Persona 3 Reload

Persona 3 Reload

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The Math Behind Persona 3 Reload's Combat
Von CTOBN
An explanation of the game's needlessly complex formulas
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Introduction
WARNING: Below this paragraph there is Math. Math is scary, so you may want to look away if you're afraid of that sort of thing.
Damage (Base)
To start, there's actually 5 different damage formulas, ranging from slightly different to drastically different.

For player characters using a weapon or a power-based Persona skill, the below damage formula is used.

√(Skill Power x 15 x Offense / En) x 2 x Level Difference x Affinity Rounded toward 0

Where
  • "Skill Power" is the base power value of the skill being used, God's Hand is 800 for example. For a weapon attack, this number if half of the weapon's "Attack" stat.
  • "Offense" is Strength if using a weapon attack or a Slash, Strike, or Pierce Persona skill, and otherwise "Offense" is Magic.
  • "Affinity" is 1 for enemies that are Neutral to the attack (very rarely it can be 2 instead, such as when using Fire against Priestess, and in exactly 1 fight can be 2.25), 0.5 for enemies that Resist the attack (can also be 0.25 depending on the enemy), or 1.25 for enemies that are Weak to the attack.
  • "Level Difference" is taken from the following table, based on how much higher the attacker's level is than the defender's level.

    Level Advantage
    Damage Multiplier
    -13
    0.5
    -12
    0.51
    -11
    0.53
    -10
    0.59
    -9
    0.66
    -8
    0.75
    -7
    0.84
    -6
    0.91
    -5
    0.97
    -4
    0.99
    -3
    1.0
    -2
    1.0
    -1
    1.0
    0
    1.0
    1
    1.01
    2
    1.03
    3
    1.09
    4
    1.16
    5
    1.25
    6
    1.34
    7
    1.41
    8
    1.47
    9
    1.49
    10
    1.5
    During boss fights, the multiplier from level difference will never go below 1 for either party.

    However I mentioned that there are other damage formulas than that, to knock out 2 more quickly, here's how damage is calculated for enemies

    (√(Skill Power x 6 x Offense / (8 x En + Armor)) x 9 x Level Difference - 10) x Affinity Rounded toward 0

    Where (same as above unless stated otherwise)
    • "Skill Power" is not halved for basic attacks, unlike the player version
    • "Armor" is the armor value on the defending player's armor (in the rare case where an enemy attacks another enemy or itself, it is instead 10)
    • the "- 10" near the end is removed if attacking with a regular attack. (which is where the 3rd formula comes from)

    The 4th damage formula is used for All-Out Attacks, and is calculated as

    √(Skill Power x 15 x St / En) x 1.6 x Level Difference^2 x Affinity x Participant Count Rounded toward 0

    Where
    • "Skill Power" is half of the Attack of the main character's weapon
    • "Affinity" is the defending character's Almighty resistance (yes there are cases where this isn't just 1)
    • Participant Count is the number of party members able to participate in the All-Out Attack

    Finally, there's Theurgy damage, which is calculated as

    √(Skill Power x 10 x (Level + 20) x (St + Ma) / En) x 0.7 x Level Difference x Affinity Rounded toward 0

    Where
    • "Level" refers to just the attacker's level, and not the level difference used later

    If you're wondering about Takaya's Theurgy, that's calculated the same way an enemy using a normal skill is calculated, as would any other Theurgy if used by an enemy.
Damage Modifiers
Once you have obtained your base damage value from the previous section. You can now begin applying several adjustments to that damage based off of various effects that can apply. The first, and perhaps most obvious one, are the variety of passive skills that you can use to increase damage, which I will list below (some skills, like Raging Tiger, are not listed for reasons I will explain later)

Skill Name
Multiplier
Condition
<element> Boost
1.25
Use an <element> skill
<element> Amp
1.5
Use an <element> skill
<element> Driver
1.75
Use an <element> skill
Magic Ability
1.25
Use a Fire, Ice, Elec, Wind, Light, or Dark skill
Magic Mastery
1.5
Use a Fire, Ice, Elec, Wind, Light, or Dark skill
Single-Target Boost
1.15
Use a skill that can only hit 1 target
Multi-Target Boost
1.15
Use a skill that can hit more than 1 target (even if only 1 is present)
Shift Boost
1.1
Attack during a Shift
Shift Amp
1.2
Attack during a Shift
Weakness Boost
1.1
Hit a weakness
Weakness Amp
1.2
Hit a weakness (doesn't stack)
Critical Boost
1.2
Crit
Critical Amp
1.4
Crit (doesn't stack)
Phys Boost
1.1
Use a Slash, Strike, or Pierce skill
Phys Amp
1.2
Use a Slash, Strike, or Pierce skill (doesn't stack)
Sister Boost
1.2
Attack during a Shift from Aigis
Sister Amp
1.4
Attack during a Shift from Aigis (doesn't stack)
Divine Master
1.5
Use a Slash, Strike, or Pierce skill
Firm Stance
0.5
Take damage
Weakness Buffer
0.9
Take Weakness damage while another party member has this skill
Weakness Mitigator
0.85
Take Weakness damage while another party member has this skill (doesn't stack)

  • When combining these skills, simply multiply the multipliers together (so 2 1.5x multipliers becomes 1 2.25x multiplier).
  • If a skill is on both Persona and Equipment, it is only applied once.
  • If the final multiplier is greater than 5.0, it is instead set to 5.0 (this is why I left out some passive skills).
There's several other multipliers that apply to damage beyond passive skills. I'll start with "game rule modifiers" (which is to say I don't know how to categorize these). This includes

Source of Multiplier
Multiplier
Crit
1.5
Guarding
0.4

Your difficulty setting introduces these multipliers

Difficulty Level
Damage Dealt by Player
Damage Dealt by Enemy
Extra Damage on Weakness (Symmetrical)
Extra Damage on Crit (Symmetrical)
Peaceful
1.6
0.5
1.0
1.0
Easy
1.25
0.5
1.0
1.0
Normal
1.0
1.0
1.0
1.0
Hard
0.8
1.3
1.0
1.0
Merciless
0.6
1.5
1.36
1.34

Some multipliers are specific to All-Out Attacks

Source
Multiplier
Notes
Pendant of Amity
1.15
Can be on any active party member (including your navigator), but only applies once
Priestess Card
1.25
From Shuffle Time

Buffs (and Debuffs) use the below multipliers

Buff/Debuff Name
Primary Multiplier
Condition
Secondary Multiplier(s)
Conditions for Secondary Multiplier(s)
Tarukaja
1.4
Not All-Out Attack
1.54
1.82
Buff Boost
Buff Amp (doesn't stack)
Tarunda
0.6
Not All-Out Attack
Rakukaja
0.6
0.56
0.48
Buff Boost
Buff Amp (doesn't stack)
Rakunda
1.4
Charge
2.3
Skill used is Weapon, Slash, Strike, or Pierce, not All-Out Attack
2.0
Skill used is also a Theurgy
Concentrate
2.3
Skill used is not Weapon, Slash, Strike, Pierce, or All-Out Attack
2.0
Skill used is also a Theurgy

A number of multipliers are applied depending on what ailments are on the attacker or defender

Ailment
Multiplier if on Attacker
Secondary Multiplier if on Attacker
Multiplier if on Defender
Secondary Multiplier if on Defender
Condition for Secondary Multiplier
Down
1.25
1.875
Attack with "+Dmg on downed enemy" weapon or skill
Charm
1.0
1.0
2.0
Attack with Heartbreaker
Distress
0.5
1.0
Rage
2.0
3.0
2.0
Attacker has Raging Tiger or has Frenzy Beads equipped
Orgia Mode
2
0.5
Overheat
1.5

Equipment that says "Reduce <element> dmg" will multiply damage taken by (different tiers stack)

Tier
Multiplier
low
0.9
med
0.8
high
0.7

The final multiplier I wanted to mention is the moon cycle multiplier used by the skills Zan-ei and Getsu-ei. Those multipliers are (listed by days until full moon)



After applying all multipliers so far, clamp the value to a range from 1 to 99,999, then round towards 0.

At this point the only step left is to apply damage ranges. To do this, the game multiplies damage value by (a random whole number from 95 to 105) / 100, set the value to 1 if it would be lower, then round towards 0 one last time to get the final value seen in game.
Accuracy and Evasion
Accuracy is calculated differently for players and enemies, when a player is attacking, it is calculated with

Attacker Ag + 200 _________________ x Skill Hit Defender Ag + 200

When an enemy is attacking, instead take the formula above and multiply it by

Attacker Ag + 200 _______________________________ Defender Shoe Evasion / 2 + 200

If an enemy is attacking another enemy, such as when an enemy uses Grim Transcendence or Will of Rebellion, Defender Shoe Evasion is 10.
Round this base value down to the nearest whole number

Sukukaja and Sukunda also affect accuracy, multiplying it by

Buff/Debuff Name
Primary Multiplier
Secondary Multiplier(s)
Conditions for Secondary Multiplier(s)
Sukukaja (attacker)
1.3
1.43
1.69
Buff Boost
Buff Amp (doesn't stack)
Sukunda (attacker)
0.7
Sukukaja (defender)
0.7
0.67
0.61
Buff Boost
Buff Amp (doesn't stack)
Sukunda (defender)
1.3

The following effects will also multiply accuracy.

Skill
Multiplier
Condition
Dodge <element>
0.85
Attacker is using <element>
Evade <element>
0.6
Attacker is using <element> (doesn't stack)
Vidyaraja's Blessing
0.85
Attacker is using a Slash, Strike, or Pierce skill
Does not apply for elements with the corresponding Dodge/Evade skill equipped
Angelic Grace
0.85
Attacker is using a Fire, Ice, Elec, Wind, Light, or Dark skill
Does not apply for elements with the corresponding Dodge/Evade skill equipped
Ali Dance
0.5
None
Rage (ailment)
0.5
The attacker is enraged

Equipment that says "<element> evasion" will subtract a set value from the hit rate produced up to this point (stacks unless same description)

Tier
Decrease
low
10
med
15
high
20

The new value is then clamped to be within a range of 50 to 99 and rounded towards 0, then the accuracy check is performed.
The following conditions will cause the accuracy formula to be bypassed altogether for a guaranteed hit
  • Skill has 100 base hit
  • Affinity is Null, Repel, or Drain
  • Target has Knockdown, Dizzy, Distress, Freeze, Shock, or Overheat
  • Target is set to be unable to evade
  • Target has the skill Firm Stance
  • Attacker and Defender are on the same team, and a basic attack is used.
Multi-Hit Skills
The vast majority of skills in the game hit exactly once. Among the skills that hit more than once, a number of them hit a fixed number of times. However there are 9 skills that hit a variable number of times, and as you might expect the odds that they hit a certain number of times are needlessly complicated.

The odds actually depend on the buff stage for the attacker's accuracy/evasion (so Sukukaja = +1, Sukunda = -1). At +0 the odds of any 1 hit count is calculated as
1 _______________________ max hits - min hits + 1
Where max hits is the most hits the skill can give, and min hits is the least hits the skill can give. In this scenario, all possible hit counts are about equally likely.

If the attacker has -1 Accuracy and/or Evasion (so Sukunda), then the odds are instead
√(t - min hits + 1) - √(t - min hits) _____________________________________ √(max hits - min hits + 1)
Where t is the number of hits expected. In this scenario, lower hit counts will be more likely to occur to a significant degree, reducing the average hit count.

If the attacker has +1 Accuracy and/or Evasion (so Sukukaja), then the odds are instead
√(max hits - t + 1) - √(max hits - t) _____________________________________ √(max hits - min hits + 1)
In this scenario, higher hit counts will be more likely to occur to a significant degree, increasing the average hit count. In fact the distribution of odds for each possible hit count should be exactly mirrored from the values at -1 Accuracy and/or Evasion (so if Sukunda gives a 50% chance to hit 2 times on a 2-5 hit skill, Sukukaja gives a 50% chance to hit 5 times).

Additionally, I've included a few cheat sheets for the 9 skills this property affects in the first place.

Average Hit Count
Skill
-1 ACC/EVA
+0 ACC/EVA
+1 ACC/EVA
Notes
Swift Strike
1.293
1.5
1.707
Arrow Rain
1.927
2.5
3.073
Torrent Shot
2.606
3.0
3.394
Tempest Slash
1.927
2.5
3.073
Blade of Fury
2.606
3.0
3.394
Myriad Arrows
2.927
3.5
4.073
Shining Arrows
5.251
6.0
6.749
Akasha Arts
1.293
1.5
1.707
Myriad Arrows B
3.293
3.5
3.707
Enemy-only, and only on 3 enemies
Akasha Arts B
1.293
1.5
1.707
Exclusive to Joker on lower difficulties
Akasha Arts C
1.293
1.5
1.707
Exclusive to Joker on Heartless difficulty

Approximate Average Skill Power (not usable in exact calculations, but useful for comparing skills quickly)
Skill
-1 ACC/EVA
+0 ACC/EVA
+1 ACC/EVA
Notes
Swift Strike
√100
√135
√175
Arrow Rain
√100
√169
√255
Torrent Shot
√204
√270
√346
Tempest Slash
√186
√313
√472
Blade of Fury
√285
√378
√484
Myriad Arrows
√343
√490
√664
Shining Arrows
√414
√540
√683
Akasha Arts
√501
√675
√874
Myriad Arrows B
√217
√245
√275
Enemy-only, and only on 3 enemies
Akasha Arts B
√1,254
√1,688
√2,186
Exclusive to Joker on lower difficulties
Akasha Arts C
√2,173
√2,925
√3,788
Exclusive to Joker on Heartless difficulty

Odds of getting X hits at
-1 ACC/EVA
+0 ACC/EVA
+1 ACC/EVA
Skill
1
2
3
4
5
6
7
8
Swift Strike
70.71%
50%
29.29%
29.29%
50%
70.71%
Arrow Rain
50%
25%
13.40%
20.71%
25%
15.89%
15.89%
25%
20.71%
13.40%
25%
50%
Torrent Shot
57.73%
33.33%
18.35%
23.91%
33.33%
23.91%
18.35%
33.33%
57.73%
Tempest Slash
50%
25%
13.40%
20.71%
25%
15.89%
15.89%
25%
20.71%
13.40%
25%
50%
Blade of Fury
57.73%
33.33%
18.35%
23.91%
33.33%
23.91%
18.35%
33.33%
57.73%
Myriad Arrows
50%
25%
13.40%
20.71%
25%
15.89%
15.89%
25%
20.71%
13.40%
25%
50%
Shining Arrows
44.72%
20%
10.56%
18.52%
20%
11.98%
14.22%
20%
14.22%
11.98%
20%
18.52%
10.56%
20%
44.72%
Akasha Arts (all variants)
70.71%
50%
29.29%
29.29%
50%
70.71%
Myriad Arrows B
70.71%
50%
29.29%
29.29%
50%
70.71%
Critical Hit Rate
Upon attempting to crit, the base crit rate will be calculated as

Attacker Luck + 50 __________________ x Skill Crit Defender Luck + 50
"Skill Crit" is 3 for all basic attacks that can crit.
Multiply by 0.8 if the attacker is an enemy.
Round the this base value towards 0.

The following passive skills multiply the base crit rate

Skill
Multiplier
Sharp Student
0.5
Apt Pupil
2.0

Note that the above modifiers are the only ones that multiply the base crit rate at all, all others only add fixed values to it after applying multipliers.

The following passive skills add a value to crit rate after applying multipliers

Skill
Increase
Condition (other than using a skill that can crit)
Crit Rate Boost
5
Crit Rate Amp cannot be applied
Crit Rate Amp
15
Critical Boost
5
Critical Amp cannot be applied
Critical Amp
10
Ailment Burst
7
Target has a non-Down ailment, Mitsuru is in party with Ailment Burst, and Ailment Surge cannot be applied
Ailment Surge
15
Target has a non-Down ailment and Mitsuru is in party with Ailment Surge

There are 2 buffs (that stack with each other) that also add to crit rate

Buff
Increase
Rebellion
7
Revolution
15

If using a basic attack with a weapon that says "+Critical rate up", then the final crit rate will be increased by

Tier
Increase
low
5
med
10
high
15

And finally, if the attack is directed at a target with one of these ailments, the final crit rate will be increased by

Ailment
Increase
Dizzy
15
Distress
60
Confusion
20
Fear
20

Round the final value towards 0.

The following additional effects also apply to crit

Name
Modification
Skill Crit is 100
Set "Base Crit Rate" (before any modifiers such as Apt Pupil or Sharp Student) to 100
Attempt a 2nd crit check at a fixed 100%, unless target has Shock or Freeze
Defender has Shock (ailment)
Attempt a 2nd crit check at a fixed 35%. Crit succeeds if either that check or the normal check succeeds. The actual odds of critting a shocked enemy can be calculated as
35% + 65% x crit rate without shock (but with an ailment in general)
Defender has Freeze (ailment)
Effectively skip formula and guarantee crit. Technically it exhibits the same behavior as Shock, but the 2nd crit check is at a fixed 100% so it always succeeds.

and the following conditions will prevent crits altogether
  • Hit Weakness
  • Hit Null/Repel/Drain
  • Miss
  • Skill is not Slash, Strike, Pierce, or Almighty
  • Skill is Magic (note that all Almighty Theurgies are "Magic", despite being calculated as mixed attacks)
  • Skill Crit is 0
  • Target is immune to crits (this is exclusive to Chidori, Nyx Core, and Heartless Joker)
  • Attack is friendly fire
  • Defender is guarding
Ailment Affliction
Whenever attempting to inflict an ailment (excluding Dizzy), the success rate is calculated as
Attacker Luck + 100 ____________________ x Skill Ailment Rate x Affinity x Difficulty Setting x Enemy Penalty Defender Luck + 100
Rounded towards zero

Where
  • Affinity is the Defender's Resistance/Weakness to the element that the ailment corresponds to.
  • Enemy Penalty is 0.8 if the attacker is an enemy, otherwise it's 1
  • Difficulty setting is a difficulty-based modifier to ailment rates.

These are the difficulty modifiers

Difficulty Level
Ailment Rate Multiplier from Player
Ailment Rate Multiplier from Enemy
Ailment Rate Multiplier from Enemy x Enemy Penalty
Peaceful
1.5
0.1
0.08
Easy
1.2
0.5
0.4
Normal
1.0
1.0
0.8
Hard
1.0
1.0
0.8
Merciless
0.8
1.2
0.96

And these are the elements that each ailment corresponds to
Ailment
Element
Down
Almighty
Charm
Charm
Distress
Distress
Confuse
Confuse
Fear
Fear
Rage
Rage
Freeze
Ice
Shock
Elec
Poison
Poison
Hama
Light
Mudo
Dark

To get into ailment resistances, they are substantially more complicated than they have any right to be. Some "Resist <ailment>" skills directly modify the affinity the ailment corresponds to (Resist Charm, for example), while others are multipliers applied after the fact (Resist Freeze). Additionally, if the skill is an example of the former, then the equipment that adds that skill will still be an example of the latter, and also stack with the persona skill.

The distribution of those is as follows, with "Affinity" meaning that it sets the ailment's affinity to "Resist" (just like Resist Fire, for example), while "Multiplier" means it is applied separately from resistances (much like a "Boost" skill would, but in reverse).

Ailment
Skill Affects
Equipment Affects
Stacks
Charm
Affinity
Multiplier
Yes
Distress
Affinity
Multiplier
Yes
Confuse
Affinity
Multiplier
Yes
Fear
Affinity
Multiplier
Yes
Rage
Affinity
Multiplier
Yes
Freeze
Multiplier
Multiplier
No
Shock
Multiplier
Multiplier
No
Poison
Affinity
Multiplier
Yes

Additionally, separate from the rest of the Persona/Shadow's resistances, some shadows have a flag set for their Light instakill, Dark instakill, or in 1 case Shock resistance that doubles their affliction rate (in the spreadsheets listed at the bottom, this is represented as a 250% weakness). This 2x is applied alongside other multipliers, rather than being applied under Affinity (this is relevant since there is a rounding operation in between).

These multipliers also affect ailment rates
Source
Multiplier
Condition
<ailment> Boost
1.5
Ailment used is <ailment>
Ailment Boost
1.25
Ailment used is not Hama or Mudo
+Resist <ailment> equipment, Resist Freeze, and Resist Shock
0.5
Ailment used is <ailment>. See above for how said resistance is applied.
Resist Ailments
0.75
Ailment used is not Hama or Mudo
Foul Breath/Stagnant Air/Seductive Breath
2.0
Ailment used is not Hama or Mudo

After applying all multipliers, cap at 99% and round towards 0.

Dizzy operates entirely differently from other ailments. Instead of using a formula, Dizzy just uses flat rates depending on the type of skill used to damage a Downed enemy

Damage Source
Rate
Theurgy
80%
Weapon
50%
Persona Skills/All-Out Attack
20%

and then applies these multipliers in order (all mentioned stack with each other)
Source
Multiplier
Conditions
Dizzy Boost
1.25
Not All-Out Attack
Resist Dizzy
0.5
+Resist Dizzy equipment
0.5

and round towards zero after each multiplier.

For skills that can inflict multiple ailments (such as Trickster), they actually start by randomly selecting one of the possible ailments (all possible are equally likely), then try to inflict that one. This selection process does not consider immunities.

Under the following conditions, ailment affliction will always succeed/fail (conditions listed earlier have higher priority)
Condition
Forces
Ailment is Knockdown
AND
Knockdown from Crit/Weakness
AND
Target has Orgia Mode
Failure
Ghastly Wail Effect
AND
Target does not have Fear
Failure
Hit type is Weakness
AND
Ailment is Freeze or Shock
AND
Target does not have Knockdown
Failure
Ailment is not Knockdown or Instakill
AND
Target has ailment other than Knockdown
Failure
Ailment is not Knockdown
AND
Target is Guarding
Failure
Ghastly Wail Effect
AND
Target has Fear
Success
Ailment is Knockdown
AND
Target has Knockdown Already
Failure
Target is Immune to Ailment
Failure
Ailment is Instakill
AND
Target has Orgia Mode
Failure
Skill Ailment Rate is 100
Success

And the following apply when attempting to inflict Dizzy
Condition
Forces
Target does not have Knockdown
Failure
Target an ailment other than Knockdown
Failure
Target is Immune to Dizzy
Failure

If Dizzy and another ailment, excluding Shock and Freeze, would be applied simultaneously, then the non-Dizzy ailment takes priority.
Ailment Recovery
Each ailment has a minimum and maximum turn count, as listed below

Ailment
Min Turns
Max Turns
Down
1
1
Dizzy
2
2
Charm
1
4
Distress
2
4
Confuse
2
4
Fear
2
4
Rage
2
4
Freeze
2
2
Shock
2
2
Poison
Orgia Mode
3
3
Overheat
2
2

At the start of each turn, each ailment's timer will increment by 1 (or 2 if Fast Heal is equipped and the ailment is not Orgia Mode or Overheat). If the number is below the minimum turn count, then the ailment will persist. If the number is at or above the maximum turn count, the ailment will end. If the number is in-between, it will calculate a chance of recovering with

Luck __________________________ x Mod (Level x 3 - 1) x Affinity
rounded towards 0

Where
  • All parameters are taken from the character with the ailment, the character who afflicted it is irrelevant
  • Affinity refers to the natural ailment resistance (which is to say it's not affected by equipment, but is affected by Persona skills)
  • Mod is a value specific to each ailment with a variable duration
  • If Affinity is null (can happen with the MC switching personas while afflicted with Distress or Fear), ignore the formula and use a value of 1%

The "Mod" values for each ailment are
Ailment
Mod Value
Charm
50
Distress
50
Confuse
50
Fear
40
Rage
30
Healing (Dia/Diarama)
Start with 2 variables.

The 1st is the skill's healing power
Skill
Power
Dia
50
Media
50
Diarama
150
Mediarama
150

And the 2nd is a value based on your Magic stat
Magic Range
Bonus
1-5
0
6-10
6
11-15
12
16-20
17
21-25
22
26-30
27
31-35
34
36-40
44
41-45
54
46-50
65
51-55
75
56-60
85
61-65
93
66-70
100
71-75
105
76-80
110
81-85
115
86-90
120
91-95
125
96-99
130

then calculate your base healing power as

(Healing Power + Magic Bonus) x 0.6 if enemy Rounded towards 0

Multiply this value by 1.5 if Divine Grace is equipped, and round towards 0 again.
Finally, apply a damage range to the healing value, which is any whole percentage from 95% to 105% selected at random. Round towards 0 one final time for the final healing value.
Theurgy Charge Conditions
Every character gets some amount of Theurgy from every condition, despite what the game tells you. The precise values are listed below

The below conditions apply at the start of each Action
Condition
Explanation
Recovery From Down
Begin Action by recovering from Knockdown.
State preserved on One More or after using Oracle.
With Power Charge
Begin Action with one of Charge or Concentrate active
With Power Boost
Begin Action with at least one of ATK, DEF, or ACC/EVA buffed
Low HP
Begin Action with HP < 50% of Max HP rounded down
Low SP
Begin Action with SP < 50% of Max SP rounded down
Get Takeover
Begin Action on the receiving end of a Shift, except from Aigis if playing Episode Aigis
State preserved on One More or after using Oracle
Enemy Bad Status
Begin Action while at least one enemy has an ailment, excluding Knockdown or Death
Enemy Status Down
Begin Action while at least one enemy that has at least one of ATK, DEF, or ACC/EVA debuffed
Get Takeover Aigis
Begin Action on the receiving end of a Shift from Aigis, only while playing Episode Aigis
State preserved on One More or after using Oracle

Meanwhile the below conditions apply after selecting and completing an Action
Condition
Explanation
Critical Attack
Land a crit with the basic attack
Persona Skill Weak
Strike a weakness with a Persona skill
Persona Skill Critical
Land a crit with a Persona skill
Persona Skill Physical
Use a Slash, Strike, or Pierce Persona skill that lowers the target's HP
Persona Skill Magic
Use a Persona skill that meets at least one of the below conditions
  • lowers the target's HP while not being Slash, Strike, or Pierce
  • can inflict instakill while not being Slash, Strike, or Pierce
  • can inflict or cure an ailment other than Knockdown or Death without lowering HP
For a shorter reference, all Persona skills that don't qualify as "Physical", "Healing", or "Support" qualify except Spirit Drain, also Salvation counts.
Persona Skill Healing
Use a Persona skill that restores the target's HP
Persona Skill Support
Use a Persona skill that applies some kind of buff or debuff effect (including effects like Revolution or Stagnant Air)
Persona Hit Bad Status
Successfully inflict an ailment with a Persona skill or (despite the name) a basic attack
High Analyze
Perform any action after using Fuuka's analyze function to reveal weaknesses
Note that only Fuuka gets a non-zero value from this

Additionally, no conditions can be applied while afflicted with any ailment, even Orgia Mode, except to Fuuka.
Theurgy Charge Values
Act Start
Condition
MC
Aigis (Answer)
Yukari
Junpei
Akihiko
Mitsuru
Aigis (Journey)
Ken
Koromaru
Shinjiro
Metis
Recovery From Down
10%
10%
10%
10%
10%
10%
10%
10%
10%
10%
With Power Charge
2%
2%
2%
10%
2%
5%
2%
2%
2%
2%
With Power Boost
3%
3%
3%
15%
3%
6%
3%
3%
3%
3%
Low HP
5%
5%
5%
7%
5%
5%
5%
5%
30%
5%
Low SP
3%
5%
3%
3%
3%
3%
20%
3%
3%
3%
Get Takeover
3%
3%
3%
3%
3%
3%
3%
3%
5%
3%
Enemy Bad Status
2%
2%
2%
2%
6%
2%
2%
2%
3%
3%
Enemy Status Down
2%
2%
2%
2%
10%
2%
2%
4%
2%
2%
Get Takeover Aigis
3%
3%
3%
3%
3%
3%
3%
3%
5%
25%

Act End
Condition
MC
Aigis (Answer)
Yukari
Junpei
Akihiko
Mitsuru
Aigis (Journey)
Ken
Koromaru
Shinjiro
Metis
Critical Attack
3%
3%
10%
3%
3%
5%
3%
10%
5%
5%
Persona Skill Weak
4%
4%
8%
4%
8%
5%
6%
10%
5%
5%
Persona Skill Critical
3%
3%
20%
3%
3%
8%
3%
10%
5%
5%
Persona Skill Physical
5%
2%
4%
3%
2%
12%
2%
4%
10%
3%
Persona Skill Magic
5%
5%
2%
3%
4%
2%
6%
4%
3%
3%
Persona Skill Heal
5%
25%
2%
2%
2%
2%
8%
2%
3%
3%
Persona Skill Support
5%
5%
2%
2%
2%
4%
5%
2%
3%
3%
Persona Hit Bad Status
2%
2%
2%
2%
15%
2%
2%
2%
3%
3%

Boss, Act Start
Condition
MC
Aigis (Answer)
Yukari
Junpei
Akihiko
Mitsuru
Aigis (Journey)
Ken
Koromaru
Shinjiro
Metis
Recovery From Down
20%
20%
20%
20%
20%
20%
20%
20%
20%
20%
With Power Charge
5%
5%
5%
10%
5%
5%
5%
5%
5%
5%
With Power Boost
5%
5%
5%
15%
5%
10%
5%
5%
5%
5%
Low HP
5%
5%
5%
5%
5%
5%
5%
5%
30%
5%
Low SP
3%
6%
3%
3%
3%
3%
20%
6%
3%
3%
Get Takeover
6%
6%
6%
6%
6%
6%
6%
6%
6%
6%
Enemy Bad Status
4%
4%
4%
4%
10%
4%
4%
4%
4%
4%
Enemy Status Down
4%
4%
4%
4%
8%
4%
4%
6%
4%
4%
Get Takeover Aigis
6%
6%
6%
6%
6%
6%
6%
6%
6%
30%

Boss, Act End
Condition
MC
Aigis (Answer)
Yukari
Junpei
Akihiko
Mitsuru
Aigis (Journey)
Ken
Koromaru
Shinjiro
Metis
Critical Attack
10%
10%
25%
10%
10%
10%
10%
15%
10%
10%
Persona Skill Weak
10%
10%
10%
10%
10%
10%
10%
20%
10%
10%
Persona Skill Critical
15%
10%
25%
10%
10%
15%
10%
20%
10%
10%
Persona Skill Physical
13%
4%
15%
10%
5%
20%
4%
15%
10%
10%
Persona Skill Magic
13%
5%
5%
10%
10%
5%
10%
15%
5%
10%
Persona Skill Heal
13%
20%
4%
6%
4%
6%
10%
4%
3%
3%
Persona Skill Support
13%
5%
5%
8%
5%
10%
15%
5%
5%
5%
Persona Hit Bad Status
4%
4%
4%
4%
20%
4%
4%
4%
4%
4%

Soul Fortune (Main Game) or Temperance (Episode Aigis) is a 1.3x multiplier to Theurgy charge, with decimals preserved (behind the scenes it's out of 1000).

Some boss fights will also have scripted events that give Theurgy charge to certain party members, such as Chariot and Justice fusing/separating.

Fuuka's Theurgy Meter

Fuuka will not benefit from "Act Start" theurgy conditions under any circumstances, however she receives a static 2% normally or 5% against bosses for every "Act End" condition that any party member meets. Additionally, if Fuuka's "Analyze" skill was used before acting (requires using the button that spends MP to show the full resistance list), she will receive 5% normally or 15% against bosses at that same time.

Fuuka's Theurgy meter is also affected by Soul Fortune.

Even if the main party member is afflicted with an ailment, Fuuka will still gain Theurgy from conditions they fulfill.
Oracle
The way Oracle selects which effect to apply is relatively simple.

If the navigator hasn't gotten her 2nd Awakening, then the possible effects are selected as follows

condition checked on all party members, effect added if condition applies to any of them.
Dead party members do not count towards any conditions unless otherwise stated.

Effect
Condition
All Stats Up
Always Possible
100% HP Recovery
HP < 50% of max HP rounded up
50% SP Recovery
SP < 25% of max SP rounded up

After 2nd Awakening it becomes

Effect
Condition
All Stats Up
Always Possible
80% SP Recovery
SP < 25% of max SP rounded up
Charge + Concentrate
Either effect isn't currently applied
100% HP Recovery
100% SP Recovery
Revive
Cure all ailments except Orgia Mode or Overheat
At least one of of
  • HP < 50% of max HP rounded up
  • SP < 25% of max SP rounded up
  • Dead
  • Has any ailment that can be cured other than Knockdown
100% HP Recovery
Revive
Cure all ailments except Orgia Mode or Overheat
At least one of of
  • HP < 50% of max HP rounded up
  • Dead
  • Has any ailment that can be cured other than Knockdown

All possible effects are equally likely.
Experience to Level Up
The amount of experience a party member needs to level up is technically arbitrary, but it's almost always aligned with a concise formula. The total amount of EXP needed to reach a certain level can be calculated as
Target^3 x 1.4 + 10 Rounded to nearest
Where Target is the level the character should be at with the resulting amount of EXP.

The first 5 levels on Makoto, Yukari, and Junpei are an exception to this rule. Those are at the following EXP thresholds

Level
Makoto
Yukari
Junpei
1
40*
0
0
2
44
15
15
3
126
121
121
4
170
170
170
5
200
225
225

For a Persona, you can instead use the following formula to calculate total EXP
Target^3 x (4.34 - 0.0266 x Source) + 10
Where
  • Target is the level the Persona reaches with the resulting amount of EXP
  • Source is the level the Persona starts at
Turn Order
In boss fights, turn order is fairly simple. It's determined by the order you added the party member to your own party (with Makoto always going first for obvious reasons), then enemies will take their turns, selecting their order in a similar way.

As for normal battles (including Tartarus Guardians and the like), the process used to determine turn order is needlessly convoluted (what else is new).

To start, each party (so the player's group and the enemy's group) is sorted in descending order by Agility.
Same Agility party members being sorted among themselves in descending order by Level.
Party members that are also the same level are sorted among themselves in ascending order by ID.

with the following IDs for party members
Name
ID
Makoto
1
Yukari
2
Junpei
3
Akihiko
4
Mitsuru
5
Navigator
6
Aigis
7
Ken
8
Koromaru
9
Shinjiro
10
Metis
11
Aigis (Episode Aigis)
12

If "Advantage" occurs for either party, then the advantage party all takes their turn before the disadvantage party for the 1st turn cycle.
Otherwise, the game does a loop with the first member of each party (remember the sort order). In this loop it takes the player character's speed, subtracts the enemy character's speed from it, then uses the difference to determine the odds the player character gets added next.

However, the game also keeps track of a "streak" of consecutive player characters added. and picks the rate to add player characters at from a different table based on the size of the streak. The streak is reset to 0 upon an enemy being added to the order list. The different chances for a player character to be added next are listed below, grouped by agility difference between the player and the enemy, and by the streak counter.

Agility Difference
Streak of 0
Streak of 1
Streak of 2
Streak of 3
Streak of 4 (Seemingly Unused)
15 or higher
100%
80%
40%
27%
20%
10 to 14
100%
60%
30%
20%
15%
5 to 9
95%
40%
20%
14%
10%
3 or 4
90%
20%
10%
7%
5%
1 or 2
85%
0%
0%
0%
0%
0
80%
0%
0%
0%
0%
-1 or -2
75%
0%
0%
0%
0%
-3 or -4
70%
0%
0%
0%
0%
-5 or -9
60%
0%
0%
0%
0%
-10 or lower
50%
0%
0%
0%
0%
Once a character gets added to the turn order list, they are removed from their respective party's list, essentially moving the next character up in line.

As for "when" turn order is decided, while I can't claim with certainty that this is the case (yet), it appears to only be up to twice. One time at the start of the fight, and another at the end of the first cycle. The second time turn order is calculated will only occur if the initial turn order was determined by "Advantage." Turn order does not appear to be recalculated in response to Makoto's agility updating. I regrettably do not (yet) know how it responds to mid-battle summons.
Conclusion
Let me know if I made any errors, or if there's any missing information I should include here (unless it's turn order IK I'm trying to find it I found turn order and have a basic understanding of it, feel free to ask now).

Here's a spreadsheet I put together with most of the data tables a player may find relevant
https://docs.google.com/spreadsheets/d/1f4Bhkg0gBqUSm4YR1Bba1JsQn6w6fPDrqBTaWlHla8A/edit?usp=sharing

And here's the equivalent sheet for Episode Aigis
https://docs.google.com/spreadsheets/d/1BZA_ce8oyDApezEoDW0mYeV6okerur6WPaIX9RXdeWs/edit?usp=sharing
76 Kommentare
CTOBN  [Autor] Vor 12 Stunden 
@Xoroko
Ya that sounds right. The 5x passive cap is just that, a passive cap. It only affects boosts that are available as passive skills in some form (with some passives that don't count, notably Raging Tiger).
Xoroko 9. Juli um 19:48 
So just to clarify, if a persona had boost, amp, driver, magic ability, and multi target boost for 1.25 * 1.5 * 1.75 * 1.25 * 1.15 = 4.72x and then you had a tarukaja boost, the damage would be 6.6x and not cap to 5x. The 5x cap is only for the innate multipliers from passives from what I understand. So if I got magic mastery on the same persona, the innate multiplier would go from 4.72x to 5x and not 7.07x, but if I tarukaja boosted, it'd still apply and make the 5x go to 7x
Gab 16. Juni um 10:08 
Can you add the skills that a persona has by default, or at what level it unlocks what skill ?
NicoTheMilkman 2. Juni um 13:32 
@CTOBN

Ohh, okay. Thanks.
CTOBN  [Autor] 2. Juni um 13:22 
@NicoTheMilkman

The calculated value is the total. So while you need 17,044 EXP to reach level 23, 14,917 of that is just what it takes to reach level 22. It's 2127 EXP to go from level 22 to level 23.
NicoTheMilkman 2. Juni um 13:14 
So I applied the leveling formula, and something doesn't seem right.
You say that the following is the formula:
Target^3 x 1.4 + 10
Applying this for level 23, I get:
(23)^3 x 1.4 + 10 = 17043.8
So 17044 EXP required when rounded.
However, the EXP required to get from level 23 to level 24 is actually only ~2320.
Maybe I did the math wrong, or am not realizing something, but if not then the formula seems like it's just wrong.
Thoughts?
CTOBN  [Autor] 18. Mai um 19:07 
@Ender

If your crit rate is 62, then you have a 62% chance to crit. Simple as that.
Ender 18. Mai um 16:21 
Once you have the crit rate, what do you do with it? How do you take that number and determine whether the attack hits or not? I know there's a randomness to it, but what exactly is that randomness, and how does the crit rate fit into it?
CTOBN  [Autor] 25. Apr. um 16:24 
@Lez

Orgia Mode does not do a single thing to boost evasion.
Overheat, however, will prevent it altogether.
Lez 24. Apr. um 13:22 
Do you know if Orgia Mode affects Aigis/Metis' evasion in any way? most of the time i see Aigis dodging an attack it's when she's in Orgia and it seems to happen more often than in her normal mode, plus i've seen some people saying it does indeed increase her evasion so it'd be nice to know if it's misinformation or not