Combat Calculations
Combat Calculations documents the exact numerical rules used by Combat: Action Points, effective stats, damage, accuracy, critical hits, elements, states, healing, difficulty, rewards, and order of operations.
This is the detailed reference page. For a shorter introduction and practical advice, see Combat. Individual abilities can still add their own multipliers, repeat counts, elements, states, costs, or special behavior.
Turn structure and Action Points
Team phases
Combat uses alternating team phases. The player side acts until its available AP is exhausted, then the enemy side acts. Each combatant resolves one action at a time; the AP system decides whether that combatant is queued for another action.
At the beginning of battle, every combatant's current AP is initialized to its maximum AP. Initial readiness is based on AGI relative to the fastest combatant, so AGI helps determine who is ready first. After combat begins, speed does not let a fast combatant repeatedly “lap” a slower one.
Practical result: AGI is an opening-order and damage-consistency stat, not a source of extra AP.
AP formula
Base maximum AP = 1 Maximum AP = max(0, absolute AP value or [1 + all additive AP modifiers])
The combatant can have an absolute starting value, while equipment and states can add or subtract AP:
- An absolute AP value replaces the ordinary base value of 1.
- Additive AP effects are totaled after the base or absolute value.
- Stacked states multiply their AP contribution by their stack count.
- Maximum AP cannot fall below 0.
- A Zero AP effect immediately sets current AP to 0.
One AP is removed when a normal action starts. If the battler still has AP and can move after the action, it is queued again. Forced actions do not consume AP and restore the battler's previous charge state afterward.
AP changes during a phase
If a state is added or removed during a combatant's own team phase and the change increases that combatant's maximum AP, the gained maximum AP is also added to current AP. This can immediately place the combatant back in the action queue. Conversely, a Zero AP effect can end that combatant's contribution to the current phase.
This makes mid-phase AP buffs, AP debuffs, cleansing, and state removal unusually important. AP effects are not merely changes that wait for the next round.
Phase-end timing
The AP system resolves phase-end effects in this order:
- When a team's phase ends, poison-style states with a designated poison skill queue that skill as a forced self-action.
- The team that just finished receives regeneration processing.
- Before the other team begins its next phase, that team's state and buff durations tick down.
Because poison can be implemented as a real forced skill, its formula, element, and other skill properties can matter. The forced poison action does not spend AP.
Stat reference
Main parameters
The displayed value of a normal parameter is broadly:
Displayed parameter = round((base value + flat additions) × parameter-rate traits × buff/debuff rate)
Parameter-rate traits multiply one another. Built-in buff and debuff stages use the following rates:
| Stage | Rate | Meaning |
|---|---|---|
| +2 | 150% | Maximum normal buff |
| +1 | 125% | One normal buff stage |
| 0 | 100% | Neutral |
| −1 | 75% | One normal debuff stage |
| −2 | 50% | Maximum normal debuff |
| Stat | Full name | Direct combat use | Numerical impact and important notes | Practical importance |
|---|---|---|---|---|
| HP / MHP | Health / Maximum Health | A battler dies at 0 HP. MHP sets the health pool. | Player MHP also contributes to physical vitality mitigation. The maximum contribution is 7% when the build is strongly HP-specialized. | High. More HP prevents sudden knockouts and can modestly reduce incoming physical damage. |
| MP / MMP | Magic Points / Maximum Magic Points | MP pays ritual and skill costs. | Player MMP also contributes to magical vitality mitigation. The maximum contribution is 10% when the build is strongly MP-specialized. | High for ritual-heavy builds; also a modest defensive stat against magical damage. |
| TP | Technique Points | Pays TP skill costs. The normal maximum is 100. | Starting TP is normally random from 0 through 24 unless TP is preserved. TCR scales TP gained from skills and from taking HP damage; TRG controls regeneration separately. | Varies by combatant and effect. AP and TP are separate resources. |
| AP | Action Points | Determines the number of normal actions available in a team phase. | Base maximum is 1 unless changed by an AP effect or state. One normal action costs 1 AP. | Extremely high. AP is the combat tempo stat. |
| ATK | Attack | Supplies effective attack for physical formulas. | Player physical attack uses a global ×1.40 multiplier before the selected attack archetype. Enemy physical attack uses ×1.00. | Primary physical offense stat. |
| DEF | Defense | Supplies effective defense against physical formulas. | Enemy effective DEF uses a global ×0.95 multiplier. Player DEF is further shaped by level weighting, specialization, and state amplification. | Primary physical defense stat. |
| MAT | Magic Attack | Supplies effective attack for ritual/magical formulas. | Player magical attack uses ×1.40; enemy magical attack uses ×1.00. Magical versions add 0.10 to the selected attack-base multiplier. | Primary ritual offense stat. |
| MDF | Magic Defense | Supplies effective defense against ritual/magical formulas. | Enemy effective MDF uses ×0.95. Player MDF uses the same level weighting and specialization system as DEF. | Primary magical defense stat. |
| AGI | Agility | Influences initial charge and player damage variation. | Player attacks compare the attacker's AGI with the expected AGI for the attacker's level. High AGI narrows the random range and shifts it upward. Ongoing TPB speed is fixed, so AGI does not grant recurring extra actions. | Valuable for initiative and reliable player damage, but not a replacement for AP. |
| LUK | Luck | Influences state/debuff application and the random range of enemy damage. | State/debuff LUK factor = max(1 + (user LUK − target LUK) × 0.001, 0). When enemies attack, the defender's LUK narrows and lowers the custom random range.
|
Broad defensive and status-control value. Every 10 LUK of advantage changes the state/debuff factor by 1%. |
Extra parameters
Extra parameters are stored as rates. Most extra-parameter traits add together.
| Abbreviation | Name | Formula or function | Notes |
|---|---|---|---|
| HIT | Hit Rate | Physical hit check = skill success rate × user HIT
|
Physical attacks must still pass EVA afterward. |
| EVA | Evasion Rate | Physical evade check = target EVA
|
This is a separate roll after the physical hit roll succeeds. |
| CRI | Critical Rate | Final critical chance = user CRI × (1 − target CEV)
|
Only actions marked as able to critical can do so. |
| CEV | Critical Evasion | Multiplies away a portion of the attacker's CRI | 20% CEV leaves 80% of the attacker's listed CRI. |
| MEV | Magic Evasion | Magical evade check = target MEV
|
Magical actions use skill success, then MEV; they do not use HIT. |
| MRF | Magic Reflection | Chance to reflect a magical action | Reflection is checked before the action's normal hit and evade rolls. |
| CNT | Counterattack Rate | Chance to counter a physical action | Counter is checked before reflection and before the action's normal hit and evade rolls. The target must be able to move. |
| HRG | HP Regeneration | floor(MHP × HRG) HP per regeneration tick
|
Negative regeneration is limited by the maximum ongoing-damage rule and normally cannot kill unless lethal ongoing damage is enabled. |
| MRG | MP Regeneration | floor(MMP × MRG) MP per regeneration tick
|
Resolved during the custom phase-end regeneration timing. |
| TRG | TP Regeneration | floor(100 × TRG) TP per regeneration tick
|
Regeneration is not multiplied by TCR. |
Special parameters
Special parameters are multiplicative. Multiple traits of the same kind therefore multiply rather than add.
| Abbreviation | Name | Formula or function | Notes |
|---|---|---|---|
| TGR | Target Rate | Random-target weight = battler TGR ÷ total eligible TGR | Higher TGR makes a battler more likely to be selected by random enemy targeting. |
| GRD | Guard Effect | Guarded positive damage is divided by 2 × GRD
|
At the default GRD of 100%, guard halves damage. Guard is applied late, after criticals and variance. |
| REC | Recovery Effect | Healing received is multiplied by the target's REC | Applies to healing formulas and fixed recovery effects. It belongs on the character being healed. |
| PHA | Pharmacology | Item recovery is multiplied by the item user's PHA | Applies to item HP/MP recovery effects only. It does not multiply ritual healing, regeneration, event healing, resting, or costs. |
| MCR | MP Cost Rate | Final MP cost = base MP cost × MCR | Lower is better. Costs are floored after modifiers. |
| TCR | TP Charge Rate | Multiplies TP gained from a skill's listed TP gain and from taking HP damage | It does not multiply TRG regeneration and does not affect AP. |
| PDR | Physical Damage Rate | Physical damage is multiplied by target PDR | 80% PDR means the target receives 80% of physical damage. Certain-hit damage does not receive PDR unless its hit type is physical. |
| MDR | Magical Damage Rate | Magical damage is multiplied by target MDR | 80% MDR means the target receives 80% of magical damage. Certain-hit damage does not receive MDR unless its hit type is magical. |
| FDR | Floor Damage Rate | Multiplies map/floor damage | Generally not part of ordinary battle damage. |
| EXR | Experience Rate | Multiplies EXP received by the actor | Enemy EXP is first adjusted by difficulty; actor EXR then affects the recipient's gain. |
Damage calculation
Readable core formula
The damage calculation first determines effective attack (EA) and effective defense (ED). Physical actions use ATK and DEF; magical actions use MAT and MDF.
Basic: Damage = EA × [ EA ÷ (EA + 0.50 × ED) ] ^ 0.80 Heavy: Damage = EA × [ EA ÷ (EA + 0.25 × ED) ] ^ 0.80 Light: Damage = EA × [ EA ÷ (EA + 0.60 × ED) ] ^ 0.80
These are the core values before element rate, PDR/MDR, criticals, the skill's listed variance, guard, and final rounding. On player targets, vitality mitigation and the custom random range are applied within the damage formula before the remaining modifiers.
| Archetype | Defense checked | Player physical attack base | Player magical attack base | Enemy physical attack base | Enemy magical attack base | Interpretation |
|---|---|---|---|---|---|---|
| Basic | 0.50 × ED | 1.00 | 1.10 | 0.90 | 1.00 | Balanced default. |
| Heavy | 0.25 × ED | 1.20 | 1.30 | 0.90 | 1.00 | Best innate defense penetration. Player Heavy formulas also receive the largest attack base. |
| Light | 0.60 × ED | 0.80 | 0.90 | 0.90 | 1.00 | Most strongly checked by defense and has the smallest player attack base. Light actions may compensate through repeats, speed, states, or other skill-specific effects. |
Important: “Heavy” and “Light” are formula families, not weapon categories. Equipping a heavy-looking weapon does not automatically convert every attack into the Heavy formula. Skill names are also not reliable proof: for example, Heretical Blow uses a Heavy formula, while the skill named Heavy Blow uses the Basic formula in the inspected build.
Effective attack
EA = attack stat × global attack multiplier × attack-base multiplier
| Attacker | Physical EA | Magical EA |
|---|---|---|
| Player | ATK × 1.40 × physical attack base
|
MAT × 1.40 × magical attack base
|
| Enemy | ATK × 1.00 × 0.90
|
MAT × 1.00 × 1.00
|
Some skill formulas wrap the result again—for example, double damage, half damage, one-third damage, or multiple repeats. Always check the individual action when exact damage matters.
Enemy effective defense
The calculation first removes ordinary parameter-rate and buff-rate multiplication from displayed DEF/MDF to recover a “clean” defense value:
Clean defense = displayed DEF or MDF ÷ max(parameter rate × buff rate, 0.01) State multiplier = parameter rate × buff rate
Positive defense bonuses receive diminishing returns before the curve:
If bonus > 0: curved bonus = bonus × (1 − 0.50 × bonus) If bonus ≤ 0: curved bonus = bonus Curved state multiplier = 1 + curved bonus
Enemy defense buffs and debuffs are deliberately asymmetric:
If curved state multiplier > 1: use exponent 0.50 If curved state multiplier ≤ 1: use exponent 2.00 Enemy ED = max(Clean defense × max(curved state multiplier, 0.01) ^ exponent × 0.95, 0)
This compresses enemy defense buffs and amplifies enemy defense reductions. However, the main damage formula is saturating: a large nominal DEF reduction does not translate into an equally large damage increase.
Player effective defense
Player characters use a level-sensitive base/equipment split. The clean defense value is separated at the character's level:
Base portion = min(clean defense, level) Excess portion = max(clean defense − level, 0) Weighted defense = base portion × 0.75 + excess portion × 1.25
The larger of clean DEF and clean MDF can also receive a specialization bonus. If the chosen defense is more than half of the combined DEF+MDF pool, its ED is multiplied by up to 1.25:
Specialization ratio = chosen clean defense ÷ (clean DEF + clean MDF)
If ratio > 0.50:
Specialization multiplier = 1 + (ratio − 0.50) × 2 × 0.25
Otherwise:
Specialization multiplier = 1
Finally, the curved state multiplier is raised to 1.80:
Player ED = max(Weighted defense × Specialization multiplier
× max(curved state multiplier, 0.01) ^ 1.80, 0)
Practical result: equipment-derived defense above the character's level is weighted more heavily than the first points up to level, and a deliberately DEF-heavy or MDF-heavy build receives a specialization reward. A perfectly even DEF/MDF split receives no specialization bonus.
Vitality mitigation from maximum HP and MP
Only player-character defenders receive this additional mitigation. The game compares MHP and MMP with level-based low and high curves. Values between listed levels are linearly interpolated; values above level 50 are extrapolated.
| Level | HP low | HP high | MP low | MP high |
|---|---|---|---|---|
| 1 | 45 | 60 | 20 | 20 |
| 10 | 65 | 85 | 26 | 40 |
| 20 | 95 | 130 | 32 | 65 |
| 30 | 120 | 170 | 42 | 90 |
| 40 | 165 | 210 | 51 | 115 |
| 50 | 200 | 270 | 60 | 140 |
HP score = clamp((MHP − HP low) ÷ max(1, HP high − HP low), 0, 1) MP score = clamp((MMP − MP low) ÷ max(1, MP high − MP low), 0, 1) Physical mitigation = HP score × 2% + max(HP score − MP score, 0) × 5% Magical mitigation = MP score × 5% + max(MP score − HP score, 0) × 5%
The maximum specialized physical reduction is 7%; the maximum specialized magical reduction is 10%. A balanced high-HP/high-MP character receives the shared 2% physical or 5% magical portion without the additional specialization term.
Custom random range
The custom formula has its own random multiplier. This is separate from any variance percentage stored on the individual skill.
Player attacks compare the attacker's AGI with an expected AGI curve. Enemy attacks compare the defending player's LUK with an expected LUK curve.
| Level | Expected AGI | Expected LUK |
|---|---|---|
| 1 | 10 | 10 |
| 10 | 18 | 15 |
| 20 | 35 | 25 |
| 30 | 50 | 35 |
| 40 | 60 | 45 |
| 50 | 80 | 55 |
Advantage = stat ÷ (stat + expected stat) Normalized advantage = clamp(max(advantage − 0.50, 0) × 2 + state bonus, −1, 1) Center = normalized advantage × 4% Width = 15% − normalized advantage × 12%
For player attacks, the random multiplier is uniformly selected from:
1 + center − width through 1 + center + width
For enemy attacks, the center is reversed, so higher defender LUK shifts incoming damage downward.
| Normalized advantage | Player attack range | Enemy damage range against player |
|---|---|---|
| −1 | 69% to 123% | 77% to 131% |
| 0 | 85% to 115% | 85% to 115% |
| 1 | 101% to 107% | 93% to 99% |
Positive and negative attack/defense states can also feed the normalized advantage. Positive bonuses are compressed before being multiplied by a state-variance impact of 3.0. This means ATK/MAT states can affect player damage both through EA and through consistency, while DEF/MDF states can affect enemy damage both through ED and through its random range.
The custom damage result is floored and cannot fall below 1 once this random step is reached. If a skill also has listed variance, that later variance roll is applied separately.
Final damage order
For a standard damaging action, the important order is:
- Evaluate the skill's custom formula, including EA, ED, player vitality mitigation, and custom random variation.
- Multiply by the target's element rate.
- Multiply by PDR if the action's hit type is physical, or MDR if it is magical.
- If the action is healing, multiply by the target's REC.
- If critical, multiply damage by 2.
- Apply the skill's listed variance.
- If the target is guarding, divide positive damage by
2 × GRD. - Round to the final integer.
Final damage ≈ round(
custom formula result
× element rate
× PDR or MDR
× critical multiplier
× skill variance multiplier
÷ guard divisor
)
Not every factor is present on every action. Certain-hit damage, for example, does not receive PDR or MDR unless the action is actually labeled physical or magical.
Worked archetype example
Suppose a player has 100 ATK and attacks an enemy with 50 effective DEF. Ignore element, criticals, states, random variation, skill-specific multipliers, and guard.
| Archetype | EA | Calculation | Core damage |
|---|---|---|---|
| Basic | 100 × 1.40 × 1.00 = 140 | 140 × [140 ÷ (140 + 0.50 × 50)]^0.80
|
122.76 |
| Heavy | 100 × 1.40 × 1.20 = 168 | 168 × [168 ÷ (168 + 0.25 × 50)]^0.80
|
158.63 |
| Light | 100 × 1.40 × 0.80 = 112 | 112 × [112 ÷ (112 + 0.60 × 50)]^0.80
|
92.63 |
This example shows the formula family's innate behavior only. An actual Light skill may repeat several times or apply a valuable state, while a Heavy skill may cost more resources.
Why a large DEF debuff gives a smaller damage increase
The damage curve has diminishing sensitivity to ED. In one audited level-24 example with 96 ATK against a Living Stump on the +50% Stats setting, the average Basic-attack results were:
| Target state | Effective DEF | Average damage | Custom range | Gain over no debuff |
|---|---|---|---|---|
| None | 19.95 | 120.31 | 102–138 | — |
| Weakness (80% DEF rate) | 12.92 | 124.88 | 106–143 | +3.8% |
| Greater Weakness (60% DEF rate) | 7.13 | 128.95 | 109–148 | +7.2% |
The state is working; the nominal −20% or −40% DEF does not mean +20% or +40% final damage. Normal ±15% custom variance can also hide a small increase in a single hit, so compare averages across several attacks.
Accuracy, evasion, criticals, counters, and guard
Hit and evade formulas
| Hit type | Hit roll | Evade roll after a successful hit roll | Combined land chance |
|---|---|---|---|
| Physical | skill success × user HIT
|
target EVA | skill success × HIT × (1 − EVA)
|
| Magical | skill success | target MEV | skill success × (1 − MEV)
|
| Certain hit | skill success | none | skill success |
Miss and evade are sequential checks. Do not subtract EVA directly from HIT. For example, 95% physical hit and 10% EVA produces 0.95 × 0.90 = 85.5% final land chance, not 85%.
Critical hits
Critical chance = user CRI × (1 − target CEV) Critical damage multiplier = 2
The action must be critical-capable. Critical damage is applied after element rate and PDR/MDR, but before skill variance and guard. Guard therefore still reduces a critical hit.
Counterattack and magic reflection
- Physical actions can be countered according to the target's CNT, provided the target can move.
- Magical actions can be reflected according to the target's MRF.
- Counter is checked first. If it succeeds, reflection and the original action are skipped.
- These checks occur before the original action's normal hit and evade rolls. A counter or reflection can therefore replace an action that might otherwise have missed.
- Some actions explicitly set both counter and reflection chance to 0.
Guard and substitution
Guarded damage = positive damage ÷ (2 × GRD)
Default 100% GRD halves damage. Because guard is applied after element rate, damage-rate traits, criticals, and variance, it is especially effective against a telegraphed large attack.
A dying ally may be protected by an eligible substitute battler. Certain-hit actions bypass normal substitution, so they strike their intended target.
Elements
The defined combat elements are:
- Normal
- Curse
- Insight
- Insanity
- Light
- Darkness
Element-adjusted damage = damage × target element rate
| Element rate | Result |
|---|---|
| Above 100% | Weakness; damage is increased |
| 100% | Neutral |
| Between 0% and 100% | Resistance; damage is reduced |
| 0% | Immunity to that element's damage |
Element-rate traits multiply. There is no universal hard-coded “element A always beats element B” rule; each enemy's traits determine the actual rate.
Normal-attack element interaction
When a skill uses the normal-attack element, combat checks every attack element on the attacker and chooses the highest target element rate. It does not average or multiply the available elements.
Example: if a weapon supplies Light and another trait supplies Curse, and the enemy has 150% Light rate but 50% Curse rate, the normal attack uses 150%. Carrying an additional resisted attack element does not dilute the favorable one.
States, buffs, and debuffs
Normal state application
For an ordinary state effect on a physical or magical action:
State chance = listed chance × target state rate × LUK factor LUK factor = max(1 + (user LUK − target LUK) × 0.001, 0)
For a certain-hit action, the ordinary state effect skips the target's state-rate and LUK multipliers. State immunity still prevents the state because immune states are removed during resistance refresh.
Attack-state application
Attack states—states granted through the attacker's traits—use:
Attack-state chance = effect chance × user's attack-state rate
× target state rate × LUK factor
Attack-state handling is separate from an ordinary “Add State” effect and retains these multipliers.
Built-in debuff application
For a built-in parameter debuff effect, once the action itself has landed:
Debuff chance = target debuff rate for that parameter × LUK factor
The effect's stored value determines duration, not an additional displayed success percentage. Debuff-rate traits and the LUK comparison determine success. Values above 100% effectively guarantee the roll; a sufficiently poor LUK difference can reduce it.
Important distinction: debuff versus state
Many effects that look like “debuffs” are named states rather than built-in buff/debuff stages. This distinction changes what can resist them:
| Effect type | Main resistance | Stacking/limit |
|---|---|---|
| Built-in buff/debuff | Parameter-specific debuff rate and LUK | Limited to −2 through +2 stages; each stage is 25% |
| State with a parameter-rate trait | State rate, state immunity, and LUK unless applied by certain hit | Multiplies with other parameter-rate traits; state-specific stack rules may apply |
A 0% state rate and explicit state immunity are separate checks. Both can block normal application, but certain-hit handling and resistance refresh make the distinction relevant.
Healing and recovery
Formula-based healing
An action with the HP Recover or MP Recover damage type uses its nonnegative evaluated formula as healing. A negative formula result is clamped to 0, so a negative number in an ordinary HP Damage formula does not create healing. The target's REC multiplies formula-based recovery. If the recovery action's hit type is physical or magical, PDR or MDR can also enter the ordinary damage sequence, though most healing actions use certain hit.
Fixed HP/MP recovery effects
Skill or ritual recovery = floor((target maximum resource × percent + flat amount)
× target REC)
Item recovery = floor((target maximum resource × percent + flat amount)
× target REC × item user's PHA)
REC belongs to the recipient. PHA belongs to the character using the item. PHA does not multiply ritual healing, regeneration, event commands, resting, or item/skill costs.
Outside battle, the game can select a movable party member with the highest PHA as the effective item user. This means a dedicated item healer can improve field recovery even when another character is the target.
Regeneration
Regeneration is not ordinary healing and ignores REC and PHA:
HP regeneration = floor(MHP × HRG) MP regeneration = floor(MMP × MRG) TP regeneration = floor(100 × TRG)
The AP system resolves regeneration when a team's phase ends.
TP generation
The normal TP maximum is 100.
| Source | Base formula | TCR applied? |
|---|---|---|
| Battle start | Random integer from 0 through 24 unless TP is preserved | No |
| Skill's listed TP gain | floor(listed TP gain × TCR)
|
Yes |
| Taking HP damage | floor(50 × fraction of MHP lost × TCR)
|
Yes |
| TP regeneration | floor(100 × TRG)
|
No |
TP and AP are unrelated. High TCR cannot create another action, and extra AP does not by itself provide TP.
Enemy behavior
Enemies choose only from actions whose conditions are currently true and whose costs, seals, and other use requirements are satisfied. Possible conditions include turn timing, HP percentage, MP percentage, states, party level, and switches.
The game then uses rating-based weighted selection:
Rmax = highest rating among valid actions Discard every action with rating ≤ Rmax − 3 Weight = rating − (Rmax − 3) Chance = action weight ÷ total remaining weight
| Rating relative to Rmax | Selection weight |
|---|---|
| Rmax | 3 |
| Rmax − 1 | 2 |
| Rmax − 2 | 1 |
| Rmax − 3 or lower | Discarded |
Selection is recalculated for every AP action. An enemy with several AP can therefore choose a different move after its HP, MP, states, or other conditions change during the same team phase. Multiple behavior entries can also point to the same skill under different conditions, so a skill's apparent frequency cannot always be read from one rating line.
Difficulty modifiers
The active standard presets use these configured multipliers:
| Difficulty | AI rating | Enemy stats | Enemy EXP | Enemy gold | Encounter rate | Escape ratio |
|---|---|---|---|---|---|---|
| Cozy | 5 | 50% | 200% | 100% | 100% | 100% |
| Easy | 0 | 75% | 150% | 100% | 100% | 100% |
| Normal | 1 | 100% | 100% | 100% | 100% | 100% |
| Hard | 2 | 120% | 100% | 80% | 100% | 100% |
| Nightmare | 4 | 140% | 100% | 80% | 100% | 100% |
| Custom | Variable | Prompt-defined | Prompt-defined | Prompt-defined | Prompt-defined | Prompt-defined |
The standard presets all configure the same 100% encounter-rate and escape-ratio multipliers. Any separate event-specific escape restriction is still able to prevent fleeing.
Enemy stat order
An enemy's base stats are first multiplied by difficulty. Any global or parameter-specific absolute-stat scaling is then applied and floored before the result is rounded. Ordinary parameter-rate effects and built-in buffs or debuffs apply later through the normal parameter calculation.
Adjusted enemy base stat ≈ round(floor(raw base stat × difficulty
× max(0, 1 + matching state bonuses)))
Some enemies and special states ignore the difficulty factor for that enemy.
Combat Shrine empowerment anomaly
Two Combat Shrine empowerment levels use conditions that do not match their apparent intended difficulty checks. On Normal difficulty, both penalty lines can activate, producing an 80% multiplier rather than the apparent 120% or 140% multiplier for those specific empowerment states. This affects those empowerment states rather than the general difficulty calculation.
Escape
When an encounter permits escape, the initial ratio is:
Escape chance = 0.50 × party average AGI ÷ troop average AGI
× difficulty escape-ratio modifier
A preemptive encounter guarantees escape. After a failed escape, the base escape ratio increases by 0.10 for the next attempt. Evented encounters can disable escape entirely regardless of the formula.
Rewards and drops
Experience and gold
- Battle EXP is the sum of defeated enemies' EXP after the active difficulty multiplier and rounding.
- An actor's EXR multiplies the EXP that actor receives.
- Battle gold is the sum of defeated enemies' gold after the difficulty multiplier and rounding.
- Gold Double applies afterward when active.
Drop rates
Every enemy drop slot rolls independently:
Normal drop chance = 1 ÷ denominator With Drop Item Double = min(2 ÷ denominator, 100%)
A denominator of 20 is therefore 5% normally or 10% with Drop Item Double. Standard difficulty presets modify EXP and gold but do not modify enemy drop denominators.
Special interactions and edge cases
| Interaction | What actually happens | Why it matters |
|---|---|---|
| Certain-hit damage and PDR/MDR | PDR applies only to physical hit type and MDR only to magical hit type. A damaging certain-hit action bypasses both unless separately modified. | Do not assume every non-elemental-looking attack is reduced by PDR or MDR. |
| Certain hit and states | Ordinary add-state effects on certain-hit actions skip state rate and the LUK factor, but explicit state immunity still blocks the state. | Certain-hit control skills can be far more reliable than their listed percentage suggests against resistance without immunity. |
| Normal attack with several elements | The highest target element rate is chosen. | Multiple attack elements are beneficial or neutral; a resisted extra element does not dilute a weakness. |
| Counter/reflection versus accuracy | Counter and reflection are checked before normal hit and evade processing. | A low-accuracy action can still be replaced by a counter or reflection. |
| Defense states against enemies | Enemy defense buffs are compressed with exponent 0.50; debuffs are amplified with exponent 2.00. | The change to ED is not the same as the tooltip's nominal parameter rate. |
| Defense states on players | Player DEF/MDF state multiplier uses exponent 1.80 and can also shift the custom enemy-damage range. | Defensive states can influence both average damage and damage consistency. |
| HP/MP as defense | MHP and MMP feed actor-only vitality mitigation. | Resource-focused equipment can provide a small secondary defensive benefit. |
| AP increase mid-phase | A gained maximum AP point can also become current AP immediately during that side's phase. | Timing an AP state can grant an immediate action instead of merely preparing the next phase. |
| Forced actions | Forced actions do not spend AP and restore the prior charge state. | Poison ticks and scripted actions do not consume the battler's normal phase budget. |
| Item use | Using an item is a normal action and costs AP. | Healing now may prevent a knockout, but it also replaces another possible action in the phase. |
| Drain | HP or MP drain cannot recover more than the target actually had available. | Overkill does not create extra drain recovery. |
| Multi-hit actions | Repeats are resolved as separate action applications. Each can hit, evade, damage, and apply effects independently. | Multi-hit skills can create more on-hit opportunities and tend to smooth total damage, but can also suffer multiple accuracy checks. |
| Skill variance plus custom variance | The custom random roll happens inside the formula; any listed skill variance happens later. | Actions with nonzero skill variance have two distinct random layers. |
Formula summary
| Mechanic | Formula |
|---|---|
| Basic core damage | EA × [EA ÷ (EA + 0.50 × ED)]^0.80
|
| Heavy core damage | EA × [EA ÷ (EA + 0.25 × ED)]^0.80
|
| Light core damage | EA × [EA ÷ (EA + 0.60 × ED)]^0.80
|
| Effective attack | attack stat × global attack multiplier × attack-base multiplier
|
| Physical land chance | success × HIT × (1 − EVA)
|
| Magical land chance | success × (1 − MEV)
|
| Critical chance | CRI × (1 − CEV)
|
| Critical damage | damage × 3
|
| Guard | damage ÷ (2 × GRD)
|
| State/debuff LUK factor | max(1 + (user LUK − target LUK) × 0.001, 0)
|
| HP regeneration | floor(MHP × HRG)
|
| MP regeneration | floor(MMP × MRG)
|
| TP regeneration | floor(100 × TRG)
|
| Escape chance | 0.50 × party AGI ÷ troop AGI × difficulty escape modifier
|
| Drop chance | 1 ÷ denominator, or min(2 ÷ denominator, 100%) with Drop Item Double
|
| Enemy AI weight | rating − (highest valid rating − 3); ratings at highest−3 or below are discarded
|
