Shin Megami Tensei III Nocturne HD Remaster

Shin Megami Tensei III Nocturne HD Remaster

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Damage Formulas Explained - How to actually deal damage, what stats do and other tips
By Sabaca
A guide to understanding how damage is calculated, with a list of skills and their associated values.
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Introduction
⚠️GUIDE UNDER CONSTRUCTION, if you spot mistakes please report them to me⚠️

Welcome to this guide to SMT Nocturne. If you are :
  • a new player wondering what kind of build you should do, which skills to keep/look for, or simply what skills actually do

  • a seasoned player who wants to improve his/her knowledge of the game

then this is the right place.

Nocturne is not very clear about how it works, what the stats actually do or how the formulas work. And it is part of its charm. But some people might want to have a better understanding of what actually happens when you put a stat point in Luck or Agility.

Thankfully, people have been working in the past 15 years to try and uncover what's under the hood. This guide is an attempt at summarizing everything that has been found so far.

This guide assumes all values, variables, algorithms and formulas are identical to the PS2 version (which, considering the effort put in by Atlus for this remaster, is a high probability).

Credits and sources will be available at the bottom of the page.
About Stats
First of all let's establish what stats do. While some of them may seem a bit obvious (Strength lets you hit harder with your fists, Vitality gives you more HP...), the rest of them are not really clear about what they do. Here is a rapid explanation of what everything does.

Strength
  • Strength of physical attack and skills
  • Pass certain checks in the game (notably to open some doors in Mantra HQ and Third Kalpa)

Magic
  • Total MP amount
  • Strength of magic skills and magic accuracy
  • Pass certain checks in the game (notably to open some doors in Third Kalpa)

Vitality
  • Total HP amount

Agility
  • Order in which demons will play while in battle (from highest who will act first to lowest who will act last)
  • Physical accuracy
  • Physical and magic evasion
  • Chance to inflict a critical
  • Chance of getting ambushed
  • Chance of having a turn before the enemy at the start of a fight
  • Chance of escaping a battle (if not hard mode or a scripted/boss battle)

Luck
  • Magic evasion
  • Magic accuracy (very slightly)
  • Chance of getting ambushed (very slightly)
  • Chance of having a turn before the enemy at the start of a fight (very slightly)
  • Chance of escaping a battle (if not hard mode or a scripted/boss battle)
  • Chance of a demon recovering from an ailment
  • Pass certain checks in the game (notably to open some doors in Third Kalpa)
Yes you read that right, luck plays no role in probabilities of critical hits, ailment infliction or item drop rate.

Level
  • All of the above except chance of escaping a battle
  • Fusion limitation (can't fuse or summon a demon with a level higher than that of the MC, except on New Game Plus)
Maximum level : 255 (while the maximum level displayed in-game is 99, the real maximum level obtainable is 255)

HP
  • Maximum amount of damage you can soak up before you ded
  • Strength of some physical skills
Maximum value : 999

MP
  • Consumed to use almost all magic skills
Maximum value : 999
Basic Formulas
Now let's delve into how the stats are used. First we'll go over the basic formulas which are simple to grasp. Then we'll go over advanced battle formulas, like physical accuracy or chances to escape from a fight. Finally we'll take a look at how damage is calculated, for both physical and magical attacks.

Total HP
(Lvl + Vit) * 6 = HP
Very simple, every time you level up or put a point in Vit you get 6 more HP. The earliest you can get to raw 999 HP is at Level 127 assuming you have 40 Vit.

Total MP
(Lvl + Mag) * 3 = MP
Also very simple, every time you level up or put a point in Mag you get 3 more MP. The earliest you can get to raw 999 MP is never, so you would need a skill like Mana Surge to artificially inflate the number.
Battle Formulas
Before going further, here are some shortcuts we will need.

PA = party average
EA = enemy average
[] = truncation to lowest integer (floor)

Physical Accuracy
Skill Accuracy + ([Attacker Agi/[Attacker Lvl/5 + 3]] * 6.25) - ([Defender Agi/[Defender Lvl/5 + 3]] * 6.25) = % of chances to hit
Here is one very important yet overly complicated dumb formula.

Skill Accuracy can be calculated by subtracting the Miss Rate from the Base Hit Rate. Don't worry about these values, they are all specific to each skill and will be available later in the guide. The issue is not here.

It all comes down to two big problems : the function itself, and truncation. Dividing Agility by your Level means the more you level up, the more chances you have to miss. You would think you can mitigate this by investing more points in Agility. This is where the truncation problem comes in.

The fact that the result of this division is truncated before being multiplied by 6.25 means you can only increase or decrease your chance to hit by multiples of 6.25. Even worse : it scales very badly. The more you level up, the more points you will have to invest in Agility just to maintain the same accuracy. Having 10 Agility at Level 10 gives the same probabilities to hit than having 40 Agility at Level 85.

Bottom line is : don't worry too much about this, the formula is terrible. If you want to make sure you will hit your target, focus more on using accurate skills with buffs and debuffs.

Critical Hit Chance
(Physical Accuracy Formula Result / Skill Accuracy) * Skill Crit Rate = % of chances to crit
Take the result of the formula above, divide then multiply. Physical skills also have a defined Critical Rate, that you can find later in the guide.

Magical Accuracy
Skill Accuracy * (Attacker Lvl + Attacker Mag * 2 + [Attacker Luck/2] + 17.5) / (Defender Lvl + [Defender Agi * 1.5] + Defender Luck + 17.5) = % of chances to hit
Already, a formula that makes more sense.

If you wish to hit your enemies with magical skills, just have a high Magic stat. It's that simple, and makes Magic self sufficient.

Chances to Act First
(72 + (MC's Lvl + [MC's Luck/2] + MC's Agi) – (EA Lvl + EA Agi + [EA Luck/2])) * x = % of chances to act first x = An enemy-encounter-specific value, can be 1.0, 0.8, 0.6, 0.4, or 0 Maximum Value = 85% Minimum Value = 50%
Don't spend too much time on this one, just know you have at worst a one in a two chance to go first, and that no matter how high your stats are, you can still go second.

Note: This formula only applies to random encounters.

Chances to Escape
20 + 20 * (2 + (PA Agi + PA Luck)/4.2) / (2 + (EA Agi + EA Luck)/4.2) = % of chances to escape
If you want to escape with 100% certainty, use the Trafuri skill or the Smoke Ball item. Or disable all enemies before trying to escape (sleep, shock, freeze, bind, stone)

Note: This formula only applies to Normal difficulty. If you play on Hard, do not even attempt to flee. Exception : if all enemies are disabled you should be able to escape.

Chances of Getting Ambushed
12 * (EA Lvl + EA Agi + [EA Luck/2]) / (MC's Lvl + MC's Agi + [MC's Luck/2]) = % of chances of getting ambushed
This check is only applied if you don't go first in a random encounter. As long as your stats are similar to the enemies', you have a one in eight chance of getting ambushed if you don't go first.

Note: You can notice only the MC's stats are taken into account : the demons in your party have no incidence on your chances of getting ambushed. This formula only applies to Normal difficulty, in Hard chances to get ambushed are much higher (and deadly).

Chances of Ailment Recovery
(Luck / [(20 + Lvl) / 5]) * Ailment Recovery Value = % of chances of ailment recovery
Each ailment has a specific multiplier to know if you have more or less chances to recover from it. Here is the list :
  • Charm = 40
  • Panic = 30
  • Bind = 30
  • Sleep = 20

Ailments are an issue in the early and mid game, when you don't (shouldn't) invest your points in Luck. In the end game however, your chances of recovery are high, and most demons are getting immune to them.

Note: The ailment will remain for at least one turn, this formula is only applied when your turn ends.
Damage Formulas
These formulas are given to calculate an estimate of the average damage dealt by a skill. There are variables you need to take into account (buffs, debuffs, (hidden) weakness and (hidden) resistances...). These formulas give the raw damage before taking all of this into account.

Damage calculation in Nocturne is done in multiple ways. Mostly, it depends on the type of attack. It's always one of these :

  • Physical attack
  • Physical attack, HP Based
  • Magical attack

Let us start with the easy ones.

Physical Attacks
(Lvl + Str) * Skill Power ÷ 15 = Damage ±5%
This is the simplest formula. The higher your Level and your Strength, the harder the skill will hit. Each physical skill has a certain Skill Power value ; it is not displayed in game, but you can have a rough idea if it is high or low by reading the skill description. There is always an adjective like "Light", "Medium", "Heavy", etc. Check the end of the guide if you want to know exact values.

Physical Attacks, HP Based
Max HP * Skill Power * 0.0114 = Damage ±5%
Some of the physical skills you'll encounter in the game will have this in their description : "Based on User's Max HP". They are what we call "Weapon Skills", because only demons who visibly hold a weapon can learn them (and Demi-Fiend, because he is the weapon).

These skills are unique in the fact that they do not scale with your Strength or Level (directly). They only check the Skill Power, and your Max HP (your maximum total, not your current HP). You already know that the maximum HP value is 999, so all you really need is the Skill Power to know the skill's maximum possible damage.

Magical Attacks

Disclaimer : There are rumors Atlus has tweaked the formula from the PS2 version, so it may not apply to the remaster. This is yet to be confirmed (I don't see why they would go to the lengths of tweaking algorithms but not unlock 30 FPS).

Here comes the pain train.

Each magic skill has what we call a Limit Value and a Correction or Complement Value. We must use these values to calculate the Peak.

((Limit - Correction) / Skill Power) × (255/24) = Peak

Then there are four formulas that can apply ; to know which one, you must compare your Level to the Peak.

Lvl < Peak
0.004 * (5 * (Mag+36) - Lvl) * ((24 * Skill Power * (Lvl / 255) + Correction)) = Damage ±5%

Lvl = Peak
0.004 * [((5 * (Mag+36)) - ((Limit - Correction) / Skill Power) * (255 / 24)] * Limit = Damage ±5%

Peak < Lvl ≤ 160
0.004 * (5 * (Mag+36) - Lvl) * Limit = Damage ±5%

160 < Lvl
0.004 * (5 * (Mag+36) - 160) * Limit = Damage ±5%

You see, not only is this way too complicated for what it does. It also weakens your magic skills over time. You may have noticed that the moment your Level is higher than the Peak value of the skill, you start subtracting your Level in the formula. Most magic skills have a Peak of around 30. What this means is that 9 times out of 10, your magic skills will inflict less and less damage the more you level up after Level 30.

This simple fact, coupled with other things like :
  • the existence of Focus (which gives a 2.5 multiplier damage boost to your next physical attack)
  • the fact that physical attacks can crit (so only consume half a press turn and deal 50% more damage)
  • the fact they consume HP instead of MP, which is a resource easier to replenish
is why old Nocturne players have been memeing on magic builds for so many years.

The game is beatable with an MC knowing only magic skills. It just so happens that all the best skills in the game you can learn are physical ones. I recommend using Magic only in the early game when HP is too valuable to use, so you can hit weaknesses and get free press turns. Just don't invest too much points in it.
Calculator
Here is a quick spreadsheet done for calculating damage. Download it, or click File -> Make a copy, so you can edit it.

https://drive.google.com/file/d/1sgBK64UbjzTAhibMlF-f_OojROwFWwWm/view?usp=sharing

You only have to :

- select the skill in the dropdown
- input necessary info, like user's level, user's str/mag and user's max HP

And you will get an accurate approximation of the raw damage that would be inflicted to an enemy with no resistance/weakness or buffs/debuffs.

Then you need to check for the conditions below :

Variance
There is always some variance to the raw damage calculated (more or less 5%). This comes before everything else.

Critical
The damage inflicted will be multiplied by 1.5 if hitting a critical hit.

Weaknesses
The damage inflicted will be multiplied by 1.5 if hitting an enemy weakness.
Be aware some enemies have hidden weaknesses : they will take more damage from certain attacks, but not give free press turns. Such demons include Slime, Blob or Black Ooze.

Resistances
The damage inflicted will be multiplied by 0.5 if hitting an enemy resistance.
Be aware some enemies have hidden resistances : they will take less damage from certain attacks, but the multiplier will be different. Such demons include Fomor and Black Frost.

Buffs
Tarukaja buffs offense by 25%. It can stack up to four times. Which means you need to multiply your raw damage according to this table below.

Nb. of Tarukajas
Multiplier
1
1.25
2
1.50
3
1.75
4
2

Rakukaja buffs defense by 25%. It can stack up to four times. Which means you need to multiply your raw damage according to this table below.

Nb. of enemy Rakukajas
Multiplier
1
0.875
2
0.75
3
0.625
4
0.5

Debuffs
Tarunda debuffs offense by 12.5%. It can stack up to four times. Which means you need to multiply your raw damage according to this table below.

Nb. of enemy Tarundas
Multiplier
1
0.875
2
0.75
3
0.625
4
0.5

Rakunda debuffs defense by 12.5%. It can stack up to four times. Which means you need to multiply your raw damage according to this table below.

Nb. of Rakundas
Multiplier
1
1.25
2
1.50
3
1.75
4
2
Physical Skills
Name
Power
Nb. of hits
Cost
Base Hit Rate
Miss Rate
Critical Rate
Notes
Lunge
41
1
10% HP
100
24
24
Hell Thrust
47
1
12% HP
100
33
33
Berserk
16
1-5
13% HP
100
3
13
1 target : 1-2 hits ; 2+ targets : 1-5 hits with max 3 hits on same target
Tempest
31
All
25% HP
100
30
30
Hades Blast
41
All
32% HP
100
10
43
Needle Rush
41
1
10% HP
100
24
24
Stun Needle
31
1
7% HP
100
24
24
40% chance of paralyze
Toxic Sting
31
1
7% HP
100
24
24
40% chance of poison
Arid Needle
31
1
12% HP
100
26
26
60% chance of stone
Feral Bite
44
1
12% HP
100
24
24
Venom Bite
41
1
18% HP
100
24
24
40% chance of poison
Charm Bite
41
1
18% HP
100
24
24
55% chance of charm
Stone Bite
44
1
22% HP
100
26
26
60% chance of stone
Stun Bite
44
1
17% HP
100
26
26
40% chance of paralyze
Hell Fang
56
1
15% HP
100
45
45
Feral Claw
34
1
6% HP
100
25
25
Venom Claw
41
1
18% HP
100
24
24
40% chance of poison
Stun Claw
44
1
17% HP
100
30
30
40% chance of paralyze
Iron Claw
56
1
15% HP
100
45
45
Physical Skills, HP Based
Name
Power
Nb. of hits
Cost
Base Hit Rate
Miss Rate
Critical Rate
Notes
Brutal Slash
50
1
13% HP
100
26
26
Mighty Gust
53
1
14% HP
100
26
26
Guillotine
47
1
17% HP
100
33
33
40% chance of paralyze
Dark Sword
53
1
22% HP
100
40
40
40% chance of mute
Stasis Blade
53
1
12% HP
100
33
33
65% chance of bind
Heat Wave
19
All
16% HP
100
7
26
Blight
22
All
36% HP
100
9
36
20% chance of poison
Hassohappa
47
All
35% HP
100
11
46
Chaos Blade
22
1-4
32% HP
100
5
20
1 target : 1-2 hits ; 2+ targets : 1-4 hits with max 2 hits on same target - 30% chance of panic
Deathbound
38
1-5
25% HP
100
5
21
1 target : 1-2 hits ; 2+ targets : 1-5 hits with max 3 hits on same target
Exclusive Physical Skills
Name
Power
Nb. of hits
Cost
Base Hit Rate
Miss Rate
Critical Rate
Notes
Deadly Fury
41
All
32% HP
100
3
50
MC exclusive
Xeros Beat
28
All
40% HP
100
3
30
30% chance of bind - MC exclusive
Divine Shot
50
1
13% HP
100
3
30
MC exclusive
Javelin Rain
41
All
40% HP
100
3
30
20% chance of mute - MC exclusive
Oni-Kagura
38
All
30% HP
100
3
30
MC exclusive
Spiral Viper
62
1
16% HP
100
3
30
MC exclusive
Gaea Rage
47
All
35% HP
100
3
30
MC exclusive
Earthquake
70
All
45% HP
200
10
0
Skadi Exclusive
Andalucia
32
All
6% HP
100
0
1
1-4 hits each target - Matador Exclusive
Hell Spin
31
All
25% HP
100
5
5
Terrorblade
30
1-5
10 MP
100
3
4
1 target : 1-2 hits ; 2+ targets : 1-5 hits with max 3 hits on same target - Red Rider exclusive
E & I
32
1
3 MP
100
3
13
1-4 hits - Dante Exclusive
Rebellion
36
1
9% HP
200
2
50
1-4 hits - Dante Exclusive
Bullet Time
25
All
10 MP
255
3
4
30% chance of panic - Dante Exclusive
Boogie Woogie
32
1
3 MP
100
3
13
1-4 hits - Raidou Exclusive
Enter Yoshitsune
36
1
9% HP
200
2
50
1-4 hits - Raidou Exclusive
Mokoi Boomerang
25
All
10 MP
255
3
4
30% chance of panic - Raidou Exclusive
Almighty Physical Skills
Name
Power
Nb. of hits
Cost
Base Hit Rate
Miss Rate
Critical Rate
Notes
Last Resort
56
All
100% HP
100
10
10
Hits all foes and allies
Kamikaze
78
1
100% HP
100
10
10
Sacrifice
59
1-5
100% HP
100
0
0
1 target : 1-2 hits ; 2+ targets : 1-5 hits with max 3 hits on same target - Can hit allies
Freikugel
65
1
17% HP
100
3
30
MC exclusive
Stinger
40
1
12% HP
100
3
4
40% chance to instant kill - Dante exclusive
Yamato
40
1
12% HP
100
3
4
40% chance to instant kill - Raidou exclusive
Magic Fire Skills
Name
Power
Nb. of hits
Cost
Base Hit Rate
Miss Rate
Limit Value
Correction Value
Notes
Agi
37
1
3 MP
100
0
104
10
Maragi
30
All
8 MP
100
0
85
9
Agilao
55
1
6 MP
100
0
155
16
Maragion
45
All
15 MP
100
0
126
13
Agidyne
75
1
10 MP
100
0
220
20
Maragidyne
65
All
25 MP
100
0
183
19
Fire Breath
30
1-5
9 MP
100
0
85
8
1 target : 1-2 hits ; 2+ targets : 1-5 hits with max 3 hits on same target
Hellfire
50
1-4
18 MP
100
0
140
14
1 target : 1-2 hits ; 2+ targets : 1-4 hits with max 2 hits on same target
Prominence
90
1-4
30 MP
100
0
253
26
1 target : 1-2 hits ; 2+ targets : 1-4 hits with max 2 hits on same target
Hell Burner
30
All
8 MP
100
0
85
9
Hell Biker exclusive
Ragnarok
80
1
30 MP
100
0
800
20
Peaks at Level 104 - Surt exclusive
Magma Axis
48
1
15% HP
100
0
470
14
Peaks at Level 101 - MC exclusive
Magic Ice Skills
Name
Power
Nb. of hits
Cost
Base Hit Rate
Miss Rate
Limit Value
Correction Value
Notes
Bufu
30
1
3 MP
100
0
85
9
20% chance of freeze
Mabufu
20
All
8 MP
100
0
56
6
10% chance of freeze
Bufula
45
1
6 MP
100
0
126
13
25% chance of freeze
Mabufula
35
All
15 MP
100
0
98
10
13% chance of freeze
Bufudyne
65
1
10 MP
100
0
183
19
30% chance of freeze
Mabufudyne
55
All
25 MP
100
0
155
16
15% chance of freeze
Ice Breath
25
1-5
9 MP
100
0
70
7
17% chance of freeze - 1 target : 1-2 hits ; 2+ targets : 2-4 hits with max 2 hits on same target
Glacial Blast
65
1-4
25 MP
100
0
183
19
15% chance of freeze - 1 target : 1-2 hits ; 2+ targets : 1-4 hits with max 2 hits on same target
Magic Elec Skills
Name
Power
Nb. of hits
Cost
Base Hit Rate
Miss Rate
Limit Value
Correction Value
Notes
Zio
30
1
3 MP
100
0
85
9
20% chance of shock
Mazio
20
All
8 MP
100
0
56
6
10% chance of shock
Zionga
45
1
6 MP
100
0
126
13
25% chance of shock
Mazionga
35
All
15 MP
100
0
98
10
13% chance of shock
Ziodyne
65
1
10 MP
100
0
183
19
30% chance of shock
Maziodyne
55
All
25 MP
100
0
155
16
15% chance of shock
Shock
25
1-5
9 MP
100
0
70
7
17% chance of shock - 1 target : 1-2 hits ; 2+ targets : 1-5 hits with max 3 hits on same target
Bolt Storm
65
1-4
25 MP
100
0
183
19
15% chance of shock - 1 target : 1-2 hits ; 2+ targets : 1-4 hits with max 2 hits on same target
Roundtrip
55
All
25 MP
100
0
155
16
15% chance of shock - Dante exclusive
Mishaguji Raiden
55
All
25 MP
100
0
155
16
15% chance of shock - Raidou exclusive
Magic Force Skills
All the skills below have a chance to instant kill targets suffering from the stone status effect
Name
Power
Nb. of hits
Cost
Base Hit Rate
Miss Rate
Limit Value
Correction Value
Notes
Zan
37
1
3 MP
100
0
104
10
Mazan
30
All
8 MP
100
0
85
9
Zanma
55
1
6 MP
100
0
155
16
Mazan
45
All
15 MP
100
0
126
13
Zandyne
75
1
10 MP
100
0
220
20
Mazandyne
65
All
25 MP
100
0
183
19
Wing Buffet
30
1-5
9 MP
100
0
85
8
1 target : 1-2 hits ; 2+ targets : 1-5 hits with max 3 hits on same target
Tornado
65
1-4
25 MP
100
0
183
19
1 target : 1-2 hits ; 2+ targets : 1-4 hits with max 2 hits on same target
Wind Cutter
90
1
13 MP
100
0
330
26
Hell Exhaust
40
All
15 MP
100
0
112
11
Has a Dekaja effect - Hell Biker exclusive
Wet Wind
65
All
25 MP
100
0
200
20
20% chance of paralyze - Pazuzu exclusive
Whirlwind
65
All
25 MP
100
0
183
19
Dante exclusive
Hitokoto Storm
65
All
25 MP
100
0
183
19
Raidou exclusive
Magic Almighty Skills
Name
Power
Nb. of hits
Cost
Base Hit Rate
Miss Rate
Limit Value
Correction Value
Notes
Deathtouch
30
1
5 MP
100
0
84
10
Drains HP
Mana Drain
15
1
2 MP
100
0
42
2
Drains MP
Life Drain
30
1
10 MP
100
0
84
8
Drains HP and MP
Meditation
60
1
10 MP
100
0
84
8
Drains HP and MP - Daisoujou exclusive
Megido
70
All
30 MP
100
0
197
20
Megidola
80
All
37 MP
100
0
225
23
Megidolaon
90
All
50 MP
100
0
253
26
Pestilence
50
All
16 MP
255
0
120
12
Instant kill if target already poisoned - Pale Rider exclusive
Beast Roar
80
All
37 MP
100
0
225
23
Heals for 10% of damage dealt - Mother Harlot exclusive
Holy Melody
100
1
1 MP
255
0
0
0
Restores 100% HP/MP to target with lowest % of HP - Trumpeter exclusive
Evil Melody
0
1
1 MP
255
0
0
0
100% death kill to enemy with lowest % of HP - Trumpeter exclusive
Showtime
90
All
40 MP
255
0
253
26
Dante exclusive
Jiraiya Dance
90
All
40 MP
255
0
253
26
Raidou exclusive
Fire of Sinai
90
1-5
50 MP
100
0
253
26
1 target : 1-2 hits ; 2+ targets : 1-5 hits with max 3 hits on same target - Metatron exclusive
Death Flies
90
All
50 MP
100
0
253
26
100% death kill - Beelzebub exclusive
Magic Expel Skills
Name
Power
Nb. of hits
Cost
Base Hit Rate
Miss Rate
Limit Value
Correction Value
Notes
Hama
0
1
6 MP
100
0
0
0
40% chance of expel kill
Mahama
0
All
15 MP
100
0
0
0
20% chance of expel kill
Hamaon
0
1
10 MP
100
0
0
0
60% chance of expel kill
Mahamaon
0
All
6 MP
100
0
0
0
40% chance of expel kill
God's Bow
0
1
20 MP
255
0
0
0
100% chance of expel kill - White Rider exclusive
Violet Flash
75
1
10 MP
100
0
220
20
Radiance
75
All
30 MP
100
0
211
21
Thunderclap
50
1
12 MP
100
0
140
14
Halves enemy's HP
Holy Wrath
50
All
36 MP
100
0
140
14
Halves all enemies' HP
Godly Light
80
All
20 MP
50
0
140
14
Reduces all enemies' HP by 80% - Amaterasu exclusive
Magic Death Skills
Name
Power
Nb. of hits
Cost
Base Hit Rate
Miss Rate
Limit Value
Correction Value
Notes
Mudo
0
1
6 MP
100
0
0
0
40% chance of death kill
Mamudo
0
All
15 MP
100
0
0
0
20% chance of death kill
Mudoon
0
1
10 MP
100
0
0
0
60% chance of expel kill
Mamudoon
0
All
6 MP
100
0
0
0
40% chance of expel kill
Hell Gaze
50
1
10 MP
100
0
140
14
70% chance of death kill
Evil Gaze
1
1
8 MP
55
0
1
1
Reduces enemy's HP to 1
Stone Gaze
50
1
6 MP
100
0
0
0
50% chance of stone
Tips
This is YOUR section ! Write some of your tips while playing the game, and if they are really good and make sense, I will add them here. The list will get bigger with time.
  • Buffs and debuffs stack up to 4 times. USE THEM. Each buff stack gives a 25% bonus, and each debuff stack gives a 12.5% penalty, so a full 4-stack gives a x2 effect. As an example : buffing yourself with 4x Tarukaja and hitting an enemy with 4x Rakunda multiplies the damage inflicted by 4.

  • If you need to heal your party at a Fountain of Life and have some MP, use skills to heal your HP before going in. Recovering 1 HP costs 1 Macca, recovering 1 MP costs 2.5 Macca. Do the math. You will save money by spending 12 MP to cast a Media before going in.

  • Try to get yourself a mana battery. Get a demon with an MP Drain and give him Makatora. Daisoujou is the absolute best candidate : try to give him Makatora when fusing him, and you will never have money problems again thanks to his Meditation+Makatora combo.

  • The game doesn't display your exact level once you pass lvl 99 (even though it caps at 255). If you wish to know your exact level, use the following formula :

    [Current Lvl] = ([Max MP] / 3) - [Magic Stat]
16 Comments
Hyunckel 21 Aug, 2023 @ 2:44am 
Thanks man! You did a good job formatting all the data here in a comprehensive way for everyone. Keep up the great work!
Hyunckel 18 Aug, 2023 @ 12:48pm 
So I got in touch with Robin&Zephyr who goes by 8bitMisdreavus on Gamefaqs, and he explained to me that I in fact sent him the ODS spreadsheet via a MediaFire link through private messaging, which I totally forgot. Would be cool if you could credit me in your Sources section.
proof picture [i.imgur.com]
FunTomAsh™ 13 Aug, 2023 @ 10:56pm 
What? It gives 2x effect (and with buffs 3x). Because, by having only 50% damage dealing, enemy deals you 2 times lesser damage. If enemy has 50% less defense, enemy will take 2x more times damage and etc. So both buffs and debuffs kind of equal (but there is Debilitate in the game (all 3 db in 1), when there is no such a skill for buffs. And also it depends on bosses- some of them have Dekaja or Dekunda only).
Ragnell Avalon VTuber 13 Jul, 2023 @ 9:34pm 
>Each buff stack gives a 25% bonus, and each debuff stack gives a 12.5% penalty, so a full 4-stack gives a x2 effect.

12.5x4 = 50, not 100, so each debuff 4-stack gives a 50% modifier, not 100%, resulting in a x1.5 effect.
This has the effect that buffs are 'more valuable' than debuffs in terms of raw numbers.
PA-NI-NI 21 Aug, 2022 @ 8:28am 
for the sake of formatting instead of having dante and raidou listed separately put the 2 in the same row since aside from cosmetic in hd they are identical
foggy day 10 Apr, 2022 @ 3:31pm 
dumb dumb
Queen Fiona 8 Jan, 2022 @ 5:54pm 
If you do get the chance to reply or update the guide, thank you! 🖤 If not, then I'll just say thank you for compiling this info and making the calculator!
Queen Fiona 8 Jan, 2022 @ 5:54pm 
I have a couple of questions with gaps that might be handy to try and fill if you're ever up for revising this guide more.

First off, can the stats for status moves be listed? Or healing moves? The latter use a formula that isn't affected by peaks, right? (I suppose with Diaharan being available, it's a bit of a pointless question, but...)

Secondly, related to this, what are the mechanics for status moves (ie, stuff like charm, panic, bind)? Is it a straight percentage, or do the stats have an impact on them? Status is generally fairly inefficient for you in this game, but it'd still be interesting to have their mechanics put here so you can compare them to everything else.

Lastly, how do weaknesses or resistances to status or Light/Dark affect the percentage chances listed? I would assume based on prior experiences that hitting something weak to Light/Dark would double the chance of instant death or something, but I'm not entirely clear.
Ghost42 24 Oct, 2021 @ 10:41pm 
Chaos Blade says 1-4 hits in the number of hits column but 1-5 with max 3 hits to a target in the notes, guessing Notes has the typo.
Whirlwind is listed twice in the Magic Force table.

In regards to Atlus possibly changing the mechanics without unlocking the FPS, sometimes games have other things tied to frame rate, doubling the FPS could double the game's speed and/ or introduce glitches in certain games for example (the PAL standard runs at 25/ 50 FPS, compared to NTSC's 30/ 60 which can cause a notable difference with in-game speed in certain games). Nocturne probably isn't like that (most of the time it's with 2D/ sprite based games, though it does apply to some 3D games iirc) if they have changed some mechanics without unlocking the FPS this could be a reason, though it's speculative.
Bolek 5 Oct, 2021 @ 5:25am 
this is something I found on gamefaqs months months ago when grinding

[Current Lvl] = ([Max MP] / 3) - [Magic Stat]
^
|
to find out what your level is after you reach level 99 where the game doesn't count your level anymore, and when you reach the cap of 255 you will be stuck at 1xp left for level up