack using Free Juggling or Miracle Cirque
50
Equipment with "Significantly increases the strength of Synthesis skills that cost 0 MP."
Attack using Free Juggling or Miracle Cirque
100
Equipment with "Increases damage when breaking through resistance."
Attack using a skill that "Ignores resistances."
Target would Resist/Null/Repel/Drain the skill if it didn't ignore resistances.
50
Front Surge
*
User is in Front Row
Self or ally in Front Row is attacking
Attack using Physical skill
15
Back Surge
*
User is in Back Row
Self or ally in Back Row is attacking
Attack using Magic
15
*skill is entirely unused

Beyond just the Additive Multiplier, there's a number of passive skills that apply independent multipliers, grouped together as
Passive Multiplier Product = 1 x (product of all independent multipliers from passives)

the below passives are independent multipliers
Passive Skill/Effect
Condition
Independent Multiplier
Sturdy Stance
Take damage
0.5
Noble Resolve
Take damage during an ambush
0.5
Equipment with "Increases damage against <enemy type>-type monsters."
Attack a target that is <enemy type>
1.5
Equipment with "Increases the MP cost and strength of Synthesis."
Attack using Synthesis that costs a non-zero amount of MP
2.0
Short-Range Surge
*
Attack while in Front Row
1.5
Long-Range Surge
*
Attack while in Back Row
1.5
Equipment with "Increases damage against enemies with Anxiety."
*
Target Has Anxiety
1.5
*skill is entirely unused

To get the actual "Average Damage", combine the multipliers
Average Damage = ⌊ Base Damage x Guard x Critical Hit x Difficulty Multiplier x Buff Multiplier x Ailment Multiplier x Attack Multiplier x Additive Multiplier x Passive Multiplier Product ⌋
If Average Damage is 99,999 or greater, the final damage value is set to 99,999.

If Average Damage is 99,998 or less, the next step is to apply damage ranges. This can be any whole % of Average Damage from 95% to 105% (so 95% and 96% are both possible, but 95.5% isn't) selected at random, then rounded down.

Finally, if the final damage value is less than 1, it is instead 1.
Random Hit Count Weights
It's mentioned in-game that Luck influences the number of times multi-hit skills hit. In actuality the game generates a skip chance using
Skip Chance = ⌊ Attacker Agility / 10 + Attacker Luck / 20 ⌋
If Skip Chance would be greater than 10%, it is instead 10%.

Skip Chance is the percentage chance the game skips hit count randomization and gives the max number of hits. If the game randomizes the hit count, then all values from the minimum hit count to the maximum hit count are equally likely.

The vast majority of skills with a random hit count have a range from their minimum hit count to their minimum hit count + 2. For those skills, here's what the odds of each hit count look like based on the value of Skip Chance
Skip Chance
Min Hits
Min Hits + 1
Min Hits + 2
Average Hits
0%
33.33%
33.33%
33.33%
Min Hits + 1
1%
33%
33%
34%
Min Hits + 1.01
2%
32.67%
32.67%
34.67%
Min Hits + 1.02
3%
32.33%
32.33%
35.33%
Min Hits + 1.03
4%
32%
32%
36%
Min Hits + 1.04
5%
31.67%
31.67%
36.67%
Min Hits + 1.05
6%
31.33%
31.33%
37.33%
Min Hits + 1.06
7%
31%
31%
38%
Min Hits + 1.07
8%
30.67%
30.67%
38.67%
Min Hits + 1.08
9%
30.33%
30.33%
39.33%
Min Hits + 1.09
10%
30%
30%
40%
Min Hits + 1.1

The skills Wild Barrage and Wild Salvo instead hit 2-3 times, below is what their odds look like at each Skip Chance
Skip Chance
2 Hits
3 Hits
Average Hits
0%
50%
50%
2.5
1%
49.5%
50.5%
2.505
2%
49%
51%
2.51
3%
48.5%
51.5%
2.515
4%
48%
52%
2.52
5%
47.5%
52.5%
2.525
6%
47%
53%
2.53
7%
46.5%
53.5%
2.535
8%
46%
54%
2.54
9%
45.5%
54.5%
2.545
10%
45%
55%
2.55
Healing
Begin by converting your Weapon's Attack into a "True Weapon Attack" using the formula below
True Weapon Attack = ⌊ Displayed Weapon Attack x Archetype Modifier ⌋ x Sense of Kinship
Where "Archetype Modifier" is 0.85 for most archetypes, 0.9 for Prince, and 1.0 for enemies.

If the skill "Sense of Kinship" is equipped on the attacker, apply one of the below multipliers depending on the number of allies in the same lineage as the attacker, including the attacker themselves.

Allies in Matching Lineage
Sense of Kinship
1
1.1
2
1.2
3
1.3
4
1.5

From there the base healing is calculated like this for players
Base Healing = ⌊ True Weapon Attack x 0.45 + Skill Power x 1.3 + Magic Healing Factor ⌋

Meanwhile base healing is calculated like this for enemies
Base Healing = ⌊ True Weapon Attack x 0.5 + Skill Power + Magic Healing Factor x 0.6 ⌋

"Skill Power" is the power value of the healing skill being used.

"Magic Healing Factor" is a value derived from the skill user's Magic stat, based on the below lookup table (use only the highest applicable one)
Minimum Magic Value
Magic Healing Factor
1
0
10
5
20
10
35
15
50
20
65
25
75
30
85
35
90
40
95
50

Very few multipliers are applied to healing, with only the following to consider
Skill/Effect
Condition
Passive Multiplier
Arcane Unity
Healing Skill is Synthesis
1.1
Godly Blessing
1.5

The "Average Healing" is
Average Healing = ⌊ Base Healing x Passive Multiplier Product ⌋
If Average Healing is 99,999 or greater, the final healing value is set to 99,999 (though this is irrelevant, as there's no method in game to achieve more than 1,305 average healing from a single skill).

If Average Healing is 99,998 or less (which it will be), the next step is to apply damage ranges. This can be any whole % of Average Healing from 95% to 105% (so 95% and 96% are both possible, but 95.5% isn't) selected at random, then rounded down.

Finally, if the final healing value is less than 1, it is instead 1.
Accuracy/Evasion
The game begins by determining a "Base Accuracy" from the following formula
Base Accuracy = ⌊ (1 + Attacker Agility / 400 - Defender Agility / 800) x (Skill Hit - Evasion) ⌋

Evasion being the sum of evasion from Armor and Sub-Armor.
For enemies this is 15 on Fios humans, 20 on Luma humans, 25 on Voidblack Fios humans, and either 0 or 3 in all other cases.

Skill Hit is technically arbitrary on a per-skill basis, however they follow a specific set of rules based on who they target and what stat their damage scales off (note: only reliable for player-usable damaging skills)
Targets
Skill Hit (Strength-based)
Skill Hit (Magic-based)
1 foe
97
99
all foes
95
98

with the following exceptions (among player-usable damaging skills)
Skill
Skill Hit
Plasma Nightblade
97 (despite targeting all foes)
Skills with "Low Hit Rate"
50
Any Synthesis if user has Arcane Unity
100

Several multipliers are applied to Base Accuracy

The "Sukukaja Multiplier" is as follows
Sukukaja Multiplier = Attacker's Multiplier x Defender's Multiplier

The components of which are
Sukukaja Stage
Attacker's Multiplier
Defender's Multiplier
-3
0.7
1.3
-2
0.8
1.2
-1
0.9
1.1
0
1.0
1.0
1
1.1
0.9
2
1.2
0.8
3
1.3
0.7

The Daze multiplier is set to
Condition
Daze Multiplier
Default
1.0
Attacker has Daze
0.5

There's a number of passive skills that apply multipliers here, grouped together as
Passive Multiplier Product = 1 x (product of all independent multipliers from passives)

the below passives multiply accuracy
Passive Skill/Effect
Condition
Passive Multiplier
<element> Dodge
Equipment with "Increases Evasion against <element>."
Attacked with <element>
<element> Evasion not present
0.85
<element> Evasion
Equipment with "Greatly increases Evasion against <element>."
Attacked with <element>
0.6
Physical Dodge
Equipment with "Increases Evasion against Slash, Pierce, and Strike."
Attacked with Slash, Pierce, or Strike
0.85
Third Eye
Attacked
0.5
Aim Support
Attacking
Same Lineage Allies (including self)
Multiplier
1
1.1
2
1.2
3
1.3
4
1.5

There's a few effects beyond multipliers that directly subtract from the final accuracy value, grouped together as
Reduction Total = (sum of all Reductions)

the below effects reduce accuracy
Passive Skill/Effect
Condition
Reduction
Shadow Dwellers
Attacked
Same Lineage Allies (including self)
Reduction
1
5
2
10
3
15
4
30
Beast-Scent Adept
Attacked by one of
  • Demonic Beast
  • Bird Monster
  • Human
Beast's Insight not unlocked
20
Beast's Insight
Attacked by one of
  • Demonic Beast
  • Bird Monster
  • Human
40
Avades Bonus
Defender is an Avades human's heart
Shell is alive
Attack is strength-based
Attack is melee
50

The final Hit Rate is
Hit Rate = ⌊ Base Accuracy x Sukukaja Multiplier x Daze Multiplier x Passive Multiplier Product ⌋ - Reduction Total
If Hit Rate would be above 99%, it is instead 99%. If Hit Rate would be below 1%, it is instead 1%.

Lastly, under the following conditions, hit rate calculation is ignored, and a specific result is given
Condition
Result
Null/Repel (counters included)/Drain
"Hit"
Skill has 100 Skill Hit without Arcane Unity
Hit
Skill benefits from an Accuracy Charge (Precision Fermented Ribs)
Hit
Target is asleep
Hit
Target has Sturdy Stance
Hit
Critical Hit Rate
To start, only Strength-based Slash, Pierce, Strike and Almighty attacks can crit.
If the skill can crit, then crit rate is calculated as
Base Crit Rate = ⌊ ( Attacker Luck + 50 ) / ( Defender Luck + 50 ) x Skill Crit x Enemy Penalty ⌋

"Enemy Penalty" is 0.8 if an Enemy is attacking, and 1.0 if a Player is attacking.

"Skill Crit" is defined arbitrarily per skill. Below is what that value looks like for any (player-usable) skill
Skill
Skill Crit
Summon Goblin King
Fortune Slots
Critical Strike
100 (skip calculation and succeed if able)
Gold Rush
Gold Attack
35
Bodhisattva's Palm
Brave Blade
30
Spiral Fist
25
Perfect Punch
Crushing Fist
20
Skull Cracher
Power Thrust
Hell Thrust
15
Meteoric Fist
Tiger Eruption Fist
10
Plasma Nightblade
All other single-target skills that can crit
8
All other multi-target skills that can crit
5
Slash, Pierce, Strike, or Almighty basic attacks
3

The final crit rate is
Crit Rate = Base Crit Rate + Boosts

Where boosts are
Skill/Effect
Condition
Boost
Critical Trade
Equipment with "Increases critical hit chance."
Base Crit Rate
Diligent Discipline
Same Lineage Allies (including self)
Boost
1
5
2
10
3
15
4
30
Spirit of Adversity
Current HP / Max HP ≤ 0.25
15
High Voltage
Begin Squad Battle with an Ambush*
15
Rebellion
15
Undaunted Spirit
Attack a Human
Slayer of Humans not unlocked
10
Slayer of Humans
Attack a Human
20
*Opening Volley + Stun does not count as an ambush. As a result this is impossible to benefit from as the player. Since no enemies have the skill, this effectively means High Voltage does nothing due to an oversight.

Additionally, under the following circumstances crit rate calculation will either be bypassed, or the result will be ignored (results with "no crit" are prioritized over results with "crit")
Condition
Forced Result
Attack does not scale off Strength by default
no crit
Attack is not Slash, Pierce, Strike, or Almighty
no crit
Attack hits a weakness, or is evaded, nulled, repelled, or drained
no crit
Defender has Dodge Master
no crit
Attack's base crit rate is 0
no crit
Defender is guarding
no crit
Attack's base crit rate is 100
crit
Defender is afflicted with Sleep
crit
Defender is afflicted with any ailment
Attack is Loathsome Claw
crit
Attack is basic attack
Equipment with "Attacks that land always deal critical hits." is present
crit
Weather is not Clear, Cloudy, Rain, or Dread
Equipment with "Always deal critical hits during storms." is present
crit
Ailment Infliction Rate
The ailment rate formula is
Base Ailment Rate = ⌊ (Attacker Luck + 100) / (Defender Luck + 100) x Skill Ailment Rate x Weakness Correction ⌋

With "Skill Ailment Rate" being defined on a per-skill basis. The following ailment rates are used for players (enemy-only skills may vary from this).
Source
Skill Ailment Rate
Basic attacks that can inflict ailments
Illusive Dream
Assassinate
Plasma Nightblade
30
All other skills or consumables that inflict ailments
40
Infernal Vortex
Summon Fairy (Modified)
Godkiller
50

"Weakness Correction" can be any number of values tied to the character's resistance to the ailment's element.
Resist
Neutral
Weak
Default
0.5
1.0
1.5
0.4
1.5
1.8
0.3
2.0
2.0
0.2
3.0
3.0
0.1

With ailments using these resistances
Ailment
Element
Poison
Poison
Malady
Malady
Paralysis
Paralysis
Hex
Dark
Burn
Fire
Frostbite
Ice
Charm
Charm
Daze
Daze
Forget
Forget
Sleep
Sleep
Rage
Rage
KO
Dark
Anxiety
Anxiety
Stun
Almighty

A number of multipliers are applied to ailments after calculating the base rate, listed below
Source
Condition
Multiplier
Art of Dance
Attacker has Art of Dance
Ailment is not KO
Ailment source is not a consumable
1.3
Pagan Teachings
Follower is in defender's party
Ailment is Anxiety
Pagan Secrets not unlocked
0.5
Pagan Secrets
Follower is in defender's party
Ailment is Anxiety
0.25
Hex
Defender has Hex
Ailment source is not a consumable
2.0
Snow
Weather is Snow
Ailment is Frostbite
Ailment source is not a consumable
2.0

The final ailment rate is
Ailment Rate = ⌊ Base Ailment Rate x Multiplier product ⌋
If Ailment Rate would be more than 99%, it is instead 99%.

Anxiety
If an enemy lands a crit on an ally and does not inflict another mind ailment with that attack or if an ally attacks into a Null, Repel, or Drain, there's a chance that ally will be afflicted with Anxiety if they aren't already.
Resistance
Anxiety Base Rate (Standard)
Anxiety Base Rate (Pagan Teachings)
Anxiety Base Rate (Pagan Secrets)
Neutral (100%, most archetypes)
20%
10%
5%
Resist (50%, Prince)
10%
5%
2%
Resist (30%, Faker/Trickster)
6%
3%
1%

If playing on Regicide, add a flat 20% to the anxiety base rate.

Flags can be set by the game to either skip this process or guarantee the Anxiety attempt succeeds.
Ailment Recovery
Ailment Recovery attempts occur only at the start of each turn. And it cannot happen the turn immediately after receiving the ailment.

Ailment Recovery rate is
Ailment Recovery Rate = ⌊ Luck / 4 ⌋ + 20

Additionally, each ailment starts with some number of turns remaining that ticks down at the start of each turn. Once that ticks down to 0, a recovery is guaranteed.
Ailment
Max Duration
Poison
6
Malady
6
Paralysis
6
Hex
6
Burn
3
Frostbite
3
Charm
3
Daze
3
Forget
3
Sleep
3
Rage
3
Anxiety
2
Stun
2

Additionally, due to what appears to be an oversight, if any support effect (Tarukaja, Rebellion, Knight's Proclamation, etc.) on the afflicted expires at the start of their turn, all ailment recovery functions are skipped. This skips, among other things, decrementing the ailment timer, running the random recovery check, or even Instant Recovery's effect to recover from ailments immediately.
Effects of Ailments
Poison
After acting, afflicted loses 5% of their max HP. Cannot be lethal.

Malady
Strength, Magic, Endurance, Agility, and Luck are reduced to 1/3rd their original value, before applying stat caps.
Healing does not affect the afflicted character.

Paralysis
Upon acting, 80% chance to be paralyzed and unable to move.
Note that, despite making the afflicted unable to move, it does not in any way hinder evasion.

Hex
Resistance damage multiplier for Dark is set to 3.0x against afflicted, regardless of the actual resistance level.
Ailment rates are doubled against afflicted when not using consumables.
After afflicted deals damage, afflicted takes damage equal to 50% of the total damage dealt to targets that survived the attack, rounded down.

Burn
After afflicted takes damage, afflicted takes additional damage equal to 30% of the total damage dealt, rounded down.

Frostbite
Afflicted's damage dealt is multiplied by 0.5x.

Charm
Overrides afflicted's action in ways that are not yet fully understood.

Daze
Afflicted's hit rate is multiplied by 0.5x.

Forget
Afflicted cannot use skills, but can still perform basic attacks, guard, pass, and use items.

Sleep
Afflicted's action is lost, restoring an as of yet undocumented amount of HP and MP.
Afflicted cannot evade.
Attacks against afflicted that can crit will always crit.
Cured upon receiving non-Draining HP damage.

Rage
Afflicted is forced to perform a basic attack on their action.
Afflicted both deals and takes 2x damage.

Anxiety
Afflicted will perform archetype skills randomly when using them, the specifics of which are not known.
If an attack deals damage to afflicted, no press turn icon is removed.
Cured upon taking any HP damage from a character other than self.

Stun
Afflicted cannot act or evade.
20% chance to be cured upon taking HP damage from a source other than Opening Volley, Mortal Strike, or a source that Drains HP, once per attack (on the last hit).
Enemy Drops and Rewards
EXP and A-EXP
If Fortune's Grasp and/or Archetypal Ring (does not stack) are found on the character, multiply A-EXP by 1.5.

Multipliers are applied to EXP and A-EXP based on the difference between the enemy's level and the player's level

Enemy Level - Player Level
EXP/A-EXP Multiplier
-10
0.25
-9
0.3
-8
0.35
-7
0.4
-6
0.45
-5
0.5
-4
0.55
-3
0.6
-2
1
-1
1
0
1
1
1
2
1
3
1.05
4
1.05
5
1.1
6
1.1
7
1.15
8
1.15
9
1.2
10
1.3

Item Drop Rate

Each enemy has a common drop and a rare drop, the odds of them giving their drop are
True Drop Rate = (⌊ ( 1 + Total Luck of Party / 400 ) x Drop Rate ⌋ + Lucky Find) x Regicide

"Drop Rate" is the base drop rate for the item.

"Total Luck of Party" only includes the active party, not anyone in reserves.

"Lucky Find" is 20 if anyone in the party has the skill "Lucky Find" for common drops, or 20 if anyone in the party has the skill "Luckier Find" for rare drops. Otherwise this is 0.

"Regicide" is 2 if playing on the "Regicide" difficulty setting, otherwise it's 1.

Steal

Stealing can only steal the enemy's rare drop, and has one of the following Steal rates

Normal
Steal Chance = ⌊ Attacker Agility / 2 + Drop Rate x 1.2 ⌋ + Plunder Bonus

Equipment with "Increases success of stealing skills."
Steal Chance = ⌊ Attacker Agility + Drop Rate x 1.2 ⌋ + 10 + Plunder Bonus

"Plunder Bonus" is 20 if using Plunder instead of Steal.

"Drop Rate" is the base drop rate of the item being stolen. This can be any of 1, 2, 3, 4, 5, 8, 25, or 100 depending on the enemy being stolen from.

At 89 Agility or more, when using equipment to boost the success rate of stealing skills, it is impossible for Steal to fail provided there is an item to Steal.

Debt Collection

The amount of MAG added to the battle result by Debt Collection is determined by
Bonus MAG = √(Attacker Level) x Attacker Archetype Rank x 10

Since MAG gained this way is added to the battle result itself, it is affected by Unscathed Triumph, and is not gained if running away.

Pickpocket

Pickpocket gives a 50% chance of receiving an enemy's common drop when stunning or killing them in the overworld while the protagonist is in Thief, Assassin, or Ninja. This chance cannot be modified.
Miscellaneous
Faker's Roguery
Faker's Roguery's outcomes are split into the following table. Number of times Faker's Roguery has been used is reset at the start of the player's turn
Result
First Time
Second Time
Third Time onwards
First Time (Joker's Knives)
Second Time (Joker's Knives)
Third Time onwards (Joker's Knives)
Lost all Turn Icons!
5%
10%
95%
5%
10%
95%
All Turn Icons are blinking!
25%
35%
4%
0%
0%
0%
Gained two Turn Icons!
35%
35%
1%
35%
40%
1%
Gained three Turn Icons!
25%
10%
0%
45%
40%
4%
Gained four Turn Icons!
10%
10%
0%
15%
10%
0%

Guard Duty

If
  • The protagonist is attacked by an enemy
  • The attack would strike the protagonist's weakness
  • the attack used is single-target
  • Hulkenberg is in the active party
  • Hulkenberg has no ailments
  • This ability has not been triggered previously this battle

then there is a chance the attack is redirected to Hulkenberg, depending on the ability unlocked
Ability
Activation Chance
None
0%
Guard Duty
30%
Special Guard Duty
100%

Hulkenberg is treated as guarding for a redirected attack.

Victory Foresight

If the ability "Victory Foresight" is unlocked, then the following behavior will occur.

At the start of each player's turn, the game checks Victory Foresight's turn counter.
If the turn counter is 0, then there is a 31% chance that Gallica adds 2 blinking Turn Icons.
If she adds turn icons, Victory Foresight's turn counter is set to a random value from 6 to 9.

At the end of each enemy turn, if Victory Foresight's turn counter is greater than 0, it is lowered by 1. This occurs before the above behavior.
Conclusion
Let me know if there's anything that I didn't cover here that you think should be. I'm still working on this, and would appreciate any suggestions for what to include or look into.

Spreadsheet with Skill, Equipment, and Enemy Data:
https://docs.google.com/spreadsheets/d/1FDC6T6tr__-AU18tY--4-ZUSzkeaMM_Kg_Crqu6VrcM/edit?usp=sharing

Spreadsheet with Character/Archetype stats and growths
https://docs.google.com/spreadsheets/d/1UF3G5-pp0uUm6c8i39B5-Zi6fATB2gaH-fHWpLgWxRs/edit?usp=sharing
76 Comments
CTOBN  [author] 3 Jan @ 3:20pm 
@excellyon

The answer is Heat Up. They're still physical skills. They just use Magic **as if it was Strength** if Magic is higher.
excellyon 3 Jan @ 11:35am 
Great post. Small question on the unique skills from the MC's exclusive archetype. As I understand it, it scales from the higher of St or Ma stat but does this also have the subsequent physical or magic multipliers applied?

For instance, if I have higher Ma than St and use one of the unique skills with Magic circle and Heat Up, which passives will be applied? Does this change if St is higher than Ma?
Rizzcous 1 Jan @ 6:13am 
I see, thanks for the answer (and the amazing post).
CTOBN  [author] 31 Dec, 2024 @ 6:06pm 
@Rizzcous

Enemies can be immune to ailments independent of their corresponding damage resistance. Orgos are one of those enemies.
Rizzcous 31 Dec, 2024 @ 7:02am 
I must be misunderstanding something, because it looks to me like Godkiller would have around 50% chance to instakill an enemy with no resistance to it, and both Godkiller and Hex application should be higher than base on enemies weak to Dark. But I've just reset 20 times using Godkiller and Curse Chant on an Orgo in the Tower by Brilehaven, and it hasn't one-shot or applied Hex a single time. What am I missing? Unless enemies have luck in the thousands I don't understand how that formula doesn't mean this Orgo should be dead as hell
CTOBN  [author] 28 Dec, 2024 @ 9:13am 
@True Lump

It's referring to effects that aren't obtainable in any way, shape, or form normally, and aren't found on any enemies, but still exist behind the scenes and could be obtained via cheats.
True Lump 27 Dec, 2024 @ 11:02pm 
Several times throughout you use * saying "skill is entirely unused". I'd like to clarify the meaning of it. Is that referring to redacted skill/items that ore referenced but go otherwise unused and are unobtainable, or is that referring to the skill/item/effect directly before it saying that those are unimplemented even though obtainable?
CTOBN  [author] 10 Dec, 2024 @ 10:50am 
@Irfan

Unless there's an enemy that uses it I don't think so.
Irfan 8 Dec, 2024 @ 10:01pm 
so does trial of the seekers weird hidden damage modifier ever actually come in play?
CTOBN  [author] 5 Dec, 2024 @ 3:06am 
@Munchmatoast

4 Endurance does the same thing as 3 Armor Defense btw