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Game Mechanics

As much as video games fascinate us and we can dwell in their depth, as little do we actually know about what's invisibly going on behind the façade, the game programming. To get to know how some processes work in the game, that's what this site is for. One warning beforehand: the deliberate causing of things that are actually supposed to be random might take some of the game's fun away. Reading and using all at your own risk. And finally, I'd like to thank this excellent guide as well as this one for providing all the information!

Drop Chances

(1)100%
(2)50%
(3)25%
(4)12,5%
(5)6,3...%
(6)3,1...%
(7)1,6...%
(8)0.8...%
(9)0.4...%

Most of the enemies you'll encounter on your journey can drop an item. During it you'll surely notice that some items you'll get more often than others (e.g. more Herbs than any of the weapons). In conclusion there have to be different probabilities for obtaining an item.

This probability can be measured with a number given to each enemy. They're all ranging from 1 to 9. On the right there's a table that shows you the different drop chances. As you can see, the chance always halves with each level after the guaranteed receipt, 100%,

This means that, statistically, from some monsters you'll guaranteedly get something (1), sometimes only from every fourth one (3) or even every 256th (9). But these are only average values, in reality everything still remains completely random, of course.

What monster has what probability can be seen in the bestiaries of this site.

Djinn Method

There is a methos how to make the enemies drop their items more often. If you defeat a monster with a djinn attack whose element is the same as the monster's elemental weakness the chance to obtain something quadruples, in other words the drop value decreases by two (6 - 2 = 4). Visually the successful djinn trick is noticable by the flashing the enemy does shortly before it vanishes.

Let's take the Faeries for an example, who normally have a drop value of 3 (25%), applying the above to this the djinn method will always make them leave their very item behind, a nut. Should the method generate a percentage higher than 100% it will always be downgraded to that 100%, so no two items or such.

Oftentimes also called the "Dark Panther" method because of its "discoverer". Well, I personally think this "discovery" is far too banal to justify that term (I mean, even I discovered the trick on my own).

RNG Method

RNG stands for "Random Number Generator", which acts as the method of a computer to generate randomness. Because, logically, everything can be calculated by a computer. In this case a number is generated during a battle (RN, the random number) that has to match certain numbers depending on the probabilities (i.e. a "hit") to get an item drop. At (9) it's about every 256th number, at (9) every 128th, at (7) every 64th and so on... The RNs cannot be viewed directly by us players, still we can calculate them and thus defy all randomness.

In the following two tables, the first one shows us the matching numbers (both only up to 40 here!) valid for a 'normal' enemy defeat, the second one the numbers valid when the Djinn Method has been used. As we already know, the random numbers go back two levels in this case.

(9)1
(8)1
(7)1, 31
(6)1, 3, 27, 31
(5)1, 3, 27, 31
(4)1, 3, 6, 8, 13, 14, 16, 21, 23, 26, 27, 30, 31
» (7)1, 31
» (6)1, 3, 27, 31
» (5)1, 3, 27, 31
» (4)1, 3, 6, 8, 13, 14, 16, 21, 23, 26, 27, 30, 31
» (3)1, 3, ... 31,...
» (2)1, 3, ... 31,...

The values shown above have to result in the battle to make an item drop. Unfortunately we'll never be able to create a number lower than five ina battle in reality, that's why we'll imaginarily delete these options now. A number that's easy to handle sticks out: 31. This is why all the easier RNG methods aim to reach this number as a sort of lowest common factor in the battles. Now you can also see why it's required to use a djinni when having drop chances of (9) and (8), as otherwise you don't have any value appropriate for the easier methods (remember, 1 is out of this).

Now that we've talked so long about the random numbers, how do you actually calculate those in battle? For this we can arrange a neat overview:

Attacking Psynergy (HP damage):2 RNs per target
Attacking Psynergy (Stat damage):1 RN per target (independent from success)
Healing Psynergy:2 RNs per group member (if successful, otherwise 0)
Stat-boosting Psynergy:1 RN per group member
Normal Djinn Attack:2 RNs + Elemental Bonus*
......
*Elemental Bonus:1 RN if enemy was weak against that element
Battle begins:0 RN, but 1 RN if your group has the first strike
Enemy has its turn:1 RN for each enemy turn (i.e. 3 for Wonder Birds!)
Enemy falls:1 RN

With these relevant values we can start creating our strategies! For djinn there are further ones, but these aren't of importance here. Whoever's interested may want to continue reading in the above link, though.

The number 31 has to come together when the enemy is killed. It's only this moment that counts, afterwards you can finish the battle as you wish. The easiest way to achieve 31 is in two rounds, according to the following scheme: Battle begins, group attacks first (1 RN). All four characters use attacking psynergy in the first round (4 * 2 RN * 2 enemies = 16 RN), already equals 17 RN. The second round begins, for the two enemies it's 2 RNs on the whole (17 + 2 = 19). Now two more attacking psynergies (2 * 2 * 2 + 19 = 27 RN). Now we get to the decisive moment! The djinni is used (27 + 2 = 29), as the djinn type matches the enemy's elemental weakness the Elemental Bonus is added (29 + 1 = 30). The enemy dies (30 + 1 = 31). The 31 was reached at the appropriate time!! End the battle just as you like, thereafter you should find the desired item in any case! =D

Important prerequirements are the following things: first it's necessary to get the first strike, to have the enemies start acting in the second round. Furthermore you always have to switch the GBA off and on again beforehand ("Hard Reset", as only that way the RN is set back to 0)! The desired formation has to be right away the very first battle.

Here's a list with examplary strategies!

Stats

As soon as you gain a level your Health Points, Psynergy Points, Attack, Defence as well as Agility increase (Luck always remains constant). How many points exactly your stats will increase is random – well, bot quite! There's a kind of "goal value" every twenty levels for each stat at which the characters are aiming. Although this is still only an average value, your value will most likely vary and be somewhat higher or lower than it. I'm not entirely sure how stat-boosting items work at this. In the following the important levels:

HP01939597999
Isaac30182334486638790
Garet33191351510670830
Ivan28166304442581719
Mia29173317462606751
Felix32187342498654810
Jenna29177326474622770
Sheba28169311452593735
Piers30184337491644798
PP01939597999
Isaac2080130170210250
Garet1876124162200238
Ivan2492150196242288
Mia2390146190235280
Felix1978127166205244
Jenna2185138180223265
Sheba2491148193238284
Piers1979129168208248
Attack01939597999
Isaac1386162237313388
Garet1183156228301372
Ivan876144211277344
Mia979150220289359
Felix1387164240316392
Jenna1081153224295366
Sheba878147215283351
Piers1182155226298370
Defence01939597999
Isaac63869102134166
Garet84175110144179
Ivan4356595124155
Mia53768100131163
Felix63870103135168
Jenna53769101132165
Sheba4366698128159
Piers73972106139173
Agility01939597999
Isaac886163241318396
Garet676144212281349
Ivan1191173255337419
Mia780152224296369
Felix783158232307382
Jenna885162238315392
Sheba1088168248328307
Piers678148218289359

You can also calculate how much a certain stat will averagly raise on every level-up. For this, just subtract the following guide number from the previous guide number and divide by 20. As an example now Isaac's HP during the levels 79 until 99. Then that would be (790-638)/20, so 152/20, that equals 7,6. Isaac will therefore rise up 7 or 8 points every level during these 20 levels, with a slightly higher tendency towards 8. Really clear it will be to you when we take a look at the development of his PP within the same levels: (250-210)/20 = 40/20 = 2,0. It can thus be expected that Isaac's PP will, roughly estimated, rise up by two point every level-up.

Damage and Healing Calculation

The damage of an attack, be it physical or magical, is actually quite easy to calculate. But first of all we'll have to calculate the Relative Attack (for normal attacks) or the Relative Power (for psynergies) before we can go on. In simple words: The Relative Attack is your Attack minus the enemy's Defence stat, the Relative Power your power minus the enemy's resistance (of the respective element for both).

When just attacking the resulting damage will be, simply said, half the Relative Attack, which from here on will also be referred to as Base Damage. Added to that is, and this applies to every damage and healing in the game by the way, a number from 0 to 3 which gives a more credible variation to the damages. Never forget to include it! When striking a critical hit the Base Damage is multiplied by 1.25, afterwards the result will be increased by 6 points besides the random variation, furthermore by a fifth of the enemy's level. I'm not all too sure what exactly the enemy level means here... It's logical in a battle against a friend's characters, but against monsters...? Probably this damage bonus is left out against those.

Example: Felix has an Attack of 73, the enemy a Defence of 9. 73-9 equals 64 as the Relative Attack. Halved that makes 32, the Base Damage. With the added random variation of 0-3 the damage will now be between 32-35. With a critical strike and an enemy level of 10 that would then make 32 * 1.25 = 40 points, plus 6 and the random damage that would then result in a final damage of 46-49 points.

Which already leads us to the more special physical attacks, read: the unleashes of artefact weapons. For unleashes the Base Damage is either multiplied by a number (such as it's the case with the Tisiphone Edge's shot arrows) or a predefined number is added to it. As all unleashes are of an elemtal nature another calculation will take place afterwards. The resulting damage is multiplied by another number which is calculated by adding 1 to the Relative power divided by 400 (keep in mind, first the division, then the addition!). Due to the limits of -200 to +200 the result will be that the prior damage will thus be multiplied by 0.5 to 1.5. That'll be the final damage then, the one that'll affect the enemy. Some weapons (such as the Gaia Blade or the Fire Brand) already possess en elemental enchanting. The latter formula is therefore also applied whenever you're doing a normal attack with such a weapon.

Example: The Gaia Blade unleashes its Titan Blade which has a multiplyer of 1 (thus doesn't change anything there), but adds 70 damage points as bonus. Our Base Damage be 200 here, then we'd already be at 270 damage points. This we'll now multiply with our Relative (Earth) Power, as the element's Earth here, divide by 400 and increase by 1. The Relative Power be 134 here, would result in 1 + (134/400) = 1.35. Now let's multiply that with the original damage... 270 * 1.33 = 359.1. With the random variable added that'd result in a final damage of 359-362! The latter multiplication would've taken place even without the unleash as far as the Gaia Blade goes, as it's already naturally enchanted with the Earth element. (200 * 1.33 + random variation = 266-269 damage.)

Attacking and healing psynergy on the other hand's again a little easier to calculate. Every healing or damaging (health points-wise) psynergy has a specific Individual Strength which in any case is multiplied with a variable to calculate the final result. For attacks it's always, once again because of both limits of 200, a number bewteen 0 and 2, therefore one between double the Individual Strength and nearly no damage.) The effect of healing psynergy can be fairly easily calculated; just multiply the Individual Strength with the hundredth part of your Power of the according element and there you have it.

Example: Isaac uses 'Earthquake' (Individual Strength 35). The difference bewteen his Venus Power and the enemy resistance results in a Relative Power of 56. A hundredth of that plus 1 equals 1.56. Now you calculate (35 * 1.56 = 54.6), makes 54. Now we add the random variation to it and the final damage will be between 54-57 points.

Example: Mia has a Mercury Power of 149 and casts a 'Ply' (Individual Strength 100). That would result in (100 * [149/100] = 149) points. In addition to that comes the random variation and the psynergy will heal between 149 and 152 Health Points.

Some psynergies (say, 'Ragnarok') are calculated with the formula for unleashes, same will all djinni attacks. Due to this they all have the theorical infinite damage potential, like you can find it on weapons. Summons are calculated with the formula for psynergy – seen that way they can thus be viewed as especially strong psynergies.

The Individual Strength of a psynergy or a summon cannot be found out in the game itself. To see tzem just take a look at Terence Fergusson's guide (see above, also for any further numbers), they're standing somewhere in the middle. The exception of the rule here are the healing psynergies. That means that 'Ply' for example has indeed an Individual Strength of 100, the 'Wish' one of 80 and so on.

An attack can never deal no damage (i.e. 0 damage points), in any case there'd always be the random variation added to the 0, which results in a minimum damage of 0-3. (Actually it'd be 0-3, but it's always increased to 1 whenever the 0 occurs.) The exception of this guaranteed damage is of course that the enemy dodges the attack, that it doesn't hit the enemy at all. Psynergies and summons do always hit.

In the following the summarised formulas:

Relativ Attack:Attackown - Defenceenemy
Relativ Power:Powerown - Resistanceenemy(limits: -200 und +200)
Simple Attack:(Relativ Attack / 2)(your Base Damage)
Critical Hit:Base Damage * 1,25 + (Levelenemy / 5) + 6
Special Attacks:(Base Damage * Multiplyer) + Damage Bonus
Damage * (1 + Relative Power / 400)
(unleash)
(elemental multiplyer)
Damaging Psynergy:Individual StrengthPsynergy * (1 + Relative Power / 200)
Healing Psynergy:Individual StrengthPsynergy * Powerown / 100
Random Variation:Number of 0-3 (is added to every damage or healing!)
Status Ailments:Health Pointsmax / 10 (Poison, per round)
Health Pointsmax / 5 (Severe Poison, per turn)
Dealt DamageMain Target / 4 (Haunt, random)

Many psynergies (and all of the summons) have an effect on more than one target, they have a range (which makes the targetted enemy the main target). Thereby it can happen that the psynergy affects all targets equally, in which case the effect's always 100%. But that's rather the exception. Normally the psynergy gets weaker the more distant from the main target it hits. In that case he distribution's like in the following, from the main target towards the sides:

Case 1: 100%, 80%, 60%, 40%, 20%, 10% (normal distribution for psynergy)
Case 2: 100%, 50%, 30%, 10%, 10%, 10% (stronger decreasing variation)
Case 3: 100%, 70%, 40%, 30%, 20%, 10% (summons)

Which psynergy uses which distribution's usually varying. Case 1 mostly occurs at individual psynergies with a range of three (like 'Shuriken') as well as the stronger spells of psynergy series' (e.g. 'Tempest'). Case 2 on the other hand can usually be seen at the weaker spells of the psynergy series' (e.g. 'Whirlwind').

Unleashes and Critical Hits

Several items increase your chances to strike a critical hit in battle (or to unleash your weapon respectively, should it have one). The base chance for every weapon able to unleash a spell is 35% at that, to which the following values are added where appropriate:

Aegis Shield:10%Mythril Armlet:10%Riot Glovest:20%
Demon Circlet:15%Mythril Clothes:15%Spiked Armour:6%
Erinyes Tunic:10%Mythril Helm:12%Valkyrie Mail:20%
Hyper Boots:12%Ninja Sandals:15%Warrior's Helmet:10%
Lucky Cap:8%

Exceptions for the weapons are Atropos' Rod, the Cloud Brand, Lachesis' Rule as well as the Masamune, which all possess a chance of 40% instead 35% to unleash.

As you can see getting chances of 100%, i.e. a guaranteed unleash, is indeed feasible!

So far I've only written about unleashes here, that's because I admittedly don't know that much about critical hits... What I know is that the calculation for the chance to unleash comes first, and if that one fails (or there's none at all) it's tested whether a critical strike will be executed. I don't know the exact numbers, but my best estimation's that the base chance for a critical strike must be somewhere around 20%. That number's naturally also increased by the above mentioned items.

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No original content should be used for non-private purposes without my knowing and approval.