Shin Megami Tensei V: Vengeance

Shin Megami Tensei V: Vengeance

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Combat Calculation in Shin Megami Tensei V: Vengeance
By CTOBN
Formulas the game uses to produce damage, hit rate, crit rate, and various other mechanics.
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Introduction
SMT5's inner workings have been generally poorly documented historically. With SMT5V now out, I seek to change this with this guide.
Basics of Damage
The first step for calculating damage is to get a "Root" value, which is derived from the below formula, depending on whether the attacker is above level 150.

Condition
Root
the attacker's level is 150 or less
Attacker's Level + 10
the attacker's level is above 150
Attacker's Level / 10 + 145

What this effectively means is that each level past 150 counts for only 1/10th what each level up to and including 150 does.
Once Root has been calculated, the game then needs what stat a given skill uses for damage. Included is a table mapping what to use for various skills.

Skills
Stat
All Physical attacks, except Feline Fury
All skills that are described as "Strength-based" in their descriptions
Hell Burner
Attacker's Strength
All non-Physical attacks that aren't described as "Strength-based", except Hell Burner and Magatsuhi skills
Attacker's Magic
All damaging Magatsuhi skills, except Twilight Wave
Root

The game takes this stat and uses it to derive an offense based on the following conditions

Condition
Offense
Stat is less than or equal to Root
Root + Stat
Stat is greater than Root
√(Stat - Root) / 2 + Stat / 2 + Root x 3 / 2

The game will use this value in a calculation depending on the difference between Offense and Vitality

Condition
Base
Offense - Defender's Vitality ≤ Offense / 2
Offense x 2 / 3 - Defender's Vitality / 3 - √(Defender's Vitality - Offense / 2) / 3
Offense - Defender's Vitality > Offense / 2 && Offense - Defender's Vitality ≤ Offense x 3 / 4
Offense - Defender's Vitality
Offense - Defender's Vitality > Offense x 3 / 4
Offense x 5 / 6 - Defender's Vitality / 3 + √(Offense / 4 - Defender's Vitality) / 3

With Base being no lower than 1.
Modifying Base Damage (Part 1)
Once the game determines the base damage, the game will apply a series of modifiers to it
Modified = Base x (Skill Power / 100) x Attack Stage x Defense Stage x Charge x Pleroma x Zealot x Potential x Efficacy x Level Correction x Difficulty x Exploit x Guarding x Enemy Multiplier x Innates

Base is determined by the previous section.

Skill Power is just a power value assigned to the skill used, such as 100 on Heat Wave or 265 on Agibarion. Basic attacks have 100 power (excluding enemy Lahmu and phase 2 Lucifer, who use skills named "Attack" instead).

Some skills will have a separate power value when they crit, or when a condition is met. If this happens for a multihit, it applies to that hit and all hits after. A few skills will have their power value computed though, and those skills are listed below alongside the formula to compute their power.

Name
Base Power
Actual Power
Max Power
Beatdown
Power Punch
110
155
Power x (1 + Current HP / Max HP)
220
310 at 100% HP or more
Megido Ark
10
10 + 110 x Enemy Count
670 at 6 enemies
Heavenly Ikuyumi
150
150 + 80 x Target Debuff Count
390 at 3 debuffs
All "level-based" Skills
200
250
300
400
420
440
460
480
500
650
Power x (1 + Attacker's Level / 50)
800
1000
1200
1600
1680
1760
1840
1920
2000
2600 at level 150

Attack Stage is the level of Attack buff/debuff on the attacker. Defense Stage is the same thing, except for the Defense buff/debuff stage on the defender.
Stage
Multiplier
Multiplier (Doubler active)
+2 Atk/-2 Def
1.4
2.32
+1 Atk/-1 Def
1.2
1.66
0
1
1
-1 Atk/+1 Def
0.8
0.34
-2 Atk/+2 Def
0.7
0.01
Doubler inverts Def used due to bug (relevant when triggering counters).

Additionally, there's a number of "Charge" effects, which are described below (none affect counters)
Charge Type
Multiplier
Charge
Concentrate
1.8
Donum Gladi
Donum Magici
1.5
Impaler's Animus
1.3
Impaler's Glory
3.4

Pleromas are just skills that have Pleroma in the name, and boost damage dealt by skills of a specific element. These skills have the following effect when applicable

Skill(s)
Multiplier
<element> Pleroma
1.2
High <element> Pleroma
1.35
<element> Pleroma + High <element> Pleroma
1.55

Zealot simply refers to multipliers from the skill Critical Zealot. This is a 0.9x multiplier that is always applied (except for on skills that deal level based damage and Vinyl Bomb) and a 1.45x multiplier that is only applied upon landing a critical hit. Note that Critical Zealot is applied even for skills that cannot crit.

Crit
Zealot Multiplier Product (Strength/Magic)
Zealot Multiplier Product (Level/Vinyl Bomb)
false
0.9
1.0
true
1.305
1.45

Potential refers to the damage multiplier from skill potential. The range of potential values there is
Potential
Multiplier
-9 (unused)
0.45
-8
0.53
-7
0.57
-6
0.61
-5
0.65
-4
0.75
-3
0.8
-2
0.85
-1
0.9
0
1
+1
1.1
+2
1.15
+3
1.2
+4
1.25
+5
1.35
+6
1.39
+7
1.43
+8
1.47
+9
1.55
+9 (enemy Megido Ark)
2.65
Note that skill potentials do not affect basic attacks, items, or Magatsuhi skills.

Efficacy refers to both the enemy's resistance to the attack's affinity as well as whether the attack was a critical hit. Affinity resistance is usually 0.5x (resist) or 1.25x (weak), but can occasionally be 3x (weak, Tehom/Demi-Fiend). Increase this value by 0.5 if crit.

Hit Type
Multiplier
Resistance
0.5
Neutral
1.0
Weakness
1.25
Weakness (Demi-Fiend/Tehom)
3.0
Resistance Critical
1.0
Neutral Critical
1.5
Weakness Critical
1.75
Weakness Critical (Demi-Fiend/Tehom)
3.5

Level Correction can be calculated using a 2 step process

Sum Level Range
Sum Factor
Attacker Level + Defender Level ≤ 30
0.0
Attacker Level + Defender Level > 30 Attacker Level + Defender Level ≤ 130
(Attacker Level + Defender Level - 30) / 1000
Attacker Level + Defender Level > 130
0.1

Difference
Level Correction
Defender has 3+ Level Lead
1 - √(Defender Level / Attacker Level - 1) x Sum Factor x (Defender Level - Attacker Level - 2)
no lower than 0.5
Attacker and Defender are within 2 levels
1.0
Attacker has 3+ Level Lead
1 + √(1 - Defender Level / Attacker Level) x Sum Factor x (Attacker Level - Defender Level - 2) x 1.2
no higher than 1.5

For nearly all enemies you can't recruit mid-battle, Level Correction is instead 1.0

Difficulty Modifiers are set to the following values

Difficulty
Multiplier (Enemy is Defending)
Multiplier (Player is Defending)
Safety
10
0.1
Casual
1.2
0.8
Normal
1.0
1.0
Hard
0.7
1.3

Exploit is the multiplier used when "Omagatoki: Exploit" is in effect. This is 2.1x where applicable.

Enemy Multiplier is an arbitrary value set on a per-enemy basis to damage dealt. Too many to list, but notably Masakado deals 4.0x.
Additionally, when using "Attack", enemy Lahmu will subtract 0.1 from Enemy Multiplier per dead Tentacle.

Guarding gives a 0.8x multiplier to damage taken.

Innates is just the product of all innate skills that are currently affecting damage. Innate skill effects are in their own section.

Modified is rounded down, and can be no lower than 1.
Innate Skills That Modify Damage
Innate Skill
Condition
Multiplier
Nine-Day Restoration
User attacks
User is player side
Attacker hits defender's weakness
Magatsuhi Gauge is not full during the attack's 1st hit
1.1
Purging Blade
User attacks
Attacker hits defender's weakness
Demon of the "Fallen" race is either in the active party or found alive among enemies (if the only Fallen present dies mid-attack, only the hit that kills it and all hits before will be affected)
("Herald" is a mistranslation)
1.15
Surrogate Guard Hound
Ally of the "Avatar", "Holy", "Beast", or "Wilder" race, or user, lands a critical hit
1.25
Naga-Loka
Ally of the "Dragon", "Drake", or "Snake" race, including user, attacks
Attacker hits defender's weakness
1.15
Flame of 12,000 Angels
Ally of the "Fury", "Divine", or "Herald" race, including user, attacks
Attacker hits defender's weakness
1.15
Paw-to-Paw Combat
User attacks
At least 1 ally in active party other than user has Paw-to-Paw Combat
1.2
Four Oni
User lands a critical hit
1 + 0.12 x number of allies with Four Oni in active party, including self
Effective max of 1.36x with 3 allies with "Four Oni"
For enemies it can go to 1.48x in encounters with 4 Sui-ki or 1 Fuu-ki + 3 Sui-ki
Four Oni
User attacks
Attack receives a damage multiplier from Charge, Concentrate, Donum Gladi, Donum Magici, Impaler's Animus, or Impaler's Glory
1 + 0.12 x number of allies with Four Oni in active party, including self
applied to charge effect's multiplier (for example, with 2 Four Oni demons, Charge goes from 1.8x to 2.232x)
Effective max of 1.36x with 3 allies with "Four Oni"
Compounded Calamity
User or ally attacks
Attacker hits defender's weakness
Defender has any ailment
1.2
Burden of Talent
User or ally attacks
Attacker hits defender's weakness
(in-game description is extremely wrong)
1.15
Critical Melody
User or ally attacks with Phys-element
Attack lands a critical hit
1.1
Fiery Melody
Frigid Melody
Thunderous Melody
Gusting Melody
Blessed Melody
Twilit Melody
User or ally attacks with the corresponding element
Attacker hits defender's weakness
1.1
Bountiful Earth
User or ally takes damage
Defender's Defense Stage is at +2
Attacker does not hit defender's weakness
Attacker does not have Ruler of Chaos
0.85
One-Foot Hop
User or ally takes damage
Defender has a Taunt effect
Attacker does not have Ruler of Chaos
0.85
Ailed Resurgence
User or ally attacks
Attacker is afflicted with any ailment
1.2
Shining Dragon Scales
User or ally attacks
Attacker has Omagatoki effect
1 + 0.01 x number of hits dealt before the current hit this turn
Non-damaging skills/items that inflict ailments count as 1 hit per successful affliction
Hit counter updates mid-attack
Fear of Death
User attacks using a skill that benefits from positive skill potential (meaning not basic attacks, items, or Magatsuhi skills)
User has any "Omagatoki" effect active
1.1
Elephantine Ricochet
User repels an attack
1 + 0.5 x number of weaknesses on user
Effective max of 3.0x with a Girimekhala weak to Elec, Force, Light, and Sleep
Effects that temporarily modify resistances, such as Makarakarn, are not considered when calculating the multiplier
Vengeful Might
User lands a critical hit
1 + 0.05 x number of weaknesses in party
Effective max of 2.2x on Gogmagog with 2 allies that have 7 weaknesses, a 3rd that has 5, and none of Gogmagog's weaknesses covered
For Chi You, who has 3 fewer weaknesses, the max is instead 2.05x
Player Moloch has 1 more weakness than advertised
Avenger
User deals damage
1 + 0.05 x number of dead allies
Effective max of 2.35x with a stock size of 24, 4 guest characters, and all except Arioch and Nahobino dead
<element> Gestalt
User attacks with <element>
Damage source is not basic attack or item
1 + 0.01 x combined skill potential of allies except self
no lower than 1.0
Effective max of 1.27x with 3 allies that all have +9 potential in that element
Faithful Companion
Ally attacks immediately after user moves (passing and returning to stock count as moving)
Ally that moves after user isn't also user
Attacker hits defender's weakness
1.2
Scarlet Blade
User lands a critical hit
1 + 0.1 x number of conditions on self
"Omagatoki" effects only count as 1 condition, regardless of how many Masakado has
Effective max of 1.9x with 9 effects including an ailment
If Masakado were to somehow get Luminescent Mirage, that would not count
Capricious Goddess
User attacks
User's action is the 9th non-pass action of the turn or later
1.5
Sankosho
Incendiary Stoning
Roaring Mist
Carpet Bolting
Catastrophic Gales
Lighted Wheel
Boon of Sloth
Ceaseless Crucifixion
User attacks with the corresponding element
Damage source is not basic attack or item
1 + 0.01 x number of hits dealt by attacker's team before the current hit this turn
Hit counter resets start of attacker party's turn, relevant for Sankosho with Counter/Retaliate
Non-damaging skills/items that inflict ailments count as 1 hit per successful affliction
Hit counter updates mid-attack
Qadištu Mandate
Ally of the Qadištu race, including user, takes damage
Attacker does not have Ruler of Chaos
0.85
Beginner's Luck
User attacks
Defender has any ailment
1.3

Note that, if an attack is repelled, none of these innate skills will boost or reduce damage except
  • Elephantine Ricochet (since it applies explicitly on repel)
  • Four Oni (since the effect is applied to the charge itself)

Additionally, for Shining Dragon's Scales, Sankosho, Incendiary Stoning, Roaring Mist, Carpet Bolting, Catastrophic Gales, Lighted Wheel, Boon of Slot, and Ceaseless Crucifixion, the damage multiplier has no explicit cap. It does, however, effectively cap at 21,474,836x once the hit counter reaches 2,147,483,484, and overflows to -21,474,836x once the hit counter reaches 2,147,483,548
Getting the hit counter high enough to reach 21,474,836x would take at least 8 years of non-stop play (most likely many more, as this was calculated off the duration of a 17 hit Astral Saintstrike and assuming only 1/60th of a second in-between for menuing), so this cap is not a relevant consideration.

If Shining Dragon's Scales is at that cap, the weakest possible (non-zero) damage value that could be produced while it's in effect (without causing damage itself to overflow and become negative at any step) would be 3 to 6 depending on ranges. This would be achieved by having a low Strength, low level Ippon-Datara or Huang Long (Ippon-Datara and Huang Long both need to be present) use a basic attack via Confusion on a high Vitality, high level Lilith on Safety difficulty while the attacker has Critical Zealot, -2 Attack, and Omagatoki: Doubler and Lilith is guarding while also having Taunt (for Ippon-Datara's innate), -2 Defense, Omagatoki: Doubler, Shield of God.
Modifying Base Damage (Part 2)
HP Damage
The following operations are applied to Modified, in order, to get the minimum damage value
Source
Effect
Kannabi Veil
Multiply by 0.7, and round up
no lower than 1
Shield of God
Multiply by 0.1, and round up
no lower than 1
Omagatoki: Savage
Multiply by 2.0
Omagatoki: Adversity
Multiply by
(1 - Current HP / Max HP) x 3.4
and round down
Heliopolis Dawn (enemy variant, target has Shroud)
Multiply by 0.05, and round up
no lower than 1

MP Damage
Damage dealt to MP (such as by Spirit Drain) instead applies the following operations to get the minimum damage value
Conditions
Effect
Player as Attacker
Divide by 3, and round down
no lower than 1
MP damage source deals Magic-based damage
Player as Attacker
MP damage is greater than 50
Set to 50
Recovery
Recovery amount begins with a Root value set to
Root = Target Max HP x Skill Heal Percent + Skill Heal Power
Rounded down. Skill Heal Percent and Skill Heal Power being parameters taken directly from the skill itself.

If "Skill Heal Power" was not 0, then the game then modifies this root value with
Healing = Root x Pleromas x Potential x Bowl of Hygieia x Four Oni x Adversity x Oath of Plenteousness x Mother Goddess's Love

Pleromas is just the effect of Heal Pleroma and High Heal Pleroma, which are
Skill(s)
Multiplier
Heal Pleroma
1.2
High Heal Pleroma
1.35
Heal Pleroma + High Heal Pleroma
1.55
Note that Pleromas do not affect MP heals.

Potential is determined by the user's skill potential in the skill used. Potential multipliers are
Potential
Multiplier
-5
0.6
-4
0.75
-3
0.8
-2
0.85
-1
0.9
0
1
+1
1.1
+2
1.15
+3
1.2
+4
1.25
+5
1.4
Note that skill potentials do not affect items, Magatsuhi skills, or MP heals.

The remaining multipliers are (none of the below multipliers affect items, and only Oath of Plenteousness affects MP heals)
Multiplier
Condition
Value When Applicable
Bowl of Hygieia
Bowl of Hygieia buff is in effect
2.0
Omagatoki: Adversity
Omagatoki: Adversity buff is in effect
(1 - User* Current HP / User* Max HP) x 3.4
no lower than 1
Four Oni
Bowl of Hygieia buff is in effect
User has Four Oni
1 + 0.12 x number of allies with Four Oni in active party, including self
Effective max of 1.36x with 3 allies that have "Four Oni"
Oath of Plenteousness
Attack, Defense, and Speed stages are all at +1 or higher
User has Oath of Plenteousness
2.0
Mother Goddess's Love
User or ally has Mother Goddess's Love
(1 - User Current HP / User Max HP) x 3 + 1
Applies to whole party based on innate user's HP

"User" in the context of Adversity is somewhat complicated. The time period when Adversity actually generates Current HP / Max HP for healing calculation isn't when the healing skill is actually used, but when the expected recovery value is displayed when selecting the skill's target (only generated when the user has adversity and is not using an item to heal).

If a demon were to use a healing skill without having to go through the menu and select a target, then it would use whatever the last generated healing preview's HP % was (1.0 if it was never generated). This preview is not generated when using a healing skill due to Charm. As a result, this allows for a mismatch with the user's HP % is and what the healing formula thinks it is. For example, you can have a demon at 1 HP and 999 MAX HP select Dia, then not use it and back out, and then have a Charmed demon at full HP use Diarama due to Charm (without selecting a healing skill in the skill list), and it will be treated as being at 1 HP out of 999 MAX HP for the healing formula.

Healing is rounded down.
Damage/Recovery Ranges
Calculating the Range

The final step in calculating Damage or Recovery is to add a random bonus amount. This bonus amount is actually the sum of 2 parts, each rolled separately
Range Part
Min Value
Max Value
A
0
Damage or Recovery Value / 10 - 1
rounded down, no less than 0
B
0
3
A + B
0
Damage or Recovery Value / 10 + 2
rounded down, no less than 3
MP Recovery is not affected by damage ranges. HP Recovery capable of going above max HP (such as under the effect of Bowl of Hygieia) is also not affected by damage ranges.


The final value for Damage/Recovery is
Final = Damage or Recovery Value + A + B
With a max value of 99,999 for damage
Damaging skills that drain HP instead cap at the lower of the target's remaining HP before the attack connected and the target's max HP, unless that value is more than 99,999. This means that draining attacks such as Eat Whole cannot kill a target with more HP than their max HP under any circumstances.
MP damage instead caps at the target's remaining MP before the attack connected, unless that value is more than 99,999.


Technical Details for Attacks That Surpass the Damage Cap

A special case can be observed for damaging skills that hit into a "Drain" affinity, where the 99,999 cap isn't actually applied. As a result, this effectively makes Drained attacks uncapped.

Furthermore, if a drained attack's healing value + the target's current HP is more than 2,147,483,647 (again, this is actually achievable in-game), then the target's HP will overflow to a negative number (which the game will then set to 0). This won't kill the enemy, as the behavior for dying won't trigger until taking damage in the conventional sense, so an enemy with 0 HP due to an overflow is functionally equivalent to an enemy at 1 HP (unless, of course, they heal again after).

Even More Technical Details

The RNG generates a random floating point number from 1.0 to 2.0, including 1 but excluding 2, and subtracts 1 from that to get the multiplier used for the damage range. As a result, for each step, there are exactly 8,388,608 possible values the RNG can produce.

Under normal circumstances the most that means is that a 99,998 base damage attack has a 0.00250041% chance to not hit damage cap instead of the expected 0.00250025%. However, with obscenely large uncapped damage values (into a drain) this can be more impactful. For example, if a skill does 2 billion damage at base, then the 5th lowest possible boost from damage ranges is 238 (the 4 lowest being 0, 1, 2, and 3), meaning the values between 2 billion + 3 and 2 billion + 238 can't be rolled.
Unusual Damage/Healing Interactions
Repelled Damage
Repelled damage cannot be made to crit, even by Omagatoki: Critical. Additionally, innate skills do not modify repelled damage aside from Elephantine Ricochet and Four Oni. Additionally, difficulty multipliers used for repelled damage are tied to the defender (so players take 1.3x damage from repels on Hard, for example).

Drained Damage
Drained damage behaves much the same as normal damage, with the exception that it cannot crit and is uncapped.

Vinyl Bomb
Most damage modifiers, damage ranges included, do not affect Vinyl Bomb. However Vinyl Bomb is still affected by
  • Weaknesses/Resistances (irrelevant since it is Almighty)
  • Omagatoki: Exploit (irrelevant since there are no Almighty weaknesses to strike)
  • Critical Hits (1.5x), though it must be enabled to Crit via an innate skill, as Vinyl Bomb counts as magic.
  • Critical Zealot (1.45x) on crit, for an overall 2.175x to damage on Vinyl Bomb upon a successful crit with Critical Zealot equipped. Critical Zealot's base 0.9x multiplier does not apply however.

MP Healing
Most modifiers to healing, including damage ranges, will not apply to MP healing. The lone exception is Oath of Plentuousness

Damage Overflow
If the damage formula (between damage ranges and enforcing the 99,999 cap) produces a value higher than 2,147,483,647 when damaging HP (which is possible actually), then it will return a negative number, and applying damage altogether will be skipped. If it instead produces a negative number this way before damage ranges, it will instead produce 1 for that stage of damage calculation (can occur before Kannabi Veil is checked, after applying Omagatoki: Savage, and after applying Omagatoki: Adversity).

The "easiest setup" to induce a damage overflow is to setup a 999 Strength, level 150 Arioch using a Crit Dream Fist against a sleeping enemy level 31 Dís on Safety difficulty while Arioch has +2 Attack, Omagatoki: Doubler, Impaler's Glory, High Phys Pleroma, Critical Zealot, Phys Pleroma, +9 Phys Potential, Omagatoki: Exploit, an ally Huang Long, an ally Cerberus/Orthrus/Inugami/Makami that switches out for Mokoi/Pazuzu/Mephisto immediately before Arioch attacks, Omagatoki Savage, 1 HP remaining out of 999 MAX HP, Omagatoki: Adversity, 24 dead allies, and at least 70 total hits for the turn while Dís has -2 Defense.

The max damage possible (before applying the 99,999 damage cap) without using innate skills dependent on the global hit counter would be 1,455,558,163 (similar setup, but uses Leanan Sidhe/Lamia instead of Huang Long), so innates reliant on the global hit counter are required to cause a damage overflow.
Accuracy
The game will start by determining a Root value
Attacker Agility x 3 + Attacker Luck + 20 Root = _________________________________________ Defender Agility x 3 + Defender Luck + 20

An operation is then performed on Root based on if the value is less than 1.
Condition
Base
Root < 1
1 - (√(1 - Root) / 30 + (1 - Root) / 12)
Root ≥ 1
1 + √(Root - 1) / 15 + (Root - 1) x 2 / 3

Base is then multiplied by several values
Raw = Base x Skill Hit x Level Correction x Eye x Elusive Eclipse x Accuracy Stage x Evasion Stage x Difficulty x Innates

Skill Hit is the hit rate of the skill itself. Can be 50, 88, 98, 100, 108, 118, or 178, though 88 and 178 are extremely rare appearing on exactly 1 enemy each, and 100 is exclusive to Nahobino's basic attack.

If the player is attacking, Level Correction is set to
Attacker Level + 10 Level Correction = (___________________ - 1) / 5 + 1 + (Attacker Level - Defender Level) / 200 Defender Level + 10
Unless it would be lower than 1.0 or greater than 1.2, then set it to 1.0 or 1.2 respectively.
When enemies are attacking, level correction is just 1.0

Eye simply refers to the combined multiplier from the passives "Beast Eye" and "Dragon Eye".
Skill(s)
Multiplier
Beast Eye
1.15
Dragon Eye
1.3
Beast Eye + Dragon Eye
1.45

Elusive Eclipse refers to the accuracy multiplier when the defender has Elusive Eclipse equipped. This value is 0.95.

Accuracy Stage refers to the Sukukaja level on the attacker, and Evasion Stage refers to the Sukukaja level on the defender. The stages map to the below values.
Stage
Multiplier (Attacker)
Multiplier (Defender)
Multiplier (Attacker, Omagatoki: Doubler active)
+2 (due to enemy Matador Red Capote)
1.7
0.35
+1 (due to enemy Matador Red Capote)
1.6
0.4
+2
1.2
0.85
1.66
+1
1.1
0.9
1.33
0
1.0
1.0
1.0
-1
0.9
1.1
0.67
-2
0.85
1.2
0.505

Difficulty refers to a multiplier applied to each party's attacks based on the difficulty setting. The values for that are
Difficulty
Multiplier (Player is Attacking)
Multiplier (Enemy is Attacking)
Safety
1.5
0.8
Casual
1.1
0.9
Normal
1.0
1.0
Hard
0.95
1.1

Innates is the product of all innates with effects that modify hit rate

Innate Skill
Condition
Value
Dragon's Blood
Ally of the Dragon, Drake, or Snake race is in the active party
1.2
Deathly Affliction
User or ally attacks while defender has an ailment
1.5
One-Foot Hop
User or ally is defender while having a Taunt effect
0.9
Pandemonic Feast
User or ally uses an attack capable of hitting multiple times while an Omagatoki effect is active on them
1.5
Herkeios
Attack with an electric skill
1 + 0.01 x number of living allies in stock
Effective max of 1.27x with a stock size of 24, 4 guest characters, and all except Nahobino and Zeus alive in the stock
Helmsman
Ally that moves after user (passing and returning to stock count as moving) attacks
Ally that moves after user isn't also user
1.35
Focused Assault
Defender was targeted by a single-target attack from the party member immediately before
Party member to move before self isn't also self
Due to an oversight, single-target attack from previous party member cannot be basic attack if that party member is Yamata-no-Orochi
1.25
Qadištu Deception
User or ally of the Qadištu race is the attacker
1.25
Qadištu Deception
User or ally of the Qadištu race is the defender
0.92
Pinpoint Vitals
Skill is Physical
1.2
True Aim
2.0

The resulting value of "Raw" will get converted into a new value called "Scaled", the result being dependent on the value of Raw
Condition
Scaled
Raw < 99
Raw
Raw ≥ 99 Raw < 114
(Raw - 99) / 30 + 99
Raw ≥ 114 Raw < 149
(Raw - 114) / 70 + 99.5
Raw ≥ 149
100

Finally, 2 more multipliers are applied to get the final hit rate
Hit Rate = Scaled x Mirage x Hit

Multiplier
Condition
Value
Mirage
Attacker has Mirage
0.5
Hit
Attacker has Omagatoki: Hit
Attacker is Player
2.5

Except there's a small quirk with the RNG. The way it works is that it will generate a random number from 0 to 32767 (inclusive), then divides it by 32767 and multiplies by 100 (to get it as a %). If your hit rate is greater than the result of this random number, then you hit.

The "Gen 1 Miss" is a commonly recognized oversight in Pokemon Red & Green, Blue, Red & Blue (international), and Yellow where the game rolls all accuracy checks with a random value from 0 to 255, then checks if that value is less than the attack's hit rate, while hit rates for moves that perform accuracy calculation do not go above 255. As a result, since 255 is not less than 255, that means all moves that go through accuracy calculation have at least a 1 in 256 chance to miss in those games.

I bring that up because, since the division is by 32767 and not 32768, one of the values produced by the RNG can be 100 exactly. As 100 is not less than 100, a similar phenomenon is observed in SMT5 where even skills that are supposed to be 100% accurate have a 1 in 32,768 chance to miss. The only exceptions are when bypassing accuracy calculation or when hit rates explicitly go above 100%. The only way for hit rate to exceed 100% is by using Omagatoki: Hit.

Lastly, under the following circumstances, hit rate calculation will be bypassed.
(prioritized in order listed)
Condition
Outcome
Defender has Luminescent Mirage
Miss
Defender Nulls, Repels, or Drains attack
"Hit"
Attacker has Critical Aura
Attack is at least one of
  • Physical
  • Strength-based (technically not including Strength-based that scale off HP)
Hit
Defender is Asleep, Confused, or Charmed
Hit
Skill has 255 Hit
Hit
Attacker has Warrior Trainer, is using a skill with positive skill potential, and an ally with Surrogate Guard Hound in the active party
Hit
Defender has Tablet of Destinies and is Weak to the attack
Hit
Crit Rate
Critical rate calculation begins with
Attacker Luck + 10 Root = __________________ Defender Luck + 10
Root is no higher than 4.

then uses Root to produce the base rate
Attacker Level + 10 Base = (___________________ + Root^2) x 3 Defender Level + 10

then modifies the base rate with
Crit Rate = (Skill + Base x Glee) x Level Correction x Difficulty x Innates

Skill is just the skill's base crit rate. This can be 0, 20, 30, or 200 (note that 200 is incapable of producing a crit rate lower than 100%, but will not bypass the crit formula).

Glee is simply the result of Bloody Glee and Murderous Glee.
Skill(s)
Multiplier
Bloody Glee
1.8
Murderous Glee
2.5
Bloody Glee + Murderous Glee
3.3

Level Correction can be the result of 1 of 3 formulas, depending on difference between the attacker's level and the defender's
Difference
Level Correction
Attacker Level ≤ Defender Level
1 - (√(Defender Level - Attacker Level) / 60 + (Defender Level - Attacker Level) / 120)
no lower than 0.5
Attacker Level > Defender Level Attacker Level - Defender Level < 11
1 + (Attacker Level - Defender Level) / 40
Attacker Level - Defender Level ≥ 11
1.25 + (√(Attacker Level - Defender Level - 10) / 60 + (Attacker Level - Defender Level - 10) / 120)
no higher than 1.5

Difficulty is the multiplier applied to your crit rate based on the difficulty setting
Difficulty
Multiplier (Player is Attacking)
Multiplier (Enemy is Attacking)
Safety
1.5
1.0
Casual
1.2
1.0
Normal
1.0
1.0
Hard
1.0
1.0

Innates is the product of all innate skills that affect crit rate
Innate Skill
Condition
Value
Dragon's Blood
Ally of the Dragon, Drake, or Snake race is in the active party
2.0
Deathly Affliction
User or ally is the attacker while defender has an ailment
1.5
Divined Fortune
User or ally is the attacker while own Accuracy/Evasion Stage is at +2
1.5
Hand You're Dealt
None
1 + 0.3 x number of weaknesses in party
Effective max of 7.3x with 2 allies that have 7 weaknesses, a 3rd that has 5 weaknesses, and Nue's Force weakness not covered by a passive
Herkeios
Attack with an electric skill
1 + 0.05 x number of living allies in stock
Effective max of 2.35x with a stock size of 24, 4 guest characters, and all except Nahobino and Zeus in the stock
Focused Assault
Defender was targeted by a single-target skill from the party member immediately before
Party member to move before self isn't also self
Due to an oversight, single-target attack from previous party member cannot be basic attack if that party member is Yamata-no-Orochi
1.6
Scarlet Blade
Have at least one Battle Condition
1 + 0.4 x number of conditions on self
"Omagatoki" effects only count as 1 condition, regardless of how many Masakado has
Effective max of 4.6x with 9 effects including an ailment
If Masakado were to somehow get Luminescent Mirage, that would not count
Lightning Speed
Own Accuracy/Evasion is at +1 or higher
2.0
Qadištu Savagery
User or ally of the Qadištu race is the attacker
2.0
Dawn of Demise
User or ally is the attacker
1.3
Pinpoint Vitals
Skill is Physical
2.0

Crit Rate is rounded down to the nearest whole percent.

Under the following circumstances, crit rate calculation will be bypassed.
(prioritized in order listed)
Condition
Outcome
Attack is Repelled or Drained
No Crit
Defender is Guarding
No Crit
Omagatoki: Critical is in effect
Crit
All of
  • Attacker has Fickle Personality
  • Attacker hits a weakness
  • Attacker has an Omagatoki effect
  • Attacker has positive skill potential
Crit
Attack is resisted
No Crit
Critical Aura is in effect
Attack used is at least one of
  • Physical
  • Strength-based (technically not including Strength-based that scale off HP)
Crit

All damage skills use this formula. Strength-based skills can crit naturally (though skills that are strength-based, but have their power scaled relative to max HP, such as Beatdown, do not count as "Strength-based" here), as can any skill with the Physical damage element. Magic-based skills (excluding a hypothetical magic-based Physical skill) can only crit if an innate skill or Omagatoki: Critical allows them to. Level-based skills (excluding Feline Fury, which is level-based Physical) cannot crit, except by Omagatoki: Critical.
Crit Rate Level Correction Cheat Sheet
Attacker Level - Defender Level
Level Correction
-47 or less
0.5
-46
0.503628
-45
0.513197
-44
0.522779
-43
0.532376
-42
0.541988
-41
0.551615
-40
0.561257
-39
0.570917
-38
0.580593
-37
0.590287
-36
0.6
-35
0.609732
-34
0.619484
-33
0.629257
-32
0.639052
-31
0.648871
-30
0.658713
-29
0.668581
-28
0.678475
-27
0.688397
-26
0.69835
-25
0.708333
-24
0.71835
-23
0.728403
-22
0.738493
-21
0.748624
-20
0.758798
-19
0.769018
-18
0.779289
-17
0.789615
-16
0.8
-15
0.81045
-14
0.820972
-13
0.831574
-12
0.842265
-11
0.853056
-10
0.863962
-9
0.875
-8
0.886193
-7
0.897571
-6
0.909175
-5
0.921066
-4
0.933333
-3
0.946132
-2
0.959763
-1
0.975
0
1
1
1.025
2
1.05
3
1.075
4
1.1
5
1.125
6
1.15
7
1.175
8
1.2
9
1.225
10
1.25
11
1.275
12
1.29024
13
1.30387
14
1.31667
15
1.32893
16
1.34082
17
1.35243
18
1.36381
19
1.375
20
1.38604
21
1.39694
22
1.40774
23
1.41843
24
1.42903
25
1.43955
26
1.45
27
1.46039
28
1.47071
29
1.48098
30
1.4912
31 or more
1.5
Ailment/Instakill Rates
The first step in calculating ailment rates depends on both the attacker and defender's luck stats
Condition
Root
Attacker Luck / Defender Luck < 0.5
0.25 - √(0.5 - Attacker Luck / Defender Luck) / 20 + (Attacker Luck / Defender Luck) / 2
Attacker Luck / Defender Luck ≥ 0.5 Attacker Luck / Defender Luck ≤ 1.5
Attacker Luck / Defender Luck
Attacker Luck / Defender Luck > 1.5
√(Attacker Luck / Defender Luck) + 0.275

Then the initial value is modified to
Raw = Root x Skill x Potential x Resistance x Mask x Instakill Rate Multiplier x Difficulty x Guard x Innates

Skill is the base ailment rate of the skill being used. For example, it would be 150% on God's Bow. If multiple effects are contributing to this value (such as Crippling Blow on Matador and Mudoon hitting a weakness), they are added together to produce this value.

Potential is the skill potential that corresponds to the skill being used (not necessarily Ailment potential). These values map to
Potential
Multiplier
-9 (unused)
0.4
-8
0.5
-7
0.55
-6
0.6
-5
0.65
-4
0.75
-3
0.8
-2
0.85
-1
0.9
0
1
+1
1.1
+2
1.15
+3
1.2
+4
1.25
+5
1.35
+6
1.4
+7
1.45
+8
1.5
+9
1.6
Note that skill potentials do not affect items or Magatsuhi skills.

Resistance is actually a calculated parameter based on the demon's resistance to the given ailment and the number of times the demon has been afflicted with that specific ailment previously. This is calculated as
Resistance = Demon Res - Prior Afflictions x (Demon Res x 2 + 1) / 10
no lower than 0
The value of Prior Afflictions is reset to 0 by Dekajaon.
If the ailment is instakill, Resistance is instead always 1.0

Included is a reference for the resistance value with every base resistance/prior affliction count combination
Base Resistance
1 Prior Affliction
2 Prior Afflictions
3 Prior Afflictions
4 Prior Afflictions
5 Prior Afflictions
3
2.3
1.6
0.9
0.2
0
1.25
0.9
0.55
0.2
0
1.0
0.7
0.4
0.1
0
0.5
0.3
0.1
0
0.4
0.22
0.04
0
0.2
0.06
0
0.1
0
0

Mask is the effect of Hellish Mask/Abyssal Mask
Skill(s)
Multiplier
Hellish Mask
0.7
Abyssal Mask
0.4
Hellish Mask + Abyssal Mask
0.1

Instakill Rate Multiplier is an enemy-specific multiplier that affects the success rate of incoming instakill ailments, similar to how a resistance would affect a normal ailment that a demon hasn't been afflicted with yet. Usually this is 0 or 1, but in rare cases may be 0.4, 0.3, 0.2, 0.1, 0.05, 0.02, or even as low as 0.01

Difficulty refers to the way difficulty settings affect ailment/instakill rates. Technically this parameter is different depending on if the ailment is an instakill, however only one table is shown due to the scarcity of differences between the 2
Difficulty
Multiplier (Enemy is Defending)
Multiplier (Player is Defending)
Safety
2.0
0.05 (ailment)
0.01 (instakill)
Casual
1.3 (ailment)
1.2 (instakill)
0.7
Normal
1.0
1.0
Hard
0.7
1.3

Guarding has a different effect based on the resistance level the demon has to the ailment
Demon Res
Guard Multiplier
Resist (0.5x)
Neutral (1.0x)
0.5
Weak (1.25x)
0.4

Innates is the product of all innate skills that modify existing ailment affliction rates
Innate Skill
Condition
Value
Burden of Talent
User or ally is defender
1.4
Taboo
None, affects all ailments used by anyone in either party
2.0

Raw is no higher than 100%.

Finally, a few more multipliers are applied
Ailment Rate = Raw x Why x Hit

Multiplier
Condition(s)
Value
Why
All of
  • Attacker is Enemy
  • Defender is Player
  • Ailment-Inflicting Skill Targets All Foes
0.9
Hit
  • Attacker has Omagatoki: Hit
  • Attacker is Player
  • Defender is Enemy
2.5

Ailment Rate is rounded down to the nearest whole percentage.
Skills with 255 base ailment rate (Mesektet's Path and Magatsuhi Plunder) will bypass this process and always apply their corresponding ailment successfully (Shroud and Instakill respectively).
Ailments will also always fail if Mud, Shroud, or that same ailment is already applied to the target.
Multi-Ailment Skills
Multi-Ailment skills, such as Preach or Accursed Poison, will attempt to apply each ailment individually in a sequence.

The order of this sequence depends on the skill.

For Accursed Poison, this order is shown below.
  • Seal
  • Sleep
  • Charm
  • Confuse
  • Mirage
  • Poison
  • Others (only relevant for modders)

For other multi-ailment skills it is
  • Shroud (only relevant for modders)
  • Mud (only relevant for modders)
  • Mirage
  • Seal
  • Sleep
  • Charm
  • Confuse
  • Poison
  • Death

However, for skills that are not Accursed Poison, whichever ailment has the lowest priority will take the place of a random ailment in the list, including the place it's already in (this is why Death is relevant, as it will always be the lowest priority ailment if the skill can inflict it), then the ailment that was already there becomes the highest priority ailment.

After all the above steps (further steps apply even to Accursed Poison), the ailments are grouped by how strong the target's resistance to them is (Death is always treated as neutral) before accounting for prior afflictions, with less resisted ailments taking a higher priority than more resisted ailments and nulled ailments being removed from the list entirely. The previously generated ailment priority order is preserved among equally resisted ailments.

Death always takes functional priority (and visually can be applied concurrently with other ailments), but still has an impact on how priority order is determined.

To provide just a few examples of how ailment priority works

Accursed Poison vs. Sudama (weak to Sleep, neutral to Charm, Seal, Mirage, and Poison, resists Confuse)
  • Sleep > Seal > Charm > Mirage > Poison > Confuse

Preach vs. Slime (neutral to all 3 of Preach's ailments)
one of
  • Sleep > Confuse > Charm
  • Charm > Sleep > Confuse
  • Confuse > Sleep > Charm

Frenzied Chomp vs. Onmoraki (neutral to all 3 of Frenzied Chomp's ailments)
one of
  • Charm > Poison > Confuse
  • Confuse > Charm > Poison
  • Poison > Charm > Confuse

Muscle Drink vs. Tzitzimitl (weak to Confuse and Mirage, but neutral to Charm)
one of
  • Mirage > Confuse > Charm (2/3)
  • Confuse > Mirage > Charm (1/3)

Frenzied Chomp (used by Dagda with an Omagatoki effect active) vs. Onmoraki (neutral to all 4 of Frenzied Chomp's ailments when used with Magic Harp), including Death
one of
  • Sleep > Death > Charm > Confuse > Poison
  • Charm > Sleep > Death > Confuse > Poison
  • Confuse > Sleep > Charm > Death > Poison
  • Poison > Sleep > Charm > Confuse > Death
  • Death > Sleep > Charm > Confuse > Poison

which removing Death becomes
  • Sleep > Charm > Confuse > Poison (2/5)
  • Charm > Sleep > Confuse > Poison (1/5)
  • Confuse > Sleep > Charm > Poison (1/5)
  • Poison > Sleep > Charm > Confuse (1/5)

And here's a full list of multi-ailment skills

2 possible ailments, not including Death (in effect, which one takes priority here is just random)
  • Madness Glint (Seal and Confuse)
  • Great Lament (Mirage and Poison)
  • Slumber Vortex (Mirage and Sleep)

3+ possible ailments, with or without Death (these are the ones where the details of the priority order matter)
  • Blight w/ Magic Harp (Sleep, Poison, Death)
  • Dark Sword w/ Magic Harp (Seal, Sleep, Death)
  • Mist Rush w/ Magic Harp (Mirage, Sleep, Death)
  • Frenzied Chomp (Charm, Confuse, Poison)
  • Frenzied Chomp w/ Fear of Death, Crippling Blow, or Moirae Cutter (Charm, Confuse, Poison, Death)
  • Frenzied Chomp w/ Magic Harp (Sleep, Charm, Confuse, Poison, Death)
  • Toxic Sting w/ Magic Harp (Sleep, Poison, Death)
  • Madness Needle w/ Magic Harp (Sleep, Confuse, Death)
  • Accursed Poison (Seal, Sleep, Charm, Confuse, Mirage, Poison. Uses unique priority order)
  • Preach (Sleep, Charm, Confuse)
  • Muscle Drink (Mirage, Charm, Confuse)
Ailment Recovery Rate
Ailment recovery rates begin with a root value determined by the level of the demon with the ailment
Condition
Root
Level is less than 100
4 + (Level - 1) / 2
Level is 100 or higher
53 + (Level - 99) x 499

Additionally, the game uses a coefficient value specific to the ailment itself
Ailment
Coefficient
Poison
Sleep
1
Confuse
Charm
Seal
Mirage
Mud
Shroud
15

Those 2 values, alongside the demon's Luck stat, are used to compute a base ailment recovery rate
Base = Coefficient x Luck / Root
no lower than half of Coefficient, and no higher than 85

Worth noting is that, due to the way Root scales for level values 100 and above, this value can never exceed its minimum for demons at level 103 or higher, so for level 103+ demons "Base" is just 0.5 for Sleep and Poison, and 7.5 for other ailments.
Additionally, while theoretically possible to have a "Base" above the minimum at level 100, none of the level 100 Virtual Trainer battles have the required Luck stat (277 to go above by technicality, 284 to actually affect the final result in any circumstance, 295 to affect the result without Ward Off Evil) for that to be the case at level 100.

And the final rate being
Ailment Recovery Rate = (Base + 15 x Elapsed Turns) x Innates

Elapsed Turns is the number of full turns that the demon's party has completed since receiving the ailment. So if a demon is inflicted with an ailment, the turn goes back over to their side, then back to the initial side, then back to side with the ailed demon, this value is 1.

Innates is the product of all innate skills that affect ailment recovery rate
Skill
Affected Side
Multiplier
Taboo
All
0.8
Ward Off Evil
Allies
1.3

Ailment Recovery Rate is rounded down to the nearest whole percent.

The check is run only if Elapsed Turns is at least 1 (at least 2 in the case of Shroud), and occurs at 2 points. The first time this check is performed is at the start of the ailed demon's turn. The 2nd is immediately before the demon's party ends their turn, passing control to the other party (this uses the same Elapsed Turn counter as the checks earlier in the turn would have).

Additionally if a sleeping enemy takes damage from an attack, and the attacker does not have Unending Nightmare, then Sleep will be immediately cured.
Poison Damage
Poison damage, much like normal damage, starts with a "root" value
Condition
Root
the attacker's level is 150 or less
Attacker's Level + 5
the attacker's level is above 150
Attacker's Level / 10 + 140
Root is rounded down for Poison specifically.

The base poison damage rate is determined by
Base = Root x Difficulty + Random

Difficulty is the same as it is for other forms of damage
Difficulty
Multiplier (Player is Attacking)
Multiplier (Enemy is Attacking)
Safety
10
0.1
Casual
1.2
0.8
Normal
1.0
1.0
Hard
0.7
1.3

Random is derived from the sum of random numbers A and B
Range Part
Min Value
Max Value
A
0
Root / 10 - 1
rounded down, no lower than 0
B
0
3
A + B
0
Root / 10 + 2
rounded down, no less than 3
Base is rounded down.

Finally the multipliers from Poison Adept and Poison Master are applied. Said multipliers are
Skill(s)
Multiplier
Poison Adept
2
Poison Master
3
Poison Adept + Poison Master
5
Shroud MP Damage
Shroud's MP Penalty starts with a "root" value similar to Poison's.
Attacker's Level + 5 Root = _____________________ 9
Rounded down, and no lower than 1.

That root value is then used to calculate Shroud's MP damage as
Damage = Root x Difficulty + Random

Difficulty is the same as it is for other forms of damage
Difficulty
Multiplier
Safety
0.1
Casual
0.8
Normal
1.0
Hard
1.3

Random is derived from the sum of random numbers A and B
Range Part
Min Value
Max Value
A
0
Root / 10 - 1
rounded down, no lower than 0
B
0
3
A + B
0
Root / 10 + 2
rounded down, no less than 3

Damage is rounded down, and cannot be lower than 1.

In practice, since there's only 1 way for Shroud to be applied, this means that Shroud MP damage can be mapped to (VT followed by a number "n" means Virtual Trainer Level n)
Game Mode
Safety
Casual
Normal
Hard
Base
1-4
7-10
9-12
11-14
VT100
1-4
8-11
11-14
14-17
Godborn
1-4
13-16
17-20
22-25
VT200
2-6
17-21
22-26
28-32
VT300
3-8
26-31
33-38
42-47
VT400
4-10
36-42
45-51
58-64
VT500
5-12
44-51
56-63
72-79
VT600
6-14
53-61
67-75
87-95
VT700
7-16
62-71
78-87
101-110
VT800
8-18
71-81
89-99
115-125
VT900
10-22
80-92
100-112
130-142
VT999
11-24
88-101
111-124
144-157
Other Ailment Effects
These effects have already been mentioned earlier in the guide
  • Poison dealing damage to afflicted after afflicted acts
  • Mirage lowering accuracy when on attacker
  • Confuse, Charm, and Sleep completely disabling evasion when on the defender
  • Shroud dealing MP damage to afflicted before afflicted acts
The below effects have not been mentioned elsewhere

Mirage Attack Redirection
Mirage has a chance to cause attacks to be directed at a target other than the selected target where applicable.
Event
Odds (Normal)
Odds (Affected by Helmsman)
Attack the Wrong Target
50%
32%
Attack the Right Target
50%
68%

Confuse Turn Skip
Confuse has a chance to replace the afflicted demon's action with another action
Event
Odds (Normal)
Odds (1 Frontline Adaptability)
Odds (2 Frontline Adaptability)
Do Nothing
15%
4.5%
1.2%
Attack Another in Own Party
35%
10.5%
2.8%
Perform the Action Normally
50%
85%
96%

Magatsuhi Harvest and skills that summon reinforcements are not affected by this.

Charm Turn Skip
Charm has a chance to replace the afflicted demon's action with another action
Event
Odds (Normal)
Odds (1 Willpower)
Odds (2 Willpower)
Do Nothing
20%
6%
1.6%
Use Support Skill on Enemy
10%
3%
0.8%
Use Recovery Skill on Enemy
20%
6%
1.6%
Perform the Action Normally
50%
85%
96%
Note that, should a demon be unable to perform a given action through Charm, then the odds of that event occurring get added to the event directly above. For example, if the demon does not have a Recovery skill, then the odds of using a Support Skill on enemies normally become 30%. If the demon can use a Recovery skill, but not a Support skill, then the odds of doing nothing becomes 30%.

A "Recovery" skill for the purposes of Charm is defined very narrowly, only including a specific variant of Dia, Diarama, Media, or Mediarama. The skill must be in the demon's displayed skill list to count, and has different effects depending on which side of the battle is using the skill.

Skill Name
Healing Value (Used by Charmed Enemy)
Healing Value (Used by Charmed Player)
Dia
35 + 15%
60 + 0%
Diarama
80 + 25%
180 + 0%
Media
30 + 13%
40 + 0%
Mediarama
65 + 22%
120 + 0%

It is worth noting that the game is picky about which variant of the skill an enemy must have in order for the skill to be select-able though Charm. As such, only the following enemies can heal the player due to Charm.

Enemy
Skill Name
Pixie
Cait Sith
Cait Sith (Abscess)
Kodama (Beastly Battle of Wits)
Agathion (The Water Nymph)
Dia
Dís
Kelpie
Amanozako (A Power Beyond Control)
Diarama

A "Support" skill is also defined very narrowly, only including the following skills.

Skill Name
Must Have Valid Target
Tarukaja
true
Matarukaja
true
Rakukaja
true
Marakukaja
true
Sukukaja
true
Masukukaja
true
Tetrakarn
false
Makarakarn
false

If multiple legal options exist for either group, the skill selected within that group is random with evenly distributed odds.

Magatsuhi Harvest and skills that summon reinforcements are not inhibited by Charm.

Confuse/Charm Disabling Counters
Charm and Confuse will disable any "Counter" type skills, such as Counter, Retaliate, Heavenly Counter, Vinyl Bomb, Adversary, etc.

Sleep Disabling Actions
A sleeping demon will be unable to do anything whatsoever. Unlike Confuse, Charm, or Seal, there are no skills that bypass this restriction.

Seal Disabling Skills
A sealed demon will be unable to use any skills select-able from the skill menu except for the basic attack. Enemy demons that are sealed will instead skip their turn when they attempt to use one of those skills.

Magatsuhi Harvest, skills that summon reinforcements, skills that are presented as though they were items, and skills that are presented as though they were basic attacks are not affected by this. On paper, the attack part of counters are not affected by this either, however the triggers for said counters cannot activate while sealed.

Mud Burning Press Turn Icons
Before a character with Mud acts, they will lose 1 press turn icon. Contrary to what the English description says, there is no chance to fail to act with Mud.
Hit Count
Skill Hit Count
Hit counts on skills are divided into 3 parts. Min Hits, Max Hits, and sometimes Per-Target Max Hits.

The following skills modify at least one of the above values (where applicable), in this order
Skill/Effect
Condition
Change
Lunar Hurricane
Using Skill
Min Hits and Max Hits are both
3 x Attacker Agility / Defender Agility
no lower than 1, no higher than 9
Pandemonic Feast
User or ally with an Omagatoki effect uses a skill that has a default Max Hits value above 1
Increase Max Hits by 2
Increase Per-Target Max Hits by 2, if present
Omagatoki: Dance
Corresponding Battle Condition is active
Set Min Hits equal to Max Hits
Remove Per-Target Max Hits, if present

When determining how many hits a skill should have on any one use, the game generates a random number from Min Hits to Max Hits, with all potential values being about equally likely.

If Per-Target Max Hits is set, and the resulting hit count is greater than
Per-Target Max Hits x Number of Enemies
then the number of hits will instead be that value.

Events like critical hits will be checked per hit on multihits, however hit rate and ailment affliction rate are only checked on the first hit per target, and you only get Magatsuhi once from hitting weaknesses/crits at all with the action.

Party Hit Counter

Behind the scenes the game keeps track of a party-wide counter for the number of times a party member has hit something since that party last began a turn, which is used for certain innate skills like Sankosho or Shining Dragon's Scales. A hit is defined by a single instance of non-Poison damage (the intuitive definition) or by successfully inflicting an ailment with a non-damaging skill. This counter is uncapped.
Skills With an Activation Chance (and Trickery's effects)
The below skills have a % chance (below 100) to activate. Trickery, when it applies, multiplies activation rates by 1.3 x the number of demons in the active party with Trickery (so 1.3x with 1, 2.6x with 2), then rounds down to the nearest whole percentage.
Skill
Activation Chance (0 Trickery Demons)
Activation Chance (1 Trickery Demons)
Activation Chance (2 Trickery Demons)
Counter
50%
N/A
N/A
Retaliate
50%
N/A
N/A
Heavenly Counter
65%
N/A
N/A
Megalomania
10%
13%
26%
Seven-Headed Beast
50%
65%
100%
Sprited Synergy
20%
26%
52%
Summer Dream
20%
26%
52%
Sacrificial Proxy
35%
45%
91%
Nation Builder
50%
65%
100%
Nation Founder
50%
65%
100%
Healing Hand
50%
65%
100%
Universe Ring
50%
65%
100%
Burning Aspiration
50%
65%
100%
Wrath of Oyamatsumi
50%
65%
100%
Guardian Beast
50%
65%
100%
Tempest
50%
65%
100%
Righteous Sentence
50%
65%
100%
Death's Door
50%
65%
100%
Honey Trap
65%
84%
100%
Tablet of Destinies
15%
19%
39%
Magatsuhi Bar
The bar is split into 100 units (therefore 1 unit is 1%). Here's how much each condition builds, and the requirements in order for that condition to apply.

Condition
Required Miracle
Required Skill
Amount
Hit Enemy Weakness
Fell Swoop
1%
Crit Enemy
Fell Swoop
1%
Perform an Action (excluding Pass/Switch/Talk)
Angelic Order (user)
1% per ally in the active party with Angelic Order, including self
Guard Action
Vengeful Opportunist
2%
Resist Enemy Attack
Counter Incentive: Resist
3%
Guard an Attack
Unyielding Will
5%
Null Enemy Attack
Counter Incentive: Null
10%
Repel Enemy Attack
Counter Incentive: Null
10%
Drain Enemy Attack
Counter Incentive: Null
10%
Use a Magatsuhi Skill
Skillful Conservation
Random from 8% to 15%
Use a Magatsuhi Skill
Magatsuhi Thriftiness (user or ally)
Random from 8% to 15%
Die
Vengeance
15% per ally that died
Start a Battle
Constant Vigilance
15%
Slash an Overworld Enemy
Forestall
20%
Use Evergreen Dance
Evergreen Dance
20%
End Turn
None
Embolden
Random from 15% to 25%
Random from 20% to 30%

Additionally, only one of the following can apply on any 1 action (largest value selected if multiple conditions are met)
  • Fell Swoop (Weakness)
  • Fell Swoop (Critical)
  • Counter Incentive: Resist
  • Unyielding Will
  • Counter Incentive: Null (Null)
  • Counter Incentive: Null (Repel)
  • Counter Incentive: Null (Drain)
  • Vengeance
Miscellaneous
Counter Priority
If multiple Counter skills trigger off a given attack, the following process is used to determine which one activates

If an innate skill counter (such as Tempest or Vinyl Bomb) activates, that will always take priority.

Otherwise, the counter with the highest power will take priority (Retaliate is 150 power).

If the only counters to trigger are Counter and Heavenly Reversal (both 100 power, non-innate counters), then the one that is listed first in the demon's skill list will take priority.

Ruler of Chaos

When Demi-fiend attacks, the following innate skills are prevented from taking effect
  • One-Foot Hop (cannot lower damage dealt or hit rate)
  • Bountiful Earth (cannot lower damage dealt)
  • Qadištu Mandate (cannot lower damage dealt)
  • Qadištu Deception (cannot lower hit rate)
  • Impenetrable Purity (cannot remove Piercing effect from attacks)
  • Tablet of Destinies (cannot null physical attacks)
  • All innate counterattack skills (such as Tempest, Vinyl Bomb, or Adversary)

MP Cost Modifiers + why MP costs are lower than expected sometimes

MP Cost Modifications are applied in the order of
  • Skill Potential
  • Innate Skills (product of multipliers)
  • Omagatoki: Savage
rounding down after each step. However, each multiplier other than Savage is slightly lower than it should be on paper (due to floating point imprecision), resulting in MP costs 1 lower than they should be at several points.

The most notable example is that if a multiple of 5 is multiplied by 1.6 (min potential), 1.2 (-1 Heal/Support, -4 for others), 0.8 (+2 Heal/Support, also Okuninushi's Teachings) or 0.6 (max potential), then it will be 1 lower than expected at that step of the calculation. There are other more niche examples, and listing all of them would take too long.

For those looking to calculate exact numbers, start with any multipliers from skill potential/innate skills at 100x their expected value and multiply by 0.01, performing all operations on 32 bit floating point numbers.

Taunt
Generally speaking, the primary effect Taunt has is to redirect attacks towards the Taunt bearer at
Taunt Redirection Rate = 50% + Own Current HP / Own Max HP x 50%
rounded down to the nearest whole percentage.

If multiple allies have Taunt and succeed their redirection check, the one who moves earliest on the player turn will take priority.

Several enemies also exhibit additional behaviors in response to Taunt, such as avoiding targeting weaknesses, changing what skills they use, guaranteeing they target a Taunt user, etc.

In rare cases, some enemies will completely ignore Taunt when using certain skills even when using skills that target "1 foe", those instances are listed below.

Enemy
Skill
Actual Target
Loup-garou (Story)
Fang Breaker
Highest Attack buff stage
Khonsu Ra
Freikugel (only if it would be followed by Mesektet's Path)
Lowest HP
Eligor (Story)
Gram Slice
Highest HP
Loa (Pale Rider summon)
Dormina
Makajama
Anyone without Sleep or Seal respectively
Satan
Akashic Arts (only if it would be on his 1st or 2nd action for the turn)
Figment Slash
Like normal without Taunt applied, but as if all allies with an immunity to Phys were in the stock

EXP Scaling

Below is the multiplier applied to EXP based on how many levels the demon is behind the enemy.
Level Deficit
EXP Multiplier
-10
0.38
-9
0.4
-8
0.42
-7
0.44
-6
0.47
-5
0.5
-4
0.57
-3
0.66
-2
0.76
-1
0.87
0
1.0
1
1.15
2
1.32
3
1.52
4
1.75
5
2.01
6
2.13
7
2.25
8
2.38
9
2.52
10
2.66

Oddities with Drained Attacks

Drained attacks ignore the damage cap.

Usually drained attacks will scale the same way neutral attacks do, with a 1.0x multiplier. However, if all of
  • Demon naturally drains the element
  • Demon does not have a passive that adds null, repel, or drain for that element
  • Demon has the passive that adds resist for that element

are true, then drained attacks will work with a 0.5x multiplier instead.

Applying and Consuming Charges

Charge Type
Condition to Apply Effect
Condition to Consume
Charge
Deal damage with a non-counter, strength based attack
Use a non-counter, damaging, strength based or physical attribute attack not based on level
Concentrate
Deal damage with a non-counter, magic based attack
Use a non-counter, damaging, magic based attack with an attribute other than physical
Donum Gladi
Deal damage with a non-counter, strength based attack
Use a non-counter, damaging, strength based or physical attribute attack not based on level
Donum Magici
Deal damage with a non-counter, magic based attack
Use a non-counter, damaging, magic based attack with an attribute other than physical
Critical Aura
Use a non-counter, damaging, strength based or physical attribute attack without being repelled
Use a non-counter, damaging, strength based or physical attribute attack not based on level
Bowl of Hygieia
Heal using a non-item skill that doesn't heal through drain effects
Use a non-item healing skill that doesn't heal through drain effects
Impaler's Animus
Deal damage with a non-counter attack
Use a non-counter, damaging attack
Impaler's Glory
Deal damage with a non-counter attack
Use a non-counter, damaging attack
Omnipotent Succession
Use a damaging, non-counter skill (basic attacks and items do not count)
Perform an action for the 4th time in a row due to Omnipotent Succession

Notably, the way the conditions are set up for each Charge type. Using Feline Fury with Critical Aura will result in the effect of Critical Aura being applied, but Critical Aura itself not being consumed.
Conclusion
Feel free to let me know if there's anything I overlooked, or got wrong (ideally with either proof or a test scenario I can use to verify your claim), or should include but haven't.

Additionally, here's a few data tables I'm working on for the game. They're far from finished, but should be a useful reference.
Skills: https://docs.google.com/spreadsheets/d/1qqAH0bFeck0k_BcItcgH3xrV7uCryBwTVerv-iA8Ynw/edit?usp=sharing
Demons/Enemies: https://docs.google.com/spreadsheets/d/15W1WpIfx-h9wYEmXlnPiPTpgAAlsWZ7-M8xiwhVzAN8/edit?usp=sharing
Overworld Map Things: https://docs.google.com/spreadsheets/d/1MOWJL29_geEw5w7X2gTmNBx_bQiKnb4xVMxY2nI34PY/edit?usp=sharing
65 Comments
Ismer 15 Jun @ 6:44pm 
Thank you :steamthumbsup:
CTOBN  [author] 15 Jun @ 2:23pm 
@Ismer

They do. Everything except enemy counters (which count towards their team's hit counter instead. Although this interaction is only relevant for the player, and only when using a Zaou-Gongen with Counter or Retaliate) that deals damage counts. Furthermore, any successful non-damaging ailment affliction by an ally demon counts, including from Muscle Drink.
Ismer 15 Jun @ 2:28am 
This really helps a lot. I would like to ask if friendly fire (attacks by confused demon, may be NRD) counts toward Huang Long's innate (and others like Zaou-Gongen)?
CTOBN  [author] 19 May @ 8:52pm 
@lucasflamebound

NaviDevilData.uexp I believe
lucasflamebound 19 May @ 8:27pm 
Thanks! Though I still kinda wonder where in the files it was, I'm unfamiliar with Unreal and spent hours looking... Anyway, the excavation types appear to be the following based on my own results and the Japanese guide cited on the (non-fandom) megaten wiki: 1 - Relics and Macca. 2 - Support Items. 3 - Incense Swap Jewels. 4 - Battles. 5 - "quest items". (not sure what that means aside from maybe trade in items with the various item swaps around the maps, but in my own testing with Yatagarasu I got mostly elemental battle gems, purge and dispel charms, and sutras)
CTOBN  [author] 19 May @ 8:08pm 
@lucasflamebound

For the time being it's in the demon spreadsheet linked at the bottom
lucasflamebound 19 May @ 6:24pm 
There's a reddit post you made which links to this guide. Unfortunately, the reddit post is archived so I can't ask you there, but I saw you posted a table of what the navigators can dig up. Unfortunately, that table is missing the ones added as free dlc. Could you please either tell me where I can find that table in the games files. I already know how excavate types work because of a japanese guide, but I would like to see the table for the newer navigators.
Bnoopy ☆ 22 Sep, 2024 @ 12:49am 
Alright, thank you for the confirmation!
CTOBN  [author] 21 Sep, 2024 @ 8:12pm 
@Bnoopy ☆
You have it right. The theoretical limit for the multiplier is about 0.9585x. Agility is, in fact, that bad.

For what it's worth it is hypothetically a lot more impactful in the other direction, going up to around 112x in the most extreme circumstances.
Bnoopy ☆ 21 Sep, 2024 @ 2:57am 
Hi, thanks for the amazing guide! I have a question when it comes to accuracy though. It appears to me that the agility stat has way too little influence on the base value. With stats of 1 (attacker) and 999 (defender), I'm getting 0.9585 versus 0.9759 with stats of 120 (attacker) and 200 (defender). Did I mess up somewhere? There is no way there is only a difference of two percentage points here, is there? I was trying to figure out how much agility and luck to get for one of the superbosses and I'm flabbergasted at how little return there seems to be.