Calculations



Notes: Any fractions are omitted, unless stated.

Weapon Triangle

Weapon triangle: Swords > Axes > Lances > Swords

(“>” means “is good against”)

Double Attack

Property Calculations
Attack Speed = Speed

Double attack if: (Attack Speed – enemy’s Attack Speed) >= 4

Damage

Property Calculations
Physical power = Strength + (Weapon Might x Effective coefficient) + Weapon Rank bonus + Weapon triangle bonus
Magical power = Magic + (Weapon Might x Effective coefficient) + Weapon Rank bonus + Weapon triangle bonus
Physical damage = (Physical power – enemy’s Defence + Terrain bonus) * Critical coefficient
Magical damage = (Magical power – enemy’s Resistance + Terrain bonus) * Critical coefficient

Weapon triangle bonus:

  • +1 if weapon is good against enemy’s weapon (weapon rank is A)
  • -1 if weapon is bad against enemy’s weapon (enemy’s weapon rank is A)

Effective coefficient: 3 if weapon is effective against the enemy, 1 if not Critical coefficient: 3 if the attack results in a critical, 1 if not.
Weapon Rank bonus: See later.

Accuracy

Property Calculations
Accuracy = Weapon Hit + Skill + (Luck / 2) + Class bonus + Weapon triangle bonus + Support bonus + Weapon Rank bonus + Lunatic bonus
Avoid = Attack Speed + (Luck / 2) + Class bonus + Terrain bonus + Support bonus
Battle accuracy = Accuracy – enemy’s Avoid [lowest value is 0, highest value is 100] [%]

Weapon triangle bonus:

  • +5 if weapon is good against enemy’s weapon (weapon rank is E or D)
  • +10 if weapon is good against enemy’s weapon (weapon rank is C, B or A)
  • -5 if weapon is bad against enemy’s weapon (enemy’s weapon rank is E or D)
  • -10 if weapon is bad against enemy’s weapon (enemy’s weapon rank is C, B or A)

Class bonus: 5 Accuracy if user is a Sniper, 10 Avoid if user is a Swordmaster Lunatic bonus: 10 if user is an enemy on Lunatic mode.

Critical

Property Calculations
Critical rate (Skl < 20) = Weapon Critical + (Skill / 2) + Class bonus + Support bonus
Critical rate (Skl >= 20) = Weapon Critical + (Skill -10) + Class bonus + Support bonus
Critical evade = Luck + Support bonus
Battle critical rate = Critical rate – enemy’s Critical evade [%]

Class bonus: 5 if user is a Sniper, 10 if user is a Berserker.

Weapon Rank Bonus

Type C Rank bonus B Rank bonus A Rank bonus
Sword Power +1 Power +2 Power +3
Lance Power +1 Power +1, Accuracy +5 Power +2, Accuracy +5
Axe Accuracy +5 Accuracy +10 Accuracy +15
Bow Power +1 Power +1, Accuracy +5 Power +2, Accuracy +5
Tome Power +1 Power +1, Accuracy +5 Power +2, Accuracy +5
Staff Recovery +1 Recovery +2 Recovery +3

Note 1: The listed bonuses aren’t cumulative, eg. the full bonus for A in Swords is only Power +3.
Note 2: The bonuses only apply for the matching equipped weapon type, eg. if you have A in Lances, you only get its bonus when you’re equipped with a lance.
Note 3: Weapon Rank bonus is negated when facing an enemy who has a weapon triangle advantage.

Battle Experience (Preliminary)

Property Calculation
Level difference (LD) = (enemy’s Level + enemy’s Promotion bonus) – (Level + Promotion bonus)
Experience from doing no damage = 0
Experience from damaging enemy
(ally is not a Manakete/dragon)
= (31 + LD ) / 3 [if LD >= 0]
= (33 + LD ) / 3 [if LD < 0]
Experience from damaging enemy
(ally is a Manakete/dragon)
= (31 + LD ) / 5 [if LD >= 0]
= (33 + LD ) / 5 [if LD < 0]
Experience from defeating enemy
(neither characters are Manaketes or dragons)
= 30 + Class bonus + Boss bonus [if LD = -1]
= 30 + [LD x (10 / 3)] + Class bonus + Boss bonus [if LD > -1]
= 37 + [LD x (10 / 3)] + Class bonus + Boss bonus [if LD < -1]
= (54 + LD) / 3 [if calculated experience from the above formulae < 15] *
Experience from defeating enemy
(enemy is a Manakete or dragon, but ally is not)
= 52 + (2 x enemy’s Level) + Class bonus + Boss bonus [if LD = -1]
= 50 + [LD x (10 / 3)] + (2 x enemy’s Level) + Class bonus + Boss bonus [if LD > -1]
= 61 + [LD x (10 / 3)] + (2 x enemy’s Level) + Class bonus + Boss bonus [if LD < -1] *
= (54 + LD) / 3 [if calculated experience from the above formulae < 15] *
Experience from defeating enemy
(ally is a Manakete or dragon, but enemy is not)
= 24 – (2 x enemy’s Level) + Class bonus + Boss bonus [if LD = -1]
= 26 + [LD x (31 / 6)] – (2 x enemy’s Level) + Class bonus + Boss bonus [if LD > -1]
= 32 + [LD x (31 / 6)] – (2 x enemy’s Level) + Class bonus + Boss bonus [if LD < -1]
= (68 + LD) / 5 [if calculated experience from the above formulae < 15] *
Experience from defeating enemy
(both characters are Manaketes or dragons)
= 46 + Class bonus + Boss bonus [if LD = -1]
= 46 + [LD x (31 / 6)] + Class bonus + Boss bonus [if LD > -1]
= 56 + [LD x (31 / 6)] + Class bonus + Boss bonus [if LD < -1]
= (68 + LD) / 5 [if calculated experience from the above formulae < 15] *

Promotion bonus: 15 if user is promoted Class bonus: 20 if enemy is a Thief, Ballistician or Emperor.
Boss bonus: 20 if enemy is a boss.
Note 1: Experience from defeating an enemy is rounded to the nearest whole number (except when using formulae marked with an asterisk *).
Note 2: Minimum experience from defeating an enemy is 8.
Note 3: There may be slight rounding errors (+/- 1) as a result of using some of the formulae.

Staff Experience

Level Non-promoted exp Promoted exp
1 to 5 Base value (Base value) / 2
6 to 8 Base value -1 (Base value -1) / 2
9 to 11 Base value -2 (Base value -2) / 2
12 to 14 Base value -3 (Base value -3) / 2
15 to 17 Base value -4 (Base value -4) / 2
18 to 19 Base value -5 (Base value -5) / 2

Base value: See the Staves list.

Weapon Rank Progression

Weapon Rank Required WEx Total WEx
– to E 1 1
E to D 30 31
D to C 45 76
C to B 60 136
B to A 60 196

Note 1: Characters gain 2 Weapon Exp for each battle (or staff usage).
Note 2: Weapon Exp is gained even if no damage is done or the attacks all miss Note 3: The maximum Weapon Rank for characters is A.