HITS (X/Y/Z) for multi-hit attacks X: Minimum and Maximum # of Hits Y: Variation TYPE # Z: Target Behavior TYPE # ** Variation TYPE There are six different TYPEs (0~5), higher # of hits are likely to be more frequent the higher the TYPE # is, with TYPE 5 being the best. --------------------------------------------------------------------------------------------------------------------- TYPE 0: all numbers of hits are rolled with the same probability. --------------------------------------------------------------------------------------------------------------------- TYPE 1: hit frequency doubles each time Maximum Hit # decreases. Elegant Killing Doll (4~8 Hits) 1 Time (8 Hits) : 2 Times (7 Hits) : 4 Times (6 Hits) : 8 Times (5 Hits) : 16 Times (4 Hits) Roughly in Percentage: 3% (8 Hits) : 6% (7 Hits) : 13% (6 Hits) : 26% (5 Hits) : 52% (4 Hits) --------------------------------------------------------------------------------------------------------------------- TYPE 2: hit frequency +1 each time Maximum Hit # decreases. Slash of Eternity (3~5 Hits) 1 Time (5 Hits) : 2 Times (4 Hits) : 3 Times (3 Hits) Tentacle Dance (1~6 Hits) 1 Time (6 Hits) : 2 Times (5 Hits) : 3 Times (4 Hits) : 4 Times (3 Hits) : 5 Times (2 Hits) : 6 Times (1 Hit) --------------------------------------------------------------------------------------------------------------------- TYPE 3: hit frequency doubles from Minimum and Maximum Hit # Elegant Killing Doll (4~8 Hits) at TYPE 3 1 Time (8 Hits) : 2 Times (7 Hits) : 4 Times (6 Hits) : 2 Times (5 Hits) : 1 Time (4 Hits) Mysterious Jack (1~4 Hits) at TYPE 3 1 Time (4 Hits) : 2 Times (3 Hits) : 2 Times (2 Hits) : 1 Time (1 Hit) Phantom Killer in Night Mist (1~5 Hits) at TYPE 3 1 Time (5 Hits) : 2 Times (4 Hits) : 4 Times (3 Hits) : 2 Times (2 Hits) : 1 Time (1 Hit) Perfect Murder Doll (3~6 Hits) at TYPE 3 1 Time (6 Hits) : 2 Times (5 Hits) : 2 Times (4 Hits) : 1 Time (3 Hits) --------------------------------------------------------------------------------------------------------------------- TYPE 4: hit frequency +1 each time Minimum Hit # increases. Pegasus Meteor Attack (1~9 Hits) 9 Times (9 Hits) : 8 Times (8 Hits) : 7 Times (7 Hits) : 6 Times (6 Hits) : 5 Times (5 Hits) : 4 Times (4 Hits) : 3 Times (3 Hits) : 2 Times (2 Hits) : 1 Time (1 Hit) Cycling Realm Slash (1~7 Hits) 7 Times (7 Hits) : 6 Times (6 Hits) : 5 Times (5 Hits) : 4 Times (4 Hits) : 3 Times (3 Hits) : 2 Times (2 Hits) : 1 Time (1 Hit) Hyper Fang Crush (2~4 Hits) 3 Times (4 Hits) : 2 Times (3 Hits) : 1 Time (2 Hits) Fan Dance (3~4 Hits) 2 Times (4 Hits) : 1 Time (3 Hits) --------------------------------------------------------------------------------------------------------------------- TYPE 5: hit frequency doubles each time Minimum Hit # increases. If the variation in # of Hits is only 1 the frequency is 1:3 Mad Thunder (2~3 Hits) 3 Times (3 Hits) : 1 Time (2 Hits) Jack the Ludo Bile (1~2 Hits) at TYPE 5 3 Times (2 Hits) : 1 Time (1 Hit) Killer Bite of Kagami (3~6 Hits) 8 Times (6 Hits) : 4 Times (5 Hits) : 2 Times (4 Hits) : 1 Time (3 Hits) Pegasus Meteor Attack (1~9 Hits) at TYPE 5 256 Times (9 Hits) : 128 Times (8 Hits) : 64 Times (7 Hits) : 32 Times (6 Hits) : 16 Times (5 Hits) : 8 Times (4 Hits) : 4 Times (3 Hits) : 2 Times (2 Hits) : 1 Time (1 Hit) Ten Dice Sword at TYPE 5 489 Times (10 Hits) : 256 Times (9 Hits) : 128 Times (8 Hits) : 64 Times (7 Hits) : 32 Times (6 Hits) : 16 Times (5 Hits) : 8 Times (4 Hits) : 4 Times (3 Hits) : 2 Times (2 Hits) : 1 Time (1 Hit) Sakuya's Illusion Doll 1 upgrades TYPE 2 or less to TYPE 3, Illusion Doll 2 upgrades TYPE 3 or less to TYPE 4, and Illusion Doll 3 and Jackpot World upgrade TYPE 4 or less to TYPE 5. Ten Dice Sword is TYPE 4 and thus is affected by Illusion Doll 3 (if equipped by Sakuya) and Jackpot World. The frequency of 10 Hit attacks at TYPE 5 change the maximum possible random value from 512 to 489, making the frequency's summation 1000. --------------------------------------------------------------------------------------------------------------------- ** Target Behavior TYPE There are four different TYPEs (0~4), with TYPE 0 being the best for dealing damage, and TYPE 2 being the best for Status Spreading over large enemy parties. TYPE 0: target will be selected at random only if the original target is no longer present. If current target is defeated it will retarget a new one. TYPE 1: first hit is aimed to selected target, second and subsequent hits targets will be picked at random. TYPE 2: first hit is aimed to selected target, second and subsequent hits targets will be always be different from the last, attack will be interrupted if only the previous target remains (only 1 enemy in the battlefield). TYPE 3: aimed only at selected target, attack will be interrupted if target is defeated. ELEMENTAL STRENGTH Elemental Strength has the effect of increasing or decreasing the amount of damage dealt or received depending on target's element resistance. Damage is further increased in case of weakness (△/▲/×/☠) and is further reduced in case of tolerance (☆/◎/●/○). Example: (Fixed 1000 Damage attack of Elemental Strength X) vs (Target's Elemental Resistance) Elemental Strength Base [At 25% DMG] Base (1000) - Reduction (750) = 250 Damage [At 300% DMG] Base (1000) + Extension (2000) = 3000 Damage Resistance ◎ = 25% vs Resistance × = 300% Elemental Strength +10% [At 25% DMG] Base (1000) - Reduction (750) x 1.1 = 175 Damage [At 300% DMG] Base (1000) + Extension (2000) x 1.1 = 3200 Damage Resistance ◎ = 25% vs Resistance × = 300% Elemental Strength +25% [At 25% DMG] Base (1000) - Reduction (750) x 1.25 = 62.5 Damage [At 300% DMG] Base (1000) + Extension (2000) x 1.25 = 3500 Damage Resistance ◎ = 25% vs Resistance × = 300% ADDED ELEMENT Elemental damage added to the weapon damage. Bestowed Elements (via Elemental Weapon, etc.) transform the physical damage dealt into elemental (physical) damage, there is no adding. Example: if a Weapon does 400 Damage + 20% Added Element Damage, Damage will be 480 (400 + 80 Added Element Damage) CRITICAL (HISSATSU) The screen flashes Red on Critical Hits, in other words when critical success rate is positive. Damage is then enhanced by a given (%), basic Critical Damage is 10% ? Critical is usually applied to Physical Attacks but some characters can extend it to Magic Attacks through Growth. CRT + X(%) is the increment in Critical Success Rate, Critical Damage +X(%) is the increment in Damage dealt by Critical Hits. SLAYER (KYOUDA) Damage Dealt is increased when attacking a specific Kind or Type of enemy. The screen flashes Green if there is Slayer. The screen flashes Yellow if Slayer and Critical overlap together at the same time. Slayer from Weapons, Growth and Skills can be overlapped together to even further increase damage dealt. Q. WHAT'S THE DIFFERENCE BETWEEN REFLECT, ABSORPTION, COUNTER, DEFLECT, AND STRIKEBACK ? REFLECT When attacked, attacker will receive damage instead of target, it basically causes self-attacking. Damage is calculated upon the attacker's strength and defense capabilities. Reflected attacks can't be Deflected. Counter, Physical Strikeback, and Massacre's Sword special All-Target attack will be reflected upon the attacker, even if the attack was Self-Targetted on the Player's Party. (*) Both Physical Reflect and Magic Reflect are % based (the Bugbeard and Royal Beard have less than 100%). ABSORPTION Part of the Damage dealt is transformed into Recovered HP/MP (without altering damage), Self Status Infliction is disabled for the receiver. Magic Absorption Staff recovers MP based upon Magic Damage received, self-party magic attacks included. Weapon's and Skill's Absorption recover user's HP/MP depending on the damage done. MP Absorption is currently MP Drain, meaning it transfers MP from a target to another. If the Target runs out of MP, Absorption calculation will not be affected, meaning MP can still be Absorbed after the target's run out. COUNTER When attacked, target will attack with a single standard attack of the equipped weapon (including Status Infliction) Damage infliction and calculation will proceed as normal. If target's is Disabled via Status (ex: Petrify, Paralyze, etc.), Counter Success Rate will be nullified. Usually only applied to Physical Attacks; Cirno's Ice Barrier and Eight Gate Golden Chain extend Counters to Magic attacks as well. (?) Blind won't Null Physical Counter, but Silence will Null Magic Counter. (*) Multi-Hit Counter Behavior: target will counter with only a single standard attack regardless of the # of Hits it has been inflicted. DEFLECT When attacked, target will disable the Attack's damage and Status Infliction. Deflection can only be negated by weapons, skills or Growth Trees which "Ignores Shields", targets can Deflect even when incapacitated by Statuses like Paralyze. (*) Multi-Hit Deflection Behavior: each Successful Hit will have its own Deflection Probability calculated. STRIKEBACK (DEFLECT + COUNTER) When attacked, target will disable the Attack's damage and Status Infliction, and will attack with the equipped weapon standard attack (including Status Infliction). (*) Blind won't Null Physical Strikeback. (*) Multi-Hit Strikeback Behavior: each Successful Hit will have its own Strikeback Probability calculated, and each Successful Hit Deflected will be Countered. Z. WEAPONS' GROWTH TREE ADDITIONAL HIDDEN DAMAGE BONUS OVER WEAPON'S SKILLS Each additonal weapon skill gives a +(%) boost to all of said weapon skills. Only boosting the damage of the lower hierarchy skills, as the last skill will always have the complete +(%) bonus secretly applied. SWORD * Attribute: SLA (Slash) * Equippable by: Reimu, Aya, Sakuya, Nitori, Alice, Youmu, Mokou, Lithos, Reisen, Remilia, Yuugi ╒════════════════════╤═══════════════════════════╕ │ Name │ Weapon Skill Damage Bonus │ ╞════════════════════╪═══════════════════════════╡ │ Razor Wind │ +5(%) │ ├────────────────────┼───────────────────────────┤ │ Sonic Blade │ +10(%) │ ├────────────────────┼───────────────────────────┤ │ Meteor Zapper │ +15(%) │ ├────────────────────┼───────────────────────────┤ │ Dragon Fang Strike │ +25(%) │ └────────────────────┴───────────────────────────┘ DAGGER * Attribute: SLA (Slash) * Equippable by: Marisa, Sanae, Sakuya, Patchouli, Satori, Byakuren, Cirno ╒═══════════════╤═══════════════════════════╕ │ Name │ Weapon Skill Damage Bonus │ ╞═══════════════╪═══════════════════════════╡ │ Catastor Bite │ +5(%) │ ├───────────────┼───────────────────────────┤ │ Dual Raid │ +10(%) │ ├───────────────┼───────────────────────────┤ │ Poison Bite │ +20(%) │ └───────────────┴───────────────────────────┘ SPEAR * Attribute: STA (Stab) * Equippable by: Reimu, Marisa, Sanae, Aya, Nitori, Alice, Satori, Youmu, Mokou, Byakuren, Lithos, Cirno, Reisen, Remilia, Yuugi ╒═════════════════╤═══════════════════════════╕ │ Name │ Weapon Skill Damage Bonus │ ╞═════════════════╪═══════════════════════════╡ │ Pole Swing │ +5(%) │ ├─────────────────┼───────────────────────────┤ │ Imperial Charge │ +10(%) │ ├─────────────────┼───────────────────────────┤ │ Dragon Wave │ +15(%) │ ├─────────────────┼───────────────────────────┤ │ Void Slice │ +25(%) │ └─────────────────┴───────────────────────────┘ CRUSHER * Attribute: STK (Strike) * Equippable by: Sanae, Aya, Sakuya, Patchouli, Nitori, Alice, Youmu, Mokou, Lithos, Reisen, Yuugi ╒═══════════════╤═══════════════════════════╕ │ Name │ Weapon Skill Damage Bonus │ ╞═══════════════╪═══════════════════════════╡ │ Bone Crusher │ +5(%) │ ├───────────────┼───────────────────────────┤ │ Temple Crush │ +10(%) │ ├───────────────┼───────────────────────────┤ │ Hells Crusher │ +15(%) │ ├───────────────┼───────────────────────────┤ │ Feral Howling │ +25(%) │ └───────────────┴───────────────────────────┘ OHARAIBOU (REIMU) * Attribute: STK (Strike) ╒═══════════════════╤════════════════════════════════╕ │ Name │ Weapon Skill Damage Bonus │ ╞═══════════════════╪════════════════════════════════╡ │ Grand Slam │ +5(%) ( except Temple Crush ) │ ├───────────────────┼────────────────────────────────┤ │ Temple Crush │ +10(%) ( except Temple Crush ) │ ├───────────────────┼────────────────────────────────┤ │ Deplorable Hit │ +15(%) ( except Temple Crush ) │ ├───────────────────┼────────────────────────────────┤ │ Total Destruction │ +25(%) ( except Temple Crush ) │ └───────────────────┴────────────────────────────────┘ BROOM (MARISA) * Attribute: STA (Stab) ╒═══════════════╤═══════════════════════════╕ │ Name │ Weapon Skill Damage Bonus │ ╞═══════════════╪═══════════════════════════╡ │ Cross Acute │ +10(%) │ ├───────────────┼───────────────────────────┤ │ Splash Charge │ +20(%) │ ├───────────────┼───────────────────────────┤ │ Blazing Star │ +40(%) │ └───────────────┴───────────────────────────┘ BOOK (PATCHOULI) * Attribute: STK (Strike) ╒═══════════════════════╤═══════════════════════════╕ │ Name │ Weapon Skill Damage Bonus │ ╞═══════════════════════╪═══════════════════════════╡ │ Grand Slam │ +5(%) (only Grand Slam) │ ├───────────────────────┼───────────────────────────┤ │ Reading │ +10(%) (only Grand Slam) │ ├───────────────────────┼───────────────────────────┤ │ Contextual Dictionary │ +15(%) (only Grand Slam) │ ├───────────────────────┼───────────────────────────┤ │ Deplorable Hit │ +25(%) (only Grand Slam) │ └───────────────────────┴───────────────────────────┘ (!) the bonus is applied to Deplorable Hit but is the minimum always present (to use said skill). GUN (NITORI) * Attribute: STA (Stab) ╒════════════════════╤═══════════════════════════╕ │ Name │ Weapon Skill Damage Bonus │ ╞════════════════════╪═══════════════════════════╡ │ Element Bullet │ +5(%) │ ├────────────────────┼───────────────────────────┤ │ Calculated Barrage │ +10(%) │ ├────────────────────┼───────────────────────────┤ │ Spitfire │ +15(%) │ ├────────────────────┼───────────────────────────┤ │ Lazy Eight │ +25(%) │ └────────────────────┴───────────────────────────┘ RAPIER (LITHOS) * Attribute: STA (Stab) ╒══════════════╤═══════════════════════════╕ │ Name │ Weapon Skill Damage Bonus │ ╞══════════════╪═══════════════════════════╡ │ Wild Stab │ +10(%) │ ├──────────────┼───────────────────────────┤ │ Final Letter │ +30(%) │ └──────────────┴───────────────────────────┘ ICE (CIRNO) * Attribute: SLA (Slash) ╒═════════════════╤═══════════════════════════╕ │ Name │ Weapon Skill Damage Bonus │ ╞═════════════════╪═══════════════════════════╡ │ Ice Destruction │ +10(%) │ ├─────────────────┼───────────────────────────┤ │ Ice Rock Gyro │ +30(%) │ └─────────────────┴───────────────────────────┘ BULLET SUPPOSITORY (REISEN) * Attribute: STA (Stab) ╒══════════════════╤═══════════════════════════╕ │ Name │ Weapon Skill Damage Bonus │ ╞══════════════════╪═══════════════════════════╡ │ Rapid Fire │ +10(%) │ ├──────────────────┼───────────────────────────┤ │ Super Rapid Fire │ +30(%) │ └──────────────────┴───────────────────────────┘ JAVELIN (REMILIA) * Attribute: STA (Stab) ╒═══════════════╤═══════════════════════════╕ │ Name │ Weapon Skill Damage Bonus │ ╞═══════════════╪═══════════════════════════╡ │ Vampire Drill │ +10(%) │ ├───────────────┼───────────────────────────┤ │ Psycho Bind │ +30(%) │ └───────────────┴───────────────────────────┘ The following characters'/weapons' growth trees don't give any damage bonus over lower hierarchy skills: AYA -------> FAN SANAE -----> SNAKE SAKUYA ----> TWO-HANDED SWORD ALICE -----> GREAVES SATORI ----> EYE MOKOU -----> FIST YUUGI -----> ROCK (!) The Wiki mentions: Aya having Damage Bonus for Burst Hit and Fan Dance (up to +25%). Alice having Damage Bonus for Greaves skills (up to +20%). Mokou having Damage Bonus for Fist skills, including Final Finger (up to +25%). Yuugi having Damage Bonus for Rock skills (up to +30%). However their respective damage outputs remain unchanged. (*) Additionally Staves, Scrolls (Byakuren), and Katanas (Youmu) have no offensive skills over which this bonus could be applied.