Post by Plecia on Feb 8, 2014 5:16:22 GMT
Skill Effects and Modifier
Welcome to the guide of Skill Effects and Modifier!
Contents:
Introduction
This guide is an explaination of SkillData sheet in True Demonic Compendium, as well as to alert Demon Busters that it has such sheet.
How to Use
The table in the sheet is pretty self-explanatory. You can sort it or filter it. Skill names highlighted in blue means that they have tentative names and not yet translated to US Server.
Jargons
Since a table cannot be too wide, abbreviations are needed. I will list them according to the table header:
Name
Category
SP
SP Learning Requirement
Type/Affinity/Action
Stat
Restriction
HP/MP/MAG
ModHP/ModMP
Drain %HP / Drain %MP
Stack
Aria/Cool
Range/Area
Knock
PvP Limitation
Mod Type
Target
AoE Target
Effect
Skill Table
An online Skill Table is available on MegaTen wiki maintained by Sesshou. This table can only be sorted, not filtered
An offline Skill Table is available as a part of True Demonic Compendium
F.A.Q.
Q: Does Magic +50% means that the skill will boost any spell damage?
A: No, that skill would only boost Magic-affinity damage. For spell damage it will be stated as All Magic.
Q: How the heck that my Mot survived Thor's spin while that Ogami with 6000 HP did not?
A: I'll repeat myself from up there. Obsession Enslaved Thor have the Electric Discharge (HP-Based) skill which have 70 mod and Enemy MHP% Mod Type. Normally this attack will always do 70% of enemy Max HP, but Thor have Electricity Boost (Electric +50%). This boost contributes additional 25% damage, resulting in 95%. That means, under normal circumstance, this attack will always do 95% of Max HP damage. If your current HP is less than 95%, you're dead. If you have more than 95% you will survive with 5% HP left, even though you are weak vs. Electric. If it hits critical, you're dead.
Q: I have heard about Shiva and Vishnu having an almighty spin, which one is that?
A: Divine Justice. This skill costs 20% HP, MP as well as 250 Mags. It will do 10% of Enemy's Max HP damage. It has 6 seconds incantation and 440 seconds cooldown. It will also cause Petrify 100%. This would be the only skill to do damaged based on enemy max HP available for player, so I am not quite sure if this can be boosted.
Q: I see that Glow of Thousand Magics inheritance is impossible, does that mean...?
A: Yes, that skill cannot be passed to any demon. If you have it on your fusion material demon's skill slot, tough luck.
Q: What is the name of Dabster Pixie's whatchamacallit attack?
A: F.A.I.R.Y. It's an almighty spin.
Q: Why does Soul Suck have 1 Mod?
A: That 1 Mod applies to HP. The MP damage is listed on Mod MP field.
Q: When a spin's area is larger than its range what does that mean?
A: When the spin skill is activated, it will inflict larger area than the radius formed between user and targer. Simply put, range is the distance needed for the skill to be activated, while area is the size of the area that the skill cover. In case of spin, say it has 50 range and 60 area, it need an enemy within 50 unit to be performed, but any enemy within 60 units of the user will get hit.
Final Words
I'm not exactly familiar with the MT damage calculation, but at least this will help knowing the mods of skills. By posting this guide, I hope more Demon Busters can understand the bevavior of each and every skill, as my favorite teacher said:
"Arm yourself with knowledge, and it will steel you for whatever you may encounter" ~ Master Darlavon
Welcome to the guide of Skill Effects and Modifier!
Contents:
- Introduction
- How to Use
- Jargons
- Skill Table
- F.A.Q.
- Final Words
Introduction
This guide is an explaination of SkillData sheet in True Demonic Compendium, as well as to alert Demon Busters that it has such sheet.
How to Use
The table in the sheet is pretty self-explanatory. You can sort it or filter it. Skill names highlighted in blue means that they have tentative names and not yet translated to US Server.
Jargons
Since a table cannot be too wide, abbreviations are needed. I will list them according to the table header:
Name
- Skill's name. No traps here.
Category
- Skill's category. This is only for documentation and does not affect gameplay.
SP
- Skill's SP cost for learning via SP. 0 SP means the skill is not available to learn via SP.
SP Learning Requirement
- The requirement for learing the skill vis SP.
Type/Affinity/Action
- These are self explanatory.
Stat
- The stat used by the skill.
- Clr = Skill uses Close Range (CLS-R) and will be considered physical.
- Lnr/Long Range = Skill uses Long Range (LNG-R) and will be considered physical.
- Lnr + 0.5*Spell = Skill uses Long LNG-R and half of spell and will be considered magical.
- Spell = Skill uses Spell and will be considered magical.
- Spell + .5*Cls = Skill uses Spell and half of CLS-R and will be considered magical.
- Spell + .5*Lnr = Skill uses Spell and half of LNG-R and will be considered magical.
- Support = Skill utilizes Support and will be considered magical.
- Equip-Based = Skill utilizes equipped weapon. Currently unknown.
Restriction
- The restriction to inherit a skill to another demon. This depends on resulting demon's familiarity such as Wing or Fang.
- Impossible means that the skill is not possible to pass on through any means.
HP/MP/MAG
- This is the HP/MP/Magnetite cost to use the skill.
ModHP/ModMP
- The modifier of the skill. The higher the mod, the greater the resulting HP damage/recovery will be.
- ModMP is the modifier that affects MP damage/recovery.
Drain %HP / Drain %MP
- The percentage of damage converted to HP/MP. In case of multiple targets, this will be calculated from the total amount of damage done to all targets.
Stack
- This is the number of consecutive skill use. If the value is more than 1, then you can use the skill more than once within one incantation. Rapid skills have more than 1 stack.
Aria/Cool
- Aria is the incantation time of the skill
- Cool is the cool down time of the skill
- Both values are in seconds
Range/Area
- Range is the range of skill execution from caster to target.
- Area is the area range of the skill from a target. The bahavior of Area depends on AoE Target.
Knock
- Points in which skill adds to knockback threshold of a target. An ordinary target usually have around 6 points of knockback threshold
PvP Limitation
- Some skills cannot be used during PvP.
Mod Type
- The behavior of Mod. This affects how mod is used to calculate damage/recovery.
- Regular = Mod is multiplied to Stat, resulting damage.
- Regular recovery = Mod is multiplied to Stat, resulting recovery.
- Fixed = Mod is used as resulting damage, defense are ignored.
- Fixed recovery = Mod is used as resulting recovery.
- Attack influence = Mod is multiplied by the to-be damage of incoming attack. This is used for counter and exact calculation is unknown.
- Recovery % = Mod is converted to % and always do fixed recovery amount.
Example, Recarm have 25 mod and Recovery % Mod type. That means Recarm will recover 25% HP. - Self CHP% = Mod is converted to % and multiplied by current HP of caster. Exact damage calculation is unknown.
- Enemy CHP% = Mod is converted to % and multiplied by the current HP of target. By logic, wihout any boosts, this will not kill the target, unless the target have 1 HP. This will make the skill ignores defense and resistance %.
- Enemy MHP% = Mod is converted to % and multiplied by the maximum HP of target. As far as I know, this gets affected by affinity boost like status-inflicting attacks. This will make the skill ignores defense and resistance %.
Example: Obsession Enslaved Thor have the Electric Discharge (HP-Based) skill which have 70 mod and Enemy MHP% Mod Type. Normally this attack will always do 70% of enemy Max HP, but Thor have Electricity Boost (Electric +50%). This boost contributes additional 25% damage, resulting in 95%. That means, under normal circumstance, this attack will always do 95% of Max HP damage. If your current HP is less than 95%, you're dead. If you have more than 95% you will survive with 5% HP left, even though you are weak vs. Electric.
Target
- This is the main target of the skill.
- Ally = Skill can only be cast to friendly targets including self.
- Dead = Skill can only be cast to friendly dead target.
- Enemy = Skill can only be cast to enemy.
- Partner = Skill can only be cast to demon partner.
- Self = Skill will be cast automatically to self.
AoE Target
- This is the secondary target of the skill.
- Related = Skill will affect your demon partner and yourself
- Party = Skill will affect your whole party in the area, but will not affect anyone not in your party. If you are not in a party, this will function like Related.
- Circular = Skill will affect all target in a circular area from main target.
- Frontal (Gun) = Only Boogie oggie have this AoE Target. Behavior currently unknown.
- Frontal (Weapon) = Skill will affect the 180 degree area in front of user. This is still my rough estimation.
- Frontal Arc = Skill will affect the 120 degree area in front of user. This is still my rough estimation.
- None = Skill will not have any secondary target, nor can choose a primary target.
Example: Passive skill, Counter skill. - Straight Line = Skill will affect all enemy in a straight ine from casting point to target's location.
- Surroundings = Skill will affect all target surrounding the user.
- Unit = Skill will only affect the primary target.
Effect
- This lists additional effect caused by the skill
- Paranthese means the condition to cause the effect.
Example: Clench have "(Dead)", means that clench effect wil only trigger when target (in this case, Self) is Dead.
Skill Table
An online Skill Table is available on MegaTen wiki maintained by Sesshou. This table can only be sorted, not filtered
An offline Skill Table is available as a part of True Demonic Compendium
F.A.Q.
Q: Does Magic +50% means that the skill will boost any spell damage?
A: No, that skill would only boost Magic-affinity damage. For spell damage it will be stated as All Magic.
Q: How the heck that my Mot survived Thor's spin while that Ogami with 6000 HP did not?
A: I'll repeat myself from up there. Obsession Enslaved Thor have the Electric Discharge (HP-Based) skill which have 70 mod and Enemy MHP% Mod Type. Normally this attack will always do 70% of enemy Max HP, but Thor have Electricity Boost (Electric +50%). This boost contributes additional 25% damage, resulting in 95%. That means, under normal circumstance, this attack will always do 95% of Max HP damage. If your current HP is less than 95%, you're dead. If you have more than 95% you will survive with 5% HP left, even though you are weak vs. Electric. If it hits critical, you're dead.
Q: I have heard about Shiva and Vishnu having an almighty spin, which one is that?
A: Divine Justice. This skill costs 20% HP, MP as well as 250 Mags. It will do 10% of Enemy's Max HP damage. It has 6 seconds incantation and 440 seconds cooldown. It will also cause Petrify 100%. This would be the only skill to do damaged based on enemy max HP available for player, so I am not quite sure if this can be boosted.
Q: I see that Glow of Thousand Magics inheritance is impossible, does that mean...?
A: Yes, that skill cannot be passed to any demon. If you have it on your fusion material demon's skill slot, tough luck.
Q: What is the name of Dabster Pixie's whatchamacallit attack?
A: F.A.I.R.Y. It's an almighty spin.
Q: Why does Soul Suck have 1 Mod?
A: That 1 Mod applies to HP. The MP damage is listed on Mod MP field.
Q: When a spin's area is larger than its range what does that mean?
A: When the spin skill is activated, it will inflict larger area than the radius formed between user and targer. Simply put, range is the distance needed for the skill to be activated, while area is the size of the area that the skill cover. In case of spin, say it has 50 range and 60 area, it need an enemy within 50 unit to be performed, but any enemy within 60 units of the user will get hit.
Final Words
I'm not exactly familiar with the MT damage calculation, but at least this will help knowing the mods of skills. By posting this guide, I hope more Demon Busters can understand the bevavior of each and every skill, as my favorite teacher said:
"Arm yourself with knowledge, and it will steel you for whatever you may encounter" ~ Master Darlavon