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Makai Senki Disgaea 2/Formulas
Stealing
Key:
c = stealing chance (%)
p = position parameter, 1.0 if stealing from in front, 1.1 from side, 1.2 from behind
t = thief level
h = hit of stealing hand
e = enemy level
r = item rank
a = rarity parameter, 0 if normal, 10 if rare, 30 if legendary, 100 if rarity 0
l = lover level (thief only)
Non-Thieves
c = (p*t + h/2) - (e + 3*r + a)
Alternatively:
t = (c + e + 3*r + a - h/2)/p
Thieves
c = t*(p + 2*l/100) + 25 + h - e - 3*r - a
Alternatively:
t = (c - 25 - h + e + 3*r + a)/(p + 2*l/100)
Stat Stealing
c = t*2 + h - e
all variables are the same as above. You can not steal more than the thief base stat.
Item Stat
[(base stat * (rarity mod + item boss bonus) + innocent bonus) * DA bonus] * Level bonus 1 + Level Bonus 2
Base stat: self explanatory.
Rarity bonus: 1 for normal, 1.25 for rare, 1.5 for legendary
Item boss bonus: each time you defeat a boss it adds: Item General: 0.1 + ((# of times you've passed the high stat up bill in DA) x 0.02) Item King: 0.2 + ((# of times you've passed the high stat up bill in DA) x 0.04) Item God: 0.3 + ((# of times you've passed the high stat up bill in DA) x 0.06)
Innocent Bonus: given each time you defeat an item boss Item General: 3 Item King: 6 Item God: 9 Innocents level is irrelevant. Doesn't give the bonus if you're using a hybrid innocent with the relationship innocent.
DA Bonus: 1 + ((# of times you've passed the high start up bill) x 0.1)
Level Bonus 1: Starts at 1, increases 0.05 for each level on the item - i.e., it is 6 at level 100 and 11 and level 200, the max.
Level Bonus 2: Equals the item's level. However if the item has 0 in a stat then it's equal to 0. If it has a negative in a stat then it's equal to -1*level.
---
Adding that all up then (there may be errors): If an item has a base stat of 1000 and you do everying possible to up it you'd have:
(BASE * (LEG + (Bossbonus + #billpassed*bonus*#bossbeaten) + ??????????????) * (DABonusx3) * LvLBonus1 + LvLBonus2
[(1000 * (1.5 + 0.1+3*0.02*6 + 0.2+3*0.04*3 + 0.3+3*0.06*1) + 6*90 + 66 + 42) * (1 + 3*0.1) * 11 + 200
Weapon Experience Formula
There are six Weapon Proficiencies. Each accompanies a possible range of Weapon Experience gain per hit of the weapon. The exact value is based off the class, tier, etc.
Here are the ranges:
E: 2-4
D: 5-9
C: 10-14
B: 15-19
A: 20-24
S: 25-30
Weapon Scrolls give A-20. They also set specific aptitudes to 120%. The type of scroll determines what aptitudes are changed. Example: Fists use "(ATK + SPD) / 2" in their damage formula so the ATK aptitude and SPD aptitude would be set to 120%.
The total Weapon Experience required for a certain level can be found using these formulas:
Level <= 20:
50 * Level * [Level+1]
Level >= 20:
21000 + 2000 * [Level-20]
Every level of Weapon Mastery gained above 19 requires 2000 Weapon Experience.
Weapon Mastery of 255 requires 491,000 Weapon Experience; 24,550 swings with a Weapon Proficiency of A-20 without any Armsmaster.
Weapon Mastery Multiplier
The Weapon Mastery Multiplier multiplies the stats gained from a weapon for a humanoid character.
This formula will give you the exact Weapon Mastery Multiplier.
1 + (WeaponMastery * .05)
WeaponMastery = Level of Weapon Mastery.
Weapon Mastery caps at 255 for a multiplier of 13.75x.
Level Multiplier
The Level Multiplier is like the Weapon Mastery Multiplier, but it is used for humanoid accessories, monster accessories and monster weapons.
This formula will give you the exact Level Multiplier:
Level <= 100:
1 + (Level / 100)
100 <= Level <= 500:
1.5 + (Level / 200)
500 <= Level <= 2000:
3 + (Level / 500)
Level => 2000:
5 + (Level / 1000)
The Level Multiplier caps at level 9999 for a multiplier of 14.999x.
Stronger Enemy Bills
Stronger Enemy Bills (SEBs) increase enemy level. There are 20 SEBs total that you can pass.
Use this formula to calculate an enemy's stats with a given amount of SEBs.
Base + (Base * SEB * .2) + (SEB * 2)
Use this formula for LoC.
200 + (Base * 21) + (Base * SEB * .2) + (SEB * 2)
Base = Level of enemy unaffected by Stronger Enemy Bills or LoC.
SEB = Number of Stronger Enemy Bills passed
Enemy Level Calculating
BaseLevel * (1 + X * 1.5) + BaseLevel * (.1 * Y) == FloorAverage
FloorAverage * .85 ~ 1.15 == Floor Level Range
FloorAverage * 1 ~ 1.3 == Gatekeeper Average
FloorAverage * 1.3 + 1 == ItemGeneral Level
FloorAverage * 1.4 + 2 == ItemKing Level
FloorAverage * 1.5 + 3 == ItemGod Level
BaseLevel == Floor 1 Level / .85
Floor XY == Floor - 1 with 'X' being the ten's (left) digit and 'Y' being the one's (right) digit.
Ally Stats
Initial Randomization
[Basic - trunc(Basic/17)-1] ~ [Basic + trunc(Basic/17)] == Level 1 Stat
Basic = Basic Stat; Stat displayed in the DA before character is selected to create/reincarnate into.
trunc = remove decimal
The Level 1 Stat can be any integer between both parts of the equation which are separated by the tilde.
Stat-growth
[Base] * [.42~.50]
Base = Level 1 Stat
.42~.50 = Random value between .42 and .50 is taken per Level.
Average Stat
[Base] + [Base] * [.46] * [Level - 1]
Base = Level 1 Stat
HP Growth
Level <= 140:
[.5 + Level / 100] * [Base]
Level > 140:
[1.9] * [Base]
Base = Level 1 HP
Exact HP
Level <= 140:
[Base] * [.5 + (Level / 2) + (Level^2 + Level - 2) / 200]
Level >= 140:
[Base] * [169.19] + [(Level - 140) * 1.9 * (Base)]
Base = Level 1 HP
Enemy Stats
Exact Stat
[Basic] * [.47~.53] * [Level + 1]
Basic = Basic Stat; Stat displayed in the DA before character is selected to create/reincarnate into.
Exact HP
Level <= 235:
[Basic] * [.47~.53] * [Level^2 + (Level * 166) + 165] / [100]
Level >= 235:
[Basic] * [1.88~2.12] * [Level + 1]
Basic = Basic HP; HP displayed in the DA before character is selected to create/reincarnate into.
Miscellaneous
Throw Height = 17 + (3 * ThrowDistance)