Skill calculation formula †
About calculation formula of each ability. Let the current level be L, sqrt () be the function to find the square root.
Physical Attack Power UP (Battle) Sqrt (L - 25) * 5
Physical Attack Power Power UP (Burglary Warrior Shinkansen) Sqrt (L - 25) * 2.5
Physical Attack Power UP (Kimiobu Shinobu) Sqrt (L - 35) * 2
Spell powerfulness UP + 1 (Witches) Sqrt (L - 25) * 10
Spell power power UP + 1 (monk) Sqrt (L - 25) * 25
Spell power power UP + 1 (Tsukasa) Sqrt (L - 30) * 5
High purity synthesis (refining) Sqrt (L - 25) * 3 + 100
Number of haste (hunting) Sqrt (L)
Struggle instinct (fight) Sqrt (L - 31) * 2 + 50
AC (Punishment) 10 - (L / 3)
Blood coalition (call) Sqrt (L - 31) * 11
Honen reserve protected area (you) Sqrt (L - 35) * 3.5
Special resistance UP (you) Sqrt (L) * 5
Swallow return (Samurai) Sqrt (L - 35) * 1.6 + 15
※ Haste times and AC are rounded down to the nearest whole number. Otherwise rounded off to the second decimal place.
ALSO
STR past value of 14
- values 14 and upwards each = approx. 3-5% additional DMG.
INT/PIE past value of 16
- values 16 and upwards each exponentially increase dmg done by spells or healing achieved by cure spells; unlike STR however each point past "16" does not increase by a linear %, and here shit gets real crazy if dealing with Elves or Goblin races which can reach 20 points in INT/PIE.
(mage = int, alchemy = int, cleric = pie)
VIT = affects chances of resurrection spells working (i.e. determines % of char turning to ashes) + obviously affects level up Hit Die calculations
AGI = affects turn order + thief/hunter/ninja/bard's HIDE skill success % + thief's chance of success at stealing shit
LUC = affects _every single thing, plus other shit no one has documented_ in extremely incrementally small ways. Not even the jap wiki(s) have specifics here...
About calculation formula of each ability. Let the current level be L, sqrt () be the function to find the square root.
Physical Attack Power UP (Battle) Sqrt (L - 25) * 5
Physical Attack Power Power UP (Burglary Warrior Shinkansen) Sqrt (L - 25) * 2.5
Physical Attack Power UP (Kimiobu Shinobu) Sqrt (L - 35) * 2
Spell powerfulness UP + 1 (Witches) Sqrt (L - 25) * 10
Spell power power UP + 1 (monk) Sqrt (L - 25) * 25
Spell power power UP + 1 (Tsukasa) Sqrt (L - 30) * 5
High purity synthesis (refining) Sqrt (L - 25) * 3 + 100
Number of haste (hunting) Sqrt (L)
Struggle instinct (fight) Sqrt (L - 31) * 2 + 50
AC (Punishment) 10 - (L / 3)
Blood coalition (call) Sqrt (L - 31) * 11
Honen reserve protected area (you) Sqrt (L - 35) * 3.5
Special resistance UP (you) Sqrt (L) * 5
Swallow return (Samurai) Sqrt (L - 35) * 1.6 + 15
※ Haste times and AC are rounded down to the nearest whole number. Otherwise rounded off to the second decimal place.
ALSO
STR past value of 14
- values 14 and upwards each = approx. 3-5% additional DMG.
INT/PIE past value of 16
- values 16 and upwards each exponentially increase dmg done by spells or healing achieved by cure spells; unlike STR however each point past "16" does not increase by a linear %, and here shit gets real crazy if dealing with Elves or Goblin races which can reach 20 points in INT/PIE.
(mage = int, alchemy = int, cleric = pie)
VIT = affects chances of resurrection spells working (i.e. determines % of char turning to ashes) + obviously affects level up Hit Die calculations
AGI = affects turn order + thief/hunter/ninja/bard's HIDE skill success % + thief's chance of success at stealing shit
LUC = affects _every single thing, plus other shit no one has documented_ in extremely incrementally small ways. Not even the jap wiki(s) have specifics here...