Shin Megami Tensei III Nocturne HD Remaster – Damage Formulas Explained – How to actually deal damage – what stats do and other tips

Shin Megami Tensei III Nocturne HD Remaster – Damage Formulas Explained – How to actually deal damage – what stats do and other tips 1 - steamlists.com
Shin Megami Tensei III Nocturne HD Remaster – Damage Formulas Explained – How to actually deal damage – what stats do and other tips 1 - steamlists.com
A guide to understanding how damage is calculated, with a list of skills and their associated values.

 

Introduction

⚠️GUIDE UNDER CONSTRUCTION, if you spot mistakes please report them to me⚠️

Welcome to this guide to SMT Nocturne. If you are :

  • a new player wondering what kind of build you should do, which skills to keep/look for, or simply what skills actually do
  • a seasoned player who wants to improve his/her knowledge of the game

then this is the right place.

Nocturne is not very clear about how it works, what the stats actually do or how the formulas work. And it is part of its charm. But some people might want to have a better understanding of what actually happens when you put a stat point in Luck or Agility.

Thankfully, people have been working in the past 15 years to try and uncover what’s under the hood. This guide is an attempt at summarizing everything that has been found so far.

This guide assumes all values, variables, algorithms and formulas are identical to the PS2 version (which, considering the effort put in by Atlus for this remaster, is a high probability).

Credits and sources will be available at the bottom of the page.

About Stats

First of all let’s establish what stats do. While some of them may seem a bit obvious (Strength lets you hit harder with your fists, Vitality gives you more HP…), the rest of them are not really clear about what they do. Here is a rapid explanation of what everything does.

Strength

 

  • Strength of physical attack and skills
  • Pass certain checks in the game (notably to open some doors in Mantra HQ and Third Kalpa)

 

Magic

 

  • Total MP amount
  • Strength of magic skills and magic accuracy
  • Pass certain checks in the game (notably to open some doors in Third Kalpa)

 

Vitality

 

  • Total HP amount

 

Agility

 

  • Order in which demons will play while in battle (from highest who will act first to lowest who will act last)
  • Physical accuracy
  • Physical and magic evasion
  • Chance to inflict a critical
  • Chance of getting ambushed
  • Chance of having a turn before the enemy at the start of a fight
  • Chance of escaping a battle (if not hard mode or a scripted/boss battle)

 

Luck

 

  • Magic evasion
  • Magic accuracy (very slightly)
  • Chance of getting ambushed (very slightly)
  • Chance of having a turn before the enemy at the start of a fight (very slightly)
  • Chance of escaping a battle (if not hard mode or a scripted/boss battle)
  • Chance of a demon recovering from an ailment
  • Pass certain checks in the game (notably to open some doors in Third Kalpa)

Yes you read that right, luck plays no role in probabilities of critical hits, ailment infliction or item drop rate.

Level

 

  • All of the above except chance of escaping a battle
  • Fusion limitation (can’t fuse or summon a demon with a level higher than that of the MC, except on New Game Plus)

Maximum level : 255 (while the maximum level displayed in-game is 99, the real maximum level obtainable is 255)

HP

 

  • Maximum amount of damage you can soak up before you ded
  • Strength of some physical skills

Maximum value : 999

MP

 

  • Consumed to use almost all magic skills

Maximum value : 999

Basic Formulas

Now let’s delve into how the stats are used. First we’ll go over the basic formulas which are simple to grasp. Then we’ll go over advanced battle formulas, like physical accuracy or chances to escape from a fight. Finally we’ll take a look at how damage is calculated, for both physical and magical attacks.

Total HP

 

(Lvl + Vit) * 6 = HP

Very simple, every time you level up or put a point in Vit you get 6 more HP. The earliest you can get to raw 999 HP is at Level 127 assuming you have 40 Vit.

Total MP

 

(Lvl + Mag) * 3 = MP

Also very simple, every time you level up or put a point in Mag you get 3 more MP. The earliest you can get to raw 999 MP is never, so you would need a skill like Mana Surge to artificially inflate the number.

Battle Formulas

Before going further, here are some shortcuts we will need.

PA = party average
EA = enemy average
[] = truncation to lowest integer (floor)

Physical Accuracy

 

Skill Accuracy + ([Attacker Agi/[Attacker Lvl/5 + 3]] * 6.25) - ([Defender Agi/[Defender Lvl/5 + 3]] * 6.25) = % of chances to hit

Here is one very important yet overly complicated dumb formula.

Skill Accuracy can be calculated by subtracting the Miss Rate from the Base Hit Rate. Don’t worry about these values, they are all specific to each skill and will be available later in the guide. The issue is not here.

It all comes down to two big problems : the function itself, and truncation. Dividing Agility by your Level means the more you level up, the more chances you have to miss. You would think you can mitigate this by investing more points in Agility. This is where the truncation problem comes in.

The fact that the result of this division is truncated before being multiplied by 6.25 means you can only increase or decrease your chance to hit by multiples of 6.25. Even worse : it scales very badly. The more you level up, the more points you will have to invest in Agility just to maintain the same accuracy. Having 10 Agility at Level 10 gives the same probabilities to hit than having 40 Agility at Level 85.

Bottom line is : don’t worry too much about this, the formula is terrible. If you want to make sure you will hit your target, focus more on using accurate skills with buffs and debuffs.

Critical Hit Chance

 

(Physical Accuracy Formula Result / Skill Accuracy) * Skill Crit Rate = % of chances to crit

Take the result of the formula above, divide then multiply. Physical skills also have a defined Critical Rate, that you can find later in the guide.

Magical Accuracy

 

Skill Accuracy * (Attacker Lvl + Attacker Mag * 2 + [Attacker Luck/2] + 17.5) / (Defender Lvl + [Defender Agi * 1.5] + Defender Luck + 17.5) = % of chances to hit

Already, a formula that makes more sense.

If you wish to hit your enemies with magical skills, just have a high Magic stat. It’s that simple, and makes Magic self sufficient.

Chances to Act First

 

(72 + (MC's Lvl + [MC's Luck/2] + MC's Agi) – (EA Lvl + EA Agi + [EA Luck/2])) * x = % of chances to act first x = An enemy-encounter-specific value, can be 1.0, 0.8, 0.6, 0.4, or 0 Maximum Value = 85% Minimum Value = 50%

Don’t spend too much time on this one, just know you have at worst a one in a two chance to go first, and that no matter how high your stats are, you can still go second.

Note: This formula only applies to random encounters.

Chances to Escape

 

20 + 20 * (2 + (PA Agi + PA Luck)/4.2) / (2 + (EA Agi + EA Luck)/4.2) = % of chances to escape

If you want to escape with 100% certainty, use the Trafuri skill or the Smoke Ball item. Or disable all enemies before trying to escape (sleep, shock, freeze, bind, stone)

Note: This formula only applies to Normal difficulty. If you play on Hard, do not even attempt to flee. Exception : if all enemies are disabled you should be able to escape.

Chances of Getting Ambushed

 

12 * (EA Lvl + EA Agi + [EA Luck/2]) / (MC's Lvl + MC's Agi + [MC's Luck/2]) = % of chances of getting ambushed

This check is only applied if you don’t go first in a random encounter. As long as your stats are similar to the enemies’, you have a one in eight chance of getting ambushed if you don’t go first.

Note: You can notice only the MC’s stats are taken into account : the demons in your party have no incidence on your chances of getting ambushed. This formula only applies to Normal difficulty, in Hard chances to get ambushed are much higher (and deadly).

Chances of Ailment Recovery

 

(Luck / [(20 + Lvl) / 5]) * Ailment Recovery Value = % of chances of ailment recovery

Each ailment has a specific multiplier to know if you have more or less chances to recover from it. Here is the list :

  • Charm = 40
  • Panic = 30
  • Bind = 30
  • Sleep = 20

Ailments are an issue in the early and mid game, when you don’t (shouldn’t) invest your points in Luck. In the end game however, your chances of recovery are high, and most demons are getting immune to them.

Note: The ailment will remain for at least one turn, this formula is only applied when your turn ends.

Damage Formulas

These formulas are given to calculate an estimate of the average damage dealt by a skill. There are variables you need to take into account (buffs, debuffs, (hidden) weakness and (hidden) resistances…). These formulas give the raw damage before taking all of this into account.

Damage calculation in Nocturne is done in multiple ways. Mostly, it depends on the type of attack. It’s always one of these :

  • Physical attack
  • Physical attack, HP Based
  • Magical attack

Let us start with the easy ones.

Physical Attacks

 

(Lvl + Str) * Skill Power ÷ 15 = Damage ±5%

This is the simplest formula. The higher your Level and your Strength, the harder the skill will hit. Each physical skill has a certain Skill Power value ; it is not displayed in game, but you can have a rough idea if it is high or low by reading the skill description. There is always an adjective like “Light”, “Medium”, “Heavy”, etc. Check the end of the guide if you want to know exact values.

Physical Attacks, HP Based

 

Max HP * Skill Power * 0.0114 = Damage ±5%

Some of the physical skills you’ll encounter in the game will have this in their description : “Based on User’s Max HP”. They are what we call “Weapon Skills”, because only demons who visibly hold a weapon can learn them (and Demi-Fiend, because he is the weapon).

These skills are unique in the fact that they do not scale with your Strength or Level (directly). They only check the Skill Power, and your Max HP (your maximum total, not your current HP). You already know that the maximum HP value is 999, so all you really need is the Skill Power to know the skill’s maximum possible damage.

Magical Attacks

 

Disclaimer : There are rumors Atlus has tweaked the formula from the PS2 version, so it may not apply to the remaster. This is yet to be confirmed (I don’t see why they would go to the lengths of tweaking algorithms but not unlock 30 FPS).

Here comes the pain train.

Each magic skill has what we call a Limit Value and a Correction or Complement Value. We must use these values to calculate the Peak.

((Limit - Correction) / Skill Power) × (255/24) = Peak

Then there are four formulas that can apply ; to know which one, you must compare your Level to the Peak.

Lvl < Peak

0.004 * (5 * (Mag+36) - Lvl) * ((24 * Skill Power * (Lvl / 255) + Correction)) = Damage ±5%

Lvl = Peak

0.004 * [((5 * (Mag+36)) - ((Limit - Correction) / Skill Power) * (255 / 24)] * Limit = Damage ±5%

Peak < Lvl ≤ 160

0.004 * (5 * (Mag+36) - Lvl) * Limit = Damage ±5%

16. < Lvl

0.004 * (5 * (Mag+36) - 160) * Limit = Damage ±5%

You see, not only is this way too complicated for what it does. It also weakens your magic skills over time. You may have noticed that the moment your Level is higher than the Peak value of the skill, you start subtracting your Level in the formula. Most magic skills have a Peak of around 30. What this means is that 9 times out of 10, your magic skills will inflict less and less damage the more you level up after Level 30.

This simple fact, coupled with other things like :

  • the existence of Focus (which gives a 2.5 multiplier damage boost to your next physical attack)
  • the fact that physical attacks can crit (so only consume half a press turn and deal 50% more damage)
  • the fact they consume HP instead of MP, which is a resource easier to replenish

is why old Nocturne players have been memeing on magic builds for so many years.

The game is beatable with an MC knowing only magic skills. It just so happens that all the best skills in the game you can learn are physical ones. I recommend using Magic only in the early game when HP is too valuable to use, so you can hit weaknesses and get free press turns. Just don’t invest too much points in it.

Calculator

Here is a quick spreadsheet done for calculating damage. Download it, or click File -> Make a copy, so you can edit it.

https://drive.google.com/file/d/1sgBK64UbjzTAhibMlF-f_OojROwFWwWm/view?usp=sharing

You only have to :

– select the skill in the dropdown
– input necessary info, like user’s level, user’s str/mag and user’s max HP

And you will get an accurate approximation or the raw damage that would be inflicted to an enemy with no resistance/weakness or buffs/debuffs.

Then you need to check for the conditions below :

Variance

There is always some variance to the raw damage calculated (more or less 5%). This comes before everything else.

Critical

The damage inflicted will be multiplied by 1.5 if hitting a critical hit.

Weaknesses

The damage inflicted will be multiplied by 1.5 if hitting an enemy weakness.
Be aware some enemies have hidden weaknesses : they will take more damage from certain attacks, but not give free press turns. Such demons include Slime, Blob or Black Ooze.

Resistances

The damage inflicted will be multiplied by 0.5 if hitting an enemy resistance.
Be aware some enemies have hidden resistances : they will take less damage from certain attacks, but the multiplier will be different. Such demons include Fomor and Black Frost.

Buffs

Tarukaja buffs offense by 25%. It can stack up to four times. Which means you need to multiply your raw damage according to this table below.

Nb. of TarukajasMultiplier
11.25
21.50
31.75
42

Rakukaja buffs defense by 25%. It can stack up to four times. Which means you need to multiply your raw damage according to this table below.

Nb. of enemy RakukajasMultiplier
10.875
20.75
30.625
40.5

 

Debuffs

Tarunda debuffs offense by 12.5%. It can stack up to four times. Which means you need to multiply your raw damage according to this table below.

Nb. of enemy TarundasMultiplier
10.875
20.75
30.625
40.5

Rakunda debuffs defense by 12.5%. It can stack up to four times. Which means you need to multiply your raw damage according to this table below.

Nb. of RakundasMultiplier
11.25
21.50
31.75
42

 

Physical Skills

 

NamePowerNb. of hitsCostBase Hit RateMiss RateCritical RateNotes
Lunge41110% HP1002424
Hell Thrust47112% HP1003333
Berserk161-513% HP1003131 target : 1-2 hits ; 2+ targets : 1-5 hits with max 3 hits on same target
Tempest31All25% HP1003030
Hades Blast41All32% HP1001043
Needle Rush41110% HP1002424
Stun Needle3117% HP100242440% chance of paralyze
Toxic Sting3117% HP100242440% chance of poison
Arid Needle31112% HP100262660% chance of stone
Feral Bite44112% HP1002424
Venom Bite41118% HP100242440% chance of poison
Charm Bite41118% HP100242455% chance of charm
Stone Bite44122% HP100262660% chance of stone
Stun Bite44117% HP100262640% chance of paralyze
Hell Fang56115% HP1004545
Feral Claw3416% HP1002525
Venom Claw41118% HP100242440% chance of poison
Stun Claw44117% HP100303040% chance of paralyze
Iron Claw56115% HP1004545

 

Physical Skills, HP Based

 

NamePowerNb. of hitsCostBase Hit RateMiss RateCritical RateNotes
Brutal Slash50113% HP1002626
Mighty Gust53114% HP1002626
Guillotine47117% HP100333340% chance of paralyze
Dark Sword53122% HP100404040% chance of mute
Stasis Blade53112% HP100333365% chance of bind
Heat Wave19All16% HP100726
Blight22All36% HP10093620% chance of poison
Hassohappa47All35% HP1001146
Chaos Blade221-432% HP1005201 target : 1-2 hits ; 2+ targets : 1-5 hits with max 3 hits on same target – 30% chance of panic
Deathbound381-525% HP1005211 target : 1-2 hits ; 2+ targets : 1-5 hits with max 3 hits on same target

 

Exclusive Physical Skills

 

NamePowerNb. of hitsCostBase Hit RateMiss RateCritical RateNotes
Deadly Fury41All32% HP100350MC exclusive
Xeros Beat28All40% HP10033030% chance of bind – MC exclusive
Divine Shot50113% HP100330MC exclusive
Javelin Rain41All40% HP10033020% chance of mute – MC exclusive
Oni-Kagura38All30% HP100330MC exclusive
Spiral Viper62116% HP100330MC exclusive
Gaea Rage47All35% HP100330MC exclusive
Earthquake70All45% HP200100Skadi Exclusive
Andalucia32All6% HP100011-4 hits each target – Matador Exclusive
Hell Spin31All25% HP10055
Terrorblade301-510 MP100341 target : 1-2 hits ; 2+ targets : 1-5 hits with max 3 hits on same target – Red Rider exclusive
E & I3213 MP1003131-4 hits – Dante Exclusive
Rebellion3619% HP2002501-4 hits – Dante Exclusive
Bullet Time25All10 MP2553430% chance of panic – Dante Exclusive
Boogie Woogie3213 MP1003131-4 hits – Raidou Exclusive
Enter Yoshitsune3619% HP2002501-4 hits – Raidou Exclusive
Mokoi Boomerang25All10 MP2553430% chance of panic – Raidou Exclusive

 

Almighty Physical Skills

 

NamePowerNb. of hitsCostBase Hit RateMiss RateCritical RateNotes
Last Resort56All100% HP1001010Hits all foes and allies
Kamikaze781100% HP1001010
Sacrifice591-5100% HP100001 target : 1-2 hits ; 2+ targets : 1-5 hits with max 3 hits on same target – Can hit allies
Freikugel65117% HP100330MC exclusive
Stinger40112% HP1003440% chance to instant kill – Dante exclusive
Yamato40112% HP1003440% chance to instant kill – Raidou exclusive

 

Magic Fire Skills

 

NamePowerNb. of hitsCostBase Hit RateMiss RateLimit ValueCorrection ValueNotes
Agi3713 MP100010410
Maragi30All8 MP1000859
Agilao5516 MP100015516
Maragion45All15 MP100012613
Agidyne75110 MP100022020
Maragidyne65All25 MP100018319
Fire Breath301-59 MP10008581 target : 1-2 hits ; 2+ targets : 1-5 hits with max 3 hits on same target
Hellfire501-418 MP1000140141 target : 1-2 hits ; 2+ targets : 1-4 hits with max 2 hits on same target
Prominence901-430 MP1000253261 target : 1-2 hits ; 2+ targets : 1-4 hits with max 2 hits on same target
Hell Burner30All8 MP1000859Hell Biker exclusive
Ragnarok80130 MP100080020Peaks at Level 104 – Surt exclusive
Magma Axis48115% HP100047014Peaks at Level 101 – MC exclusive

 

Magic Ice Skills

 

NamePowerNb. of hitsCostBase Hit RateMiss RateLimit ValueCorrection ValueNotes
Bufu3013 MP100085920% chance of freeze
Mabufu20All8 MP100056610% chance of freeze
Bufula4516 MP10001261325% chance of freeze
Mabufula35All15 MP1000981013% chance of freeze
Bufudyne65110 MP10001831930% chance of freeze
Mabufudyne55All25 MP10001551615% chance of freeze
Ice Breath251-59 MP100070717% chance of freeze – 1 target : 1-2 hits ; 2+ targets : 2-4 hits with max 2 hits on same target
Glacial Blast651-425 MP10001831915% chance of freeze – 1 target : 1-2 hits ; 2+ targets : 1-4 hits with max 2 hits on same target

 

Magic Elec Skills

 

NamePowerNb. of hitsCostBase Hit RateMiss RateLimit ValueCorrection ValueNotes
Zio3013 MP100085920% chance of shock
Mazio20All8 MP100056610% chance of shock
Zionga4516 MP10001261325% chance of shock
Mazionga35All15 MP1000981013% chance of shock
Ziodyne65110 MP10001831930% chance of shock
Maziodyne55All25 MP10001551615% chance of shock
Shock251-59 MP100070717% chance of shock – 1 target : 1-2 hits ; 2+ targets : 1-5 hits with max 3 hits on same target
Bolt Storm651-425 MP10001831915% chance of shock – 1 target : 1-2 hits ; 2+ targets : 1-4 hits with max 2 hits on same target
Roundtrip55All25 MP10001551615% chance of shock – Dante exclusive
Mishaguji Raiden55All25 MP10001551615% chance of shock – Raidou exclusive

 

Magic Force Skills

All the skills below have a chance to instant kill targets suffering from the stone status effect

NamePowerNb. of hitsCostBase Hit RateMiss RateLimit ValueCorrection ValueNotes
Zan3713 MP100010410
Mazan30All8 MP1000859
Zanma5516 MP100015516
Mazan45All15 MP100012613
Zandyne75110 MP100022020
Mazandyne65All25 MP100018319
Wing Buffet301-59 MP10008581 target : 1-2 hits ; 2+ targets : 1-5 hits with max 3 hits on same target
Tornado651-425 MP1000183191 target : 1-2 hits ; 2+ targets : 1-4 hits with max 2 hits on same target
Wind Cutter90113 MP100033026
Hell Exhaust40All15 MP100011211Has a Dekaja effect – Hell Biker exclusive
Wet Wind65All25 MP10002002020% chance of paralyze – Pazuzu exclusive
Whirlwind65All25 MP100018319Dante exclusive
Whirlwind65All25 MP100018319Dante exclusive
Hitokoto Storm65All25 MP100018319Raidou exclusive

 

Magic Almighty Skills

 

NamePowerNb. of hitsCostBase Hit RateMiss RateLimit ValueCorrection ValueNotes
Deathtouch3015 MP10008410Drains HP
Mana Drain1512 MP1000422Drains MP
Life Drain30110 MP1000848Drains HP and MP
Meditation60110 MP1000848Drains HP and MP – Daisoujou exclusive
Megido70All30 MP100019720
Megidola80All37 MP100022523
Megidolaon90All50 MP100025326
Pestilence50All16 MP255012012Instant kill if target already poisoned – Pale Rider exclusive
Beast Roar80All37 MP100022523Heals for 10% of damage dealt – Mother Harlot exclusive
Holy Melody10011 MP255000Restores 100% HP/MP to target with lowest % of HP – Trumpeter exclusive
Evil Melody011 MP255000100% death kill to enemy with lowest % of HP – Trumpeter exclusive
Showtime90All40 MP255025326Dante exclusive
Jiraiya Dance90All40 MP255025326Raidou exclusive
Fire of Sinai901-550 MP1000253261 target : 1-2 hits ; 2+ targets : 1-5 hits with max 3 hits on same target – Metatron exclusive
Death Flies90All50 MP100025326100% death kill – Beelzebub exclusive

 

Magic Expel Skills

 

NamePowerNb. of hitsCostBase Hit RateMiss RateLimit ValueCorrection ValueNotes
Hama016 MP10000040% chance of expel kill
Mahama0All15 MP10000020% chance of expel kill
Hamaon0110 MP10000060% chance of expel kill
Mahamaon0All6 MP10000040% chance of expel kill
God’s Bow0120 MP255000100% chance of expel kill – White Rider exclusive
Violet Flash75110 MP100022020
Radiance75All30 MP100021121
Thunderclap50112 MP100014014Halves enemy’s HP
Holy Wrath50All36 MP100014014Halves all enemies’ HP
Godly Light80All20 MP50014014Reduces all enemies’ HP by 80% – Amaterasu exclusive

 

Magic Death Skills

 

NamePowerNb. of hitsCostBase Hit RateMiss RateLimit ValueCorrection ValueNotes
Mudo016 MP10000040% chance of death kill
Mamudo0All15 MP10000020% chance of death kill
Mudoon0110 MP10000060% chance of expel kill
Mamudoon0All6 MP10000040% chance of expel kill
Hell Gaze50110 MP10001401470% chance of death kill
Evil Gaze118 MP55011Reduces enemy’s HP to 1
Stone Gaze5016 MP10000050% chance of stone

 

Tips

This is YOUR section ! Write some of your tips while playing the game, and if they are really good and make sense, I will add them here. The list will get bigger with time.

  • Buffs and debuffs stack up to 4 times. USE THEM. Each buff stack gives a 25% bonus, and each debuff stack gives a 12.5% penalty, so a full 4-stack gives a x2 effect. As an example : buffing yourself with 4x Tarukaja and hitting an enemy with 4x Rakunda multiplies the damage inflicted by 4.
  • If you need to heal your party at a Fountain of Life and have some MP, use skills to heal your HP before going in. Recovering 1 HP costs 1 Macca, recovering 1 MP costs 2.5 Macca. Do the math. You will save money by spending 12 MP to cast a Media before going in.
  • Try to get yourself a mana battery. Get a demon with an MP Drain and give him Makatora. Daisoujou is the absolute best candidate : try to give him Makatora when fusing him, and you will never have money problems again thanks to his Meditation+Makatora combo.

 

By Sabaca

I hope you enjoy the Guide we share about Shin Megami Tensei III Nocturne HD Remaster – Damage Formulas Explained – How to actually deal damage – what stats do and other tips; if you think we forget to add or we should add more information, please let us know via commenting below! See you soon!


Be the first to comment

Leave a Reply

Your email address will not be published.


*