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EO2U/Formulas
Detailed explanation of how Etrian Odyssey 2 Untold: The Fafnir Knight calculates damage, ailment/bind infliction, recovery, and so on. This also explains how various modifiers in the Skills pages impact gameplay.
Damage
- Damage% uses the Damage modifier of the skill in use. Treat as 100% for a normal attack.
- Buffs% is the combined bonus between all passive bonuses, buffs and debuffs between attacker and defender. Treat attacker's ATK increase and defender's DEF decrease as increases to damage, and vice-versa. Apply Diminishing Returns if multiple buffs/debuffs of the same category are in effect.
- Vuln% is the target's damage vulnerability. This variable is 100% for neutral hits. Resisted hits are treated as 99% or lower, hits to weakness are treated as 101% or higher. Immunities are treated as 0% (although the Codex will only depict them as RS).
- In case of attacks that use more than one damage type, apply only the highest Vuln% among those damage types.
- After all above damage calculations, multiply damage by a random variable chosen between 0.98 to 1.02, then add a random integer from 0 to 4.
STR-based damage
- wpnATK is the equipped weapon's ATK.
- If no weapon is equipped,
- If the attacker is using Shield Smite or Shield Rush, wpnATK is the equipped shield's DEF ×3.
- As monsters do not use weapons,
- armorDEF is the total DEF bonus from the combatant's equipped armor pieces.
- As monsters don't use armor, treat this variable as their VIT (DEF in the Codex) ×2.5
- If the attacker's arms are bound, halve their STR and round down while calculating StatMod or unarmed wpnATK.
TEC-based Damage
- armorDEF is the total DEF bonus from the combatant's equipped armor pieces.
- If any combatant has a head bind, their TEC is halved and rounded down while calculating Defense or StatMod.
Diminishing Returns
When calculating total Buffs%, the game first sorts the buffs/debuffs of the same category in descending order of strength, grouping together effects that modify damage dealt to enemy and effects that modify damage dealt to the player character. Within those categories, the second strongest buff takes a ×0.6 multiplier to its bonus, the third takes a ×0.2 multiplier, and the fourth onward are ignored. In case of ties, the game checks player effects first, going from top to bottom, before checking enemy effects, from top to bottom.
For example, if a party member is under the effects of the Troubadour's Warrior Song skill and the Sovereign's Attack Order skill, both at Level 10, and attacks an enemy under the effects of the Hexer's Frailty Curse skill and the Dark Hunter's Snake Eyes, both at Level 10:
- The Warrior Song buff goes unmodified
- The Attack Order bonus is reduced to 30% × 0.6 = 18%
- The Frailty Curse damage boost is reduced to 30% × 0.2 = 6%
- The Snake Eyes damage boost is ignored.
After applying diminishing returns, add 100% to each boost and multiply. For modifiers that reduce damage taken (ATK debuffs and DEF buffs), deduct from 100% instead before multiplying. Buffs% is calculated as 130% × 118% × 106% = 163%. Without diminishing returns, this factor would have been 130% × 130% × 130% × 130% = 286%.
When using a Force Break, diminishing returns begins applying from the strongest buff instead, thus only the two strongest modifiers are accounted for with reduced effect.[1] If an attacker, under the same circumstances above, uses a Force Break that inflicts physical damage:
- The Warrior Song bonus is reduced to 30% × 0.6 = 18%
- The Attack Order bonus is reduced to 30% × 0.2 = 6%
- Frailty Curse and Snake Eyes are ignored.
Buffs% in this case is instead 118% × 106% = 125%.
For passive skills, the strongest qualifying passive goes unchanged, the second strongest gets a ×0.75 multiplier to its bonus, the third strongest gets a ×0.50 multiplier, the fourth strongest a ×0.25 multiplier, and the fifth onward (rare as they are) are ignored.[2] Some passives explicitly exclude themselves from stacking with similar passives, so between these, the strongest passive overrides the others. i.e. If a party member is using a physical/elemental hybrid attack and knows both Phys ATK Up and Elem ATK Up, only the stronger of the two will apply.
For example, for a Fafnir using Flame Sabre with level 10 Blade Mastery, level 10 Phys ATK Up, level 9 Elem ATK Up, and has a level 9 Ronin Katana Mastery skill and a level 10 Ronin Pre-Initiative skill from using Grimoire Stones:
- Phys ATK Up's bonus is unchanged
- Elem ATK Up is ignored in favor of Phys ATK Up as they cannot stack
- The Pre-Initiative's bonus is reduced to 15% × 0.75 = 11.3%
- Blade Mastery's bonus is reduced to 10% × 0.5 = 5%
- Katana Mastery is ignored in favor of Blade Mastery as they cannot stack
After applying diminishing returns, add 100% to each bonus and multiply. For modifiers that reduce damage taken (ATK debuffs and DEF buffs), deduct from 100% instead before multiplying. Buffs% is 115% × 111.3% × 105% = 134%. Without diminishing returns, Buffs% would have been 115% × 115% × 110% = 145%.
Between both passives and buffs, Buffs% is 163% × 134% = 218%. Without diminishing returns, Buffs% would have been 286% × 145% = 415%.
The Troubadour's Elemental Prelude skills and Fantasia skills are classed as elemental imbues and elemental resistance modifiers respectively, and are exempt from diminishing returns. Force Boosts and Force Breaks, charge skills like the Fafnir's Force Charge skill, and temporary damage reduction skills like the Protector's Front Guard skill, are also exempt from diminishing returns.
However, the damage bonus from charge skills is reduced when applied to damage-inflicting Force Breaks.[3] For example, the Fafnir's Force Charge skill at Level 10 normally gives a ×1.60 damage multiplier to any other skill, but instead gives a ×1.30 multiplier to the Fafnir's Ignition Ray Force Break.
Hit Rate
- Treat HitRate as 100% (and skip all other calculations) if target is petrified, asleep, panicked, blinded, paralyzed, or leg bound, or the attack itself cannot miss.
- StatMod is first defined by a variable:
- A is rounded down.
- If A < 10,
- If A ≥ 10,
- If the attacker is using a skill that does not require a weapon, BaseHit% is the skill's own Hit Rate, and treat SkillMod as ±0.
- If the party member is doing a normal attack with a weapon, BaseHit% is that weapon's accuracy stat (usually 98%), or 95% if unarmed.
- BaseHit% is 99% for normal attacks from enemies.
- If the party member is using a weapon-dependent skill, BaseHit% is their equipped weapon's accuracy stat (usually 98%) and SkillMod is the Hit Rate Modifier of their skill. Treat SkillMod as ±0% if unmentioned.
- Buffs% is the total modifier between hit rate and evasion buffs/debuffs, multiplied together. Treat an evasion debuff as a hit rate buff, and vice-versa.
- After calculating between StatMod and Buffs%, reduce the value to 150% if it exceeds that amount.
- If the attacker is blinded, include a ×0.33 multiplier (this is BlindMod)
Critical Hits
- Correct CritRate to a minimum of 3% and maximum of 30%.
- Buff% is the Critical Rate bonus from skills like Landsknecht's Fencer + 100%. Apply this modifier after adjusting for the original crit rate cap.
- Only normal attacks or physical skills from a Landsknecht using their Force Boost can deal critical hits. Critical damage is 150% at base but can be increased with the Fencer skill.
Action Speed
- EquipMod is the total action speed modifier among all the user's equipment.
- ActivationSpeed% is the Activation Speed modifier from the skill being used. Treat as 100% for a normal attack, and if the Activation Speed is unmentioned.
- Buffs% is the total modifier among buffs/debuffs/passive skills.
- Rare Breed enemies multiply their AGI by 10 every time they act.
Ailment/Bind Infliction
- attackStat is STR for STR-based damaging skills, TEC for TEC-based damaging skills, and LUC for skills that inflict the disable without doing damage.
- If StatMod ≤ 0.2, InflictionRate% = BaseRate% (the infliction rate of the skill being used)
- If StatMod ≥ 5, InflictionRate% = BaseRate% × 5
- Otherwise, InflictionRate% = BaseRate% × StatMod
- Vuln% is the target's vulnerability to that ailment/bind. A neutral vulnerability for random encounters is 100%, while this is 50% for FOEs and bosses. Weakness to that ailment/bind means a higher vulnerability multiplier, resistance means lower vulnerability. Immunity is 0%.
- Buffs is the bonus infliction multiplier from buffs and passives, multiplied together.
- Adjust Rate% to a maximum of 150%.
Accumulative Resistance
Each time a combatant is affected by an ailment/bind, they receive an additive 50% reduction to vulnerability. Afterwards, for every turn they spend without that ailment/bind, their vulnerability goes back up by 7%, until it reaches a cap (that ensures it will never revert to the original vulnerability). If the ailment/bind is successfully re-applied, the recovery process is paused and another 50% resistance is applied. The combatant can become temporarily immune to the ailment/bind if vulnerability drops to or lower than 0% this way.
The vulnerability cap is determined by this formula:
- If ailment/bind was inflicted three or fewer times this battle:
- If ailment/bind was inflicted more than three times this battle:
For example, if a combatant with base 100% blind vulnerability is first blinded, their blind vulnerability first drops to 50%, then slowly recovers to a maximum of 85% over five turns after recovering from blindness. When they get inflicted by blind after that point, blind vulnerability drops to 35%, and after recovering, the vulnerability slowly goes up to a maximum of 72% (which will take six turns).
If a combatant with 50% blind vulnerability is first blinded, they become immune to it, but the vulnerability slowly goes back up to a max of 42% (over six turns) after recovering from blindness. On the next infliction, their vulnerability drops to -8% (still an immunity), and after recovering, slowly recovers to 36% (over seven turns), and it is immune to blindness for the first two turns as the vulnerability is still negative then.
Poison Damage
Ailment/Bind Recovery
- If StatMod ≤ 5,
- If StatMod > 20,
- Otherwise,
- RecoverRate% = 0% if it's the same turn this combatant was inflicted with the ailment/bind. This ensures the ailment/bind lasts a minimum of 1 turn.
- RecoverRate% = 100% if the combatant has been afflicted with the ailment/bind for 4 or more turns. This means that ailments and binds in this game cannot last for more than 5 turns.
- Buffs% is the recovery speed modifier granted by buffs or debuffs.
Healing
As healing in this game uses both VIT and TEC:
- HealingPower% is the Healing Power of the skill being used.
- Mastery% is the Healing Power increase conferred by Medic's Heal Mastery or War Magus's War Lore Mastery + 100%.
Preemptives and Blindsides
If the party was caught from behind by an FOE, ignore all calculations and trigger an immediate blindside. If the party catches a boss or FOE from behind, ignore all calculations and trigger an immediate preemptive.
- If StatMod ≤ 0.2, Preemptive Rate = 1.2%
- If StatMod ≥ 5, Preemptive Rate = 30%
- Otherwise Preemptive Rate = (StatMod × 6) %
- Then apply the multiplier bonus from Survivalist's Sneak Attack if that skill is active.
If preemptive is not successful, roll for blindsides.
- If StatModB ≤ 0.2, Blindside Rate = 0.8%
- If StatModB ≥ 5, Blindside Rate = 20%
- Otherwise Blindside Rate = (StatModB × 4) %
- If the blindside check passes and a party member has any investment in Survivalist's Risk Perception, run a check against that skill's activation rate. If Risk Perception activates, the blindside fails.
If both preemptive and blindside checks fail, start combat as per normal.
Enemy Aggro
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Escape
- If StatMod ≤ 2,
- If StatMod ≥ 40,
- Otherwise,
- D = Number of allies who are either sleeping or panicked + (number of allies who are either dead or petrified × 2).
- E = Previously attempted escapes.
- P = Allies in party.
- Add the bonus from Flee (if it is being used) × number of times Flee has been attempted this battle.
- Cap EscapeRate at 90%, or 99% if Flee is being used.
- Essentially, escape rate increases if you have an advantage in AGI and LUC combined, and if more members of the party are incapacitated.
Difficulty Modifiers
Apply these multipliers in addition to the above.
Variable | Expert | Standard | Picnic |
---|---|---|---|
Damage Dealt | 100% | 150% | 450% |
Damage Taken | 100% | 60% | 20% |
Ailment/Bind Vulnerability Multiplier | 100% | 60% | 20% |
Healing Power | 100% | 100% | 300% |
References
- ↑ Etrian Odyssey 2 Untold: The Fafnir Knight atwiki (Japanese) - Buffs, Debuffs, and Disables: "For Force Breaks, buff decay starts from the very first buff."
- ↑ Etrian Odyssey 2 Untold: The Fafnir Knight atwiki (Japanese) - Buffs, Debuffs, and Disables
- ↑ Etrian Odyssey 2 Untold: The Fafnir Knight atwiki (Japanese) - Buffs, Debuffs, and Disables: "If you use Force Break after a charge skill, the effect of the charge is reduced by 50%."
- ↑ Poison Formula of EO2U is the same as EO5
- Etrian Odyssey 2 Untold: The Fafnir Knight Let's Play by Ragnar Homsar and Dr Fetus, diminishing returns
- Etrian Odyssey 2 Untold damage formula