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proof picture [i.imgur.com]
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.
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.
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.
[Current Lvl] = ([Max MP] / 3) - [Magic Stat]
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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