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- https://www.gamefaqs.com/boards/582958-shin-megami-tensei-nocturne/73567409?page=6 (posts 67, 71, and 10)
- https://www16.atwiki.jp/noctan/pages/82.html
- https://www16.atwiki.jp/noctan/pages/85.html
- https://www16.atwiki.jp/noctan/pages/76.html
- https://www16.atwiki.jp/noctan/pages/195.html
- stat -- what it affects
- level -- hp, mp, initiative, back-attack chance, default attack physical damage, weapon physical damage, non-weapon physical damage, ^magic damage and healing^, (physical accuracy), (physical evasion), **magic accuracy**, *magic evasion*, (ailment recovery chance)
- hp -- weapon physical damage
- strength -- default attack physical damage, non-weapon physical damage
- magic -- mp, magic damage and healing, magic accuracy, ??magic evasion??
- vitality -- hp
- agility -- initiative, back-attack chance, ?escape chance?, turn order, _physical accuracy_, _physical evasion_, magic evasion, _crit chance_
- luck -- **initiative**, **back-attack chance**, ?escape chance?, ***magic accuracy***, *magic evasion*, ailment recovery chance, macca thrown away when confused, ??crit chance??, ??ailment avoidance chance??, ??drop chance??
- (): negative effect
- *: secondary effect with 75% as much effect as primary effect
- **: secondary effect with 50% ''
- ***: tertiary effect with 25% ''
- _: agility has questionable effectiveness on physical accuracy and evasion as well as crit chance (presumably it is much less effective at high levels; the ratio agility/level directly affects each formula, although there isn't any explanation how accuracy and evasion combine to create the final to-hit chance)
- ^: level is directly related to magic damage and healing until level 30, but afterward it is (slightly) inversely related
- ?: hardtype-patch creator's post (67) has agility and luck affecting escape chance
- ??: jp wiki has magic affecting magic evasion and luck affecting crit chance, ailment avoidance chance, and drop chance (it also has luck affecting ailment recovery chance and macca thrown away when confused, but these aren't given question marks because the wiki has an equation for the former and the latter seems to be true from observation)
- unknown if any stats contribute to conversation success chance, interruption avoidance chance, physical defense, magic defense, or instant-kill chance (if different from ailment chance)
- looked through next ten pages of the gamefaqs thread (post 71 has corrected crit info) then cross-referenced jp wiki
- https://www.gamefaqs.com/boards/582958-shin-megami-tensei-nocturne/73567409 (posts 10 and 71)
- https://www16.atwiki.jp/noctan/pages/82.html
- chance to strike first: 72 + level + agility + .5*luck - enemy averages
- enemy averages means: level + agility + .5*luck
- "Certain enemy encounters modify the final result of this chance. The possible modifiers are 0.9, 0.8, 0.6, and 3.0"
- if enemy strikes first...
- -chance to be attacked from behind: 12 * (10 + enemy averages) / (10 + level + agility + .5*luck)
- -enemy averages means: level + agility + .5*luck
- jp wiki has this chance capped at 10%
- physical skills:
- -both accuracy and evasion are affected by the ratio: agility/level
- -to-hit chance is ?
- "The maximum penalty to accuracy as a result of being high level appears to be a flat 7%, regardless of the skill's accuracy. How well your accuracy compares to the enemy's evasion, however, can drive you all the way down to 50%. The final chance to hit will never be lower than 50%."
- magic skills:
- -accuracy: 17.5 + level + 2*magic + .5*luck
- -evasion: 17.5 + level + 1.5*agility + luck
- to-hit chance is determined by a non-linear relationship based on the ratio accuracy/evasion
- note that the jp wiki also has magic as a factor in magic evasion
- "How the two above formulas relate is... complicated. Accuracy is divided by evasion, but the result is non-linear. Examples: for 35 acc vs. 36 eva, the chance is 99%, for 30 acc vs. 36 eva, the chance is 90%, for 25 acc vs. 36 eva, the chance is 78%, for 20 vs. 36, the chance is 60%. The chance to hit never goes below 50%."
- "Things like Mudo and Marin Karin use the magic accuracy and evasion formulas."
- presumably this means that they do not have a different set of formulas, not that these are the only types of magic that use these formulas
- critical hit chance: agility/level
- same formula as physical accuracy and physical evasion
- this is incorrect/incomplete according to the jp wiki. luck is also listed as increasing the crit chance.
- "Ailment Chance: No stats effect this. It's just based on the ability."
- this is incorrect according to the jp wiki. luck is listed as increasing ailment avoidance chance.
- ailment recovery chance = coefficient * luck / (4 + level/5)
- coefficient = 40 for charm, 30 for panic and bind, and 20 for sleep
- from jp wiki
- "Enemy Drop Chance: No stats effect this."
- this is incorrect according to the jp wiki. luck is listed as increasing the drop chance.
- https://www16.atwiki.jp/noctan/pages/76.html
- https://www16.atwiki.jp/noctan/pages/85.html
- https://www16.atwiki.jp/noctan/pages/82.html
- https://www16.atwiki.jp/noctan/pages/195.html
- https://www.gamefaqs.com/boards/582958-shin-megami-tensei-nocturne/59726737
- https://www.gamefaqs.com/boards/582958-shin-megami-tensei-nocturne/70197750
- each skill has an innate power that affects its damage (and each skill has its own crit chance and modifier to accuracy)
- physical damage formulas:
- -normal attacks: damage = (level + strength) * 32 / 15
- -non-weapon skills: damage = (level + strength) * skill_power / 15
- -weapon skills: damage = hp * skill_power / 90 [damage = (level + vitality + vitality_bonus/6) * skill_power / 15]
- one or more of the coefficients might be slightly off. the jp wiki has the coefficient in the weapon skill formula as .0114, which is 1/88, but i think the tester made an error in approximation and that it should have been 1/90 (*6=1/15).
- magic skills have three formulas:
- -level <30: damage = skill_power * level * (2*magic + 70) / 1000
- -level 30-?: damage = skill_power * (2*magic + 70 - [.4*level]) / 33.3
- -level 160-255: damage = skill_power * (2*magic + 5) / 33.3
- magic damage peaks around level 29 but end up being most effective around levels 50-70 based on being able to max magic and getting the spells with the most power
- note that this doesn't apply to magma axis, ragnarok, and preach, which max at/around 100, 105, and 70, respectively
- this appears to be a simplification; more detailed formulas are at https://www16.atwiki.jp/noctan/pages/76.html and graphs are at the bottom of https://www16.atwiki.jp/noctan/pages/85.html
- the gamefaqs links in the first two sections are from the fourth thread in a series of six by the creator of the hardtype patch
- https://www.gamefaqs.com/boards/582958-shin-megami-tensei-nocturne/67446123
- https://www.gamefaqs.com/boards/582958-shin-megami-tensei-nocturne/68181957
- https://www.gamefaqs.com/boards/582958-shin-megami-tensei-nocturne/72249630
- https://www.gamefaqs.com/boards/582958-shin-megami-tensei-nocturne/73567409
- https://www.gamefaqs.com/boards/582958-shin-megami-tensei-nocturne/74584473
- https://www.gamefaqs.com/boards/582958-shin-megami-tensei-nocturne/74938870
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