Formulas
Contents
Datamined Formulas
All results are floored (rounded down to nearest INT). Many formulas have been Datamined long time ago and as such should be taken with a grain of salt (the game is currently much harder to datamine)
HP = VIT * 4.7 + LVL * 7.4 PATK = STR * 2.1 + LVL * 5.6 + 50 MATK = MAG * 2.1 + LVL * 5.6 + 50 PDEF = VIT * 1.1 + STR * 0.5 + LVL * 5.6 + 50 MDEF = VIT * 1.1 + MAG * 0.5 + LVL * 5.6 + 50
DAMAGE FORMULA = (ATK * 1 - DEF * 0.5) * 0.4 * (SKILL POWER * (1 + % SKILL DAMAGE MODIFIERS FROM SKILL LEVELS) / 100) * (1 + % DAMAGE MODIFIERS) * (1 + TARUNDA/TARUKAJA - RAKUNDA/RAKUKAJA) * (CHARGE / CONCENTRATE: 2.25 or 2.75 w/ Templar Dragon) * (CRIT/WEAKNESS/RESIST) 10% variance in final damage. Critical hit multiplier is 1.5x Weakness hit multiplier is 1.5x Resistance hit multiplier is 0.7x
HEALING FORMULA = (MATK * (HEAL POWER * (1 + % HEALING MODIFIERS FROM SKILL LEVELS) / 100) * HEALING_CONST + MIN_HEAL_VAL) * RANDOM_HEA_VAR * (1 + % HEAL MODIFIERS)
-kaja/-kunda effects (applied at end of formula) Rakukaja: -0.17 = 0.83x damage taken Tarunda: -0.2 = 0.8x damage taken Rakukaja + Tarunda: -0.37 = 0.64x damage taken Tarukaja: +1.2 = 1.2x damage dealt Rakunda: +1.25 = 1.25x damage dealt Tarukaja + Rakunda: 1.45 = 1.45x damage dealt
STATUS CHANCE = BASE STATUS CHANCE + BRAND STATUS CHANCE + STATUS CHANCE PASSIVES - ENEMY STATUS RESIST + (USER LUCK - ENEMY LUCK) * 0.5 MINIMUM STATUS CHANCE = SKILL_ADD_RATE * UNKNOWN CONSTANT It will take the higher result of the two formulas above.
TEMP ACCURACY = BASE SKILL ACCURACY * (FUNCTION1(USER AGI - ENEMY AGI) + FUNCTION2(USER LUCK - ENEMY LUCK)) * (1 * SUKUNDA/SUKUKAJA) FINAL ACCURACY = TEMP ACCURACY + ACC BRANDS + ACC SKILLS - EVASION BRANDS - EVASION SKILLS There is a minimum hit chance, and it will take either that or the accuracy depending on what's higher. MIN ACCURACY = 100 * BASE SKILL ACCURACY * CONSTANT CONSTANT has been datamined as being probably 0.2
LUCK DIFF = USER LUCK - ENEMY LUCK CRIT LUK VALUE = 20 if LUCK DIFF >= 30, 15 if LUCK DIFF >= 20, 10 if LUCK DIFF >= 10, 0 if LUCK DIFF >= 0, -10 if LUCK DIFF >= -256 CRIT CHANCE = CRIT LUK VALUE + BASE SKILL CRIT CHANCE + PASSIVE SKILLS/PANEL CRIT CHANCE + CRIT BRANDS - ENEMY CRIT REDUC SKILLS/PANEL + Dx2 CRIT SKILL Crit chance is clamped to lie between 0 and 100 inclusive. BASE SKILL CRIT chance seems to be 0 or 10 on phys skills which don’t list their crit rate in their description
Counter Chance is rolled sequentially and separately, starting from the highest tier Counter first (Death Counter>Retaliate>Counter) regardless of slot order.
Party speed is calculated first at an individual demon level then at a party level. INDIVIDUAL DEMON SPEED = (DEMON AGILITY + SKILL AGILITY + MITAMA AGILITY) * ((SKILL SPEED PERCENT + BRAND SPEED PERCENT + PANEL PERCENT) / 100) PARTY SPEED TOTAL = INDIVIDUAL DEMON SPEED TOTAL / PARTY COUNT (It's an average)
More On Accuracy
Functions
As written above Accuracy uses some FUNCTION 1 and 2 which respectively takes the difference between the AGI and the difference between LUK. (Notation: DIFF_AGI and DIFF_LUK)
FUNCTION1(DIFF_AGI) is:
- 102 if DIFF_AGI >= 256
- 100 if DIFF_AGI >= 40
- 98 if DIFF_AGI >= 30
- 96 if DIFF_AGI >= 20
- 94 if DIFF_AGI >= 10
- 92 if DIFF_AGI >= 0
- 88 if DIFF_AGI >= -20
- 84 if DIFF_AGI >= -40
- 80 if DIFF_AGI >= -60
- 76 if DIFF_AGI >= -256
FUNCTION2(DIFF_LUK) is:
- 13 if DIFF_LUK >= 256
- 11 if DIFF_LUK >= 30
- 9 if DIFF_LUK >= 20
- 7 if DIFF_LUK >= 10
- 5 if DIFF_LUK >= 0
- 0 if DIFF_LUK >= -30
- -5 if DIFF_LUK >= -256
In a nutshell, every 10 AGI or LUCK points are worth 2% Accuracy/Evasion on average (i.e. 1 point = 0.2%). But we have some cap on AGI and LUCK impact on Accuracy. Beyond a difference of 30 LUCK points or 60 AGI points between the attacker and defender, you will not be getting better return.
And the base Accuracy when DIFF_LUCK and DIFF_AGI are near 0 is 88 to 97, depending if DIFF_LUCK/AGI >=0.
Base Skill Accuracy
As shown in the Formula, skills have base accuracy. Normal Attack is 1.0 base accuracy (i.e 100%).
NON-PHYS SKILLS WITH IRREGULAR ACC (non 0):
- Amakusa Uprising: 1
- Barbed Spear: 1.1
- Slaughter All: 1
- Third Eye: 1
- Vengeful Frost Fist: 1
PHYS SKILLS WITH IRREGULAR ACC (non 1):
- Lunge: 0.95
- Oni-Kagura: 0.95
- Mortal Jihad: 0.95
- Mow Down: 0.9
- Herculean Strike L: 0.9
- Herculean Strike: 0.9
- Hades Blast: 0.9
- Vorpal Blade: 0.9
- Gigantomachia: 0.9
- Earthquake: 0.9
- Heat Wave: 0.85
- Megaton Press: 0.85
- Titanomachia: 0.85
- Blight: 0.9
- Rampage: 0.9
- Deathbound: 0.9
- Madness Nails: 0.9
- Myriad Arrows: 0.9
- Nihil Claw: 0.9
- Tempest Slash: 0.9
- Violent Slash: 0.95
- Beloved Slash: 0.9
- Million Stab: 0.9
- Gungnir: 1.3
- Gomorrah (J): 0.9
- Hell Claw: 0.9
Chain Effect/Passives:
- Enemy Annihilation: 0.9
- Heavenly Valor: 0.85
- Dragon Blade's chain effect: 1.0
- Terror of London: 0.9
- Yaksha Claw: 0.9
- Bloodshed: 0.9
Enemy Exclusive Skills (non 1 for phys or non 0 for elemental):
- Dragon Flare: 1
- End Realm: 1.5
- Mad Ice Sword: 1.1
- Maragidyne (Physical): 1
- Dragon Tooth: 0.8
- Megaton Press+: 1.1
- Mutilation: 1.2
Basically, phys skills get -10% accuracy for being AOE or Random Target and -5% for having increased crit rate (-15% if both). Unique skills do not necessarily follow this pattern (Ouas is 1 despite high crit, Gungnir is 1.3 etc.)
Updated Formulas?
Experimental Data
Someone tried to experimentally determine the formula in March 2019 https://game-burio.hatenablog.com/entry/2019/03/01/014016
The formula he got are not very good, but he did publish the experiments: 6 of them
Each experiment is just 1 Brandless Demon using Normal Attack on another Brandless Demon 200 times, then calculating the Hit Rate in %. We can use the results and compare them with our own Formulas.
He does this for 6 different pairs of Demons.
USER AGI | ENEMY AGI | USER LUK | ENEMY LUK | DIFF AGI | DIFF LUK | FUNCTION1 | FUNCTION2 | EXPERIM(%) | THEORY(%) | |
---|---|---|---|---|---|---|---|---|---|---|
EXP1 | 153 | 208 | 169 | 188 | -55 | -19 | 80 | 0 | 81 | 80 |
EXP2 | 152 | 208 | 132 | 188 | -56 | -56 | 80 | -5 | 71 | 75 |
EXP3 | 61 | 208 | 166 | 188 | -147 | -22 | 76 | 0 | 75 | 76 |
EXP4 | 94 | 208 | 64 | 188 | -114 | -124 | 76 | -5 | 65 | 71 |
EXP5 | 94 | 112 | 64 | 138 | -18 | -74 | 88 | -5 | 80 | 83 |
EXP6 | 153 | 112 | 132 | 138 | 41 | -6 | 100 | 0 | 100 | 100 |
Updated Formula?
There are quite a few problems already with the Formulas:
The highest and lowest bounds used are 256 and -256 which used to be the highest AGI in the game (Garuda). This is not true anymore especially with crazy bosses like Celestial Long. Moreover the Formula seem to predict a bug would occur if DIFF < -256, and we definitely do not see such bugs right now.
So the 256 is probably wrong.
Now we have a second problem. Related to the experiments. (Take into account that the Standard Deviation should be about 2% to 3%.) We can see whenever DIFF LUK is very low our prediction is too high by quite a large margin EXP2, EXP4 and EXP5. The fact it is systematically overpredicting may mean there are more Low Bounds in FUNCTION2 than in the old Datamined Formulas.