Makaitoushi Sa/Ga various data

Oct 25 2024

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Power-dependent weapon [Damage dealt = Strength + (Strength/4) * Weapon power * Random number range (1 to 1.5) - Enemy defense] Special effect = Critical (instant death) or attack that ignores defense power The random number range decreases as the weapon power increases Looks like it will be. For Dragon Sword and above, the random number becomes 1 and the expected value decreases. Battle hammer power 2, number of times 50 Long sword power 3, number of times 50 Battle ax power 4, number of times 50 Seiryuto power 5,

Force dependent weapons

[Damage dealt = Strength + (Strength/4) * Weapon power * Random number range (1 to 1.5) - Enemy defense]
Special effect = critical (instant death) or attack that ignores defense power
The random number range seems to decrease as the weapon power increases. For Dragon Sword and above, the random number becomes 1 and the expected value decreases.
Battle Hammer Power 2, number of times 50
Long Sword Power 3, number of times 50
Battle Ax Power 4, number of times 50
Seiryuto Power 5, number of times 50
Katana Power 6, number of times 50
Rune Ax Power 7, number of times 50, magic reflection to user
King's Sword Power 8, number of times ∞, × Special attack on enemies with fire, cold, and electricity
Coral Sword Power 8, number of times 50, effective against fish, crab, and octopus
Ogre Killer Power 8, number of times 50, effective against demons, martial artists, and samurai types
Mithril Sword Power 9, number of times 50
Frame sword Power 10, number of times 50, × special attack on flame enemies
Ice brand Power 10, number of times 50, x special attack on cold enemies
Thunder Ax Power 10, number of times 50, × special attack on electric enemies
Dragon Sword Power 11, number of times 50, effective against dragons, lizards, chimeras, and snakes
Defender Power 12, number of times 50, damage taken by physical attacks halved
Sunblade Power 13, number of times 50, effective against skeletons, zombies, and ghosts
Glass Sword [Damage dealt = Strength + (255-510)] Ignore defense power, number of times 1
Masamune [Damage dealt = Strength + (150-300)] Ignore defense power, number of times ∞

Weapons that depend on speed

[Damage dealt = Quickness + (Quickness / 4) * Weapon power * Random number (1 to 1.5) - Enemy defense]
There are no special effects and it is a relatively unfortunate existence. The random number width seems to get closer to 1 as the power increases.
Rapier Power 2, number of times 50
Saber Power 6, number of times 50
Lightsaber Power 9, number of times 50
Cat claw Power 11, number of times 50

Taijutsu

[Damage dealt = Power +100 - Number of current uses + Speed ​​+ Random number (0 ~ Power) - Enemy defense]
[Damage dealt with 1 remaining count = [Power +100-1 + Speed ​​+ Random number (0 ~ Power)] * 3 - Enemy defense]
The damage dealt increases as the number of uses decreases. If there is 1 remaining number of hits, a special calculation formula will be used, and the damage will be approximately 3 times as much.
Punch Power 5, number of times 99
Kick Power 6, number of times 88
Sandandzuki Power 7, number of times 66
Tobihigeri Power 8, number of times 44
Porcupine Power 9, number of times 22
Jigokuguruma Power 10, number of times 11

Magic dependent weapon

[Damage dealt = Magic power + (Magic power/4) * Weapon power * Random number (1 to 1.5) - Enemy defense]
Psycho Dagger Power 7, number of times 50
Psycho Sword Power 12, number of times 50
Blood Sword Power: 4, number of times: 30, recovers HP by the amount of damage inflicted, ignores defense, no damage to skeletons, zombies, and ghosts

Magic book etc.

[Damage dealt = Magic power + (Magic power/4) * Weapon power * Random number (1 to 1.5)]
Cure no Sho Power 4, number of times 30, HP recovery for a single ally [recovery amount = magic power + (magic power / 4) + power (4) * random number (1 to 1.5) + target's magic power]
Healing staff Power 5, number of times 30, HP recovery for a single ally [recovery amount = magic power + (magic power / 4) + power (5) * random number (1 to 1.5) + target's magic power]
Magic Staff Power 7, number of times 30, fire damage to enemy group
Wand of Madness Confuse the enemy group 20 times. The higher the enemy's magic power, the lower the success rate
Nenbutsu no Sho Power 10, number of times, damage to undead enemy groups (otherwise no damage)
Fire Sho Power 6, number of times 20, fire damage to enemy group
Blizzard no Sho Power 6, number of times 20, cold damage to enemy group
Thunder's Sho Power 6, number of times 20, lightning damage to enemy group
Clauder's Sho Power 6, number of times 20, poison damage to enemy group
Flare no Sho Power 10, number of times 20, non-elemental damage to all enemies
Slipple no Sho 20 times, puts enemy group to sleep, success rate depends on magic power (however, original success rate is higher)
Break no Sho 20 times, petrifies the enemy group (instant death), success rate depends on magic power (however, the original success rate is higher)
Death's Sho 20 times, instantly kills the enemy group (undead type)
Nagashime Confuse the enemy group 30 times. Success rate depends on magical power

Weapons

[Damage dealt = Power + Random number - Enemy defense]
It does not depend on ability values, and increases or decreases depending on random numbers.
Yumi Power 25, number of times 50, single enemy target, sure hit
Yomi Yumi Power 160, number of times 50, single enemy target, sure hit
Apollo's Yumi Power 300, number of times 50, single enemy target, sure hit
Iwa Power 120, number of times 16, hit rate depends on power
Derringer Power 45, number of times 30, hit rate depends on power
Hinawaju Power 170, number of times 30, hit rate depends on power
44 Magnum Power 300, number of times 30, hit rate depends on power
Whip Power: 20, number of times: 50, hit rate depends on speed, makes attack target incapacitated for that turn
Dengeki Whip Power: 90, number of times: 50, hit rate depends on speed, makes attack target incapacitated for that turn
Chainsaw 30 times, hit rate depends on power, [if user's power
Submachine gun Power 65, number of times 25, enemy group target, sure hit
Shuryudan Power 110, number of times 20, enemy group target, sure hit
Bazooka Power 200, number of times 20, enemy group target, sure hit
Balkan Ho Power 250, number of times 20, enemy group target, sure hit
Missile Power 290, number of times 5, targets all enemies, ignores defense power, sure hit
Kakubakudan Power 650, number of times 1, targets all enemies, ignores defense power, sure hit
Beam rifle Power 120, number of times 30, targets a single enemy, hit rate depends on speed, ignores defense
How about it 3 times, instantly kills all enemies (boss invalid)
Excalibur [Damage dealt = (240-340)-enemy defense power] Group attack, number of times ∞

Other weapons

Cross counter 20 times, reflect physical attacks on yourself (*2)
The Sword of Urami Reflects physical attacks on yourself 50 times (*2)
*2: If you receive a physical attack during the turn you use it, the damage will be doubled and returned. The damage you receive will continue to occur, and if you die, there will basically be no reflected damage (however, in rare cases, you may receive instant death damage and counterattack).

Shield

You can evade physical attacks with a certain probability during the turn you use it. Some shields create a permanent resistance barrier for all allies for the duration of the battle. If you use another shield barrier in succession, it will overlap. (Example: If Fire Shield is used with Ice Shield, all allies will be in a flame/cold state)
King's Tate Number of times ∞, 〇Cold air/poison/petrification barrier applied
Bronze fresh Number of times 50
Gold fresh Number of times 50
Mithril no TaTe Number of times 50
Hono no Tate 50 times, 〇Flame barrier added
Ice Shield 50 times, 〇Cold air barrier added
Dragon's Stand 50 times, 〇damage barrier added
Aegis no Tate 50 times, 〇Earthquake/change barrier added

Abilities

An ability that Espers acquire randomly. Abilities marked as [Passive] become effective just by learning them.
[Damage dealt = Magic power + (Magic power/4) * Power * Random number (1 to 1.5)]
Fire Power 4, number of times 10, fire damage to 1 group of enemies
Reiki Power 4, number of times 10, cold damage to 1 group of enemies
Inazuma Power 4, number of times 10, lightning damage to 1 group of enemies
Jishin Power 4, number of times 3, earthquake damage to all enemies
Dokugiri Power 4, number of times 10, poison damage to 1 group of enemies
Psycho Blast Power 4, number of times 5, non-elemental damage to all enemies
Sekikanarimi Turns 1 group of enemies into stone 5 times
Mahizume Paralyzes a single enemy 20 times. The success rate decreases as the enemy's magic power increases
Telekinesis Paralyze 1 group of enemies 10 times. The success rate decreases as the enemy's magic power increases
Memutaime Puts 1 group of enemies to sleep 20 times. The success rate decreases as the enemy's magic power increases
Hypnosis Confuses 1 group of enemies 5 times. The success rate decreases as the enemy's magic power increases
Yuwaku no Me Confuses 1 group of enemies 5 times. The success rate decreases as the enemy's magic power increases
Death glare Instantly kills 1 group of enemies 5 times. The success rate decreases as the enemy's magic power increases
Akushyu 10 times, power of 1 enemy group -12.5% ​​(ineffective against opponents with power 45 or higher?)
Dengeki 10 times, -12.5% ​​speed of one group of enemies (ineffective against opponents with speed 45 or higher?)
Telepathy 25 times, has a certain probability of avoiding physical attacks on itself only in the turn it is used.
Kagebunshin 10 times, own speed +20 (permanent during battle, stackable, upper limit 99)
Psycho barrier 5 times, defense +10 for all allies (permanent during battle, stackable, upper limit 255, with overflow)
Super power 3 times, own power +99 (permanent during battle, upper limit 99)
Body armor 3 times, own defense +99 (permanent during battle, upper limit 99)
Healing Recovers HP of a single ally 10 times. [Recovery amount = Magic power + (Magic power/4) + Power (4) * Random number (1 to 1.5) + Target's magic power]
〇Honoo [Passive] Immunity to damage from fire attributes
〇Damage [Passive] Immunity to damage from fire, cold, electricity, and poison attributes
〇What's wrong [Passive] Halves damage taken from weapon attacks, nullifies paralysis, sleep, darkness, curse, confusion, instant death, and petrification
〇Mahi/buki [Passive] Halve damage taken from weapon attacks, nullifies paralysis, sleep, darkness, curse, confusion, and instant death
×Fire [Passive] Instant death or increased damage taken when attacked by fire attribute
If you touch it, it will burn 25 times, if you receive a physical attack during the turn you use it, deal 100 damage to that enemy
Life Reach 3 times, deals 10 damage to all enemies and allies, and recovers own HP (recovery amount = 10 * number of enemies and allies)
Psycho Mirror 3 times, turn of use, magic reflection to user (*1)
Fuuchi [Passive] During an encounter, there is a certain probability of a surprise attack (1 turn first)
Yochinouryoku [Passive] Prevents surprise attacks from enemies with a certain probability during encounters
Teleport 5 times, can only be used while moving, select an already reached floor and warp
*1: Only on the turn in which Psycho Mirror is used, it reflects magic that does not target the entire target (returns it to the opponent without being affected at all). It can also reflect non-damaging magic such as Slipple. The reflected magical power depends on the magical power of the Psycho Mirror user.

Armor

Some items give you resistance just by equipping them.
Bronze mail Defense 4
Gold mail Defense 8
Mithril Mail Defense 13
Dragon Mail Defense 19, 〇Damage
King's Armor Defense 20, 〇All
Battle suit Defense 25, 〇Weapon
Fighting armor Defense 38, 〇paralysis, petrification
Powered suit Defense 70, attack +10, speed +10, full body armor

helmet

Bronze helmet Defense 3
Gold helmet Defense 5
Mithril helmet Defense 8
Arai's Met Defense 17
Circlet Defense 22,〇change,earthquake
Zoku headband Defense 25, 〇All

Kote

Bronze trowel Defense 1
Gold Trowel Defense 3
Mithril Trowel Defense 4
Kyojin's iron Defense 6, attack +10
Genji's Trowel Defense 15, Speed ​​+10

Shoes

Hermes shoes Defense 7, Speed ​​+10
Tetsugeta Defense 7, attack +10
Komei's shoes Defense 10, magic power +10

Item

Potion Recovers 30-50 HP of a single ally, price 50, number of times 3
Hi-Potion Recovers 90-150 HP of a single ally, price 200, number of times 3
Kinnoguri Cures petrification of a single ally, price 500, number of times 3
Jujika Cure cursed status on a single ally, price 500, number of times 3
Megusuri Cures blindness on a single ally, price 500, number of times 3
Dokukeshi Cure poison status for a single ally, price 100, number of times 3
Awakening? Cures a single ally's sleep state, price 100, number of times 3
Frying pan Cure confusion for a single ally, price 100, number of times 3
Paralysis Cures paralysis for a single ally, price 100, number of times 3
Ikikaeri Revives a single ally. However, it has no effect on allies without hearts, price 15000, number of times 3
Elixir Can only be used while moving/Completely recovers HP, status, ability number of times, price 10000, number of times 1
Heart Can only be used while moving/One ally's heart +1 (maximum 7), price 10000, number of times 1
Kenja no Ishi Can only be used while moving/returns the number of uses of any one item to the maximum value, price 10000, number of times 1
Door Can only be used while moving/Warp to a floor you have visited before, price 5000, number of times 3
The source of power Can only be used while moving/Human attack +2 (permanent), price 300, number of times 1
The source of speed Can only be used while moving/Human agility +3 (permanent), price 300, number of times 1
HP200 Can only be used while moving/Maximum HP +5 to 20 for humans with less than HP 200 (permanent)/Maximum HP +1 if already max HP 200 or higher, price 100, number of times 1
HP400 Can only be used while moving/Maximum HP +5 to 20 for humans with less than HP 400 (permanent)/Maximum HP +1 if already max HP 400 or above, price 1000, number of times 1
HP600 Can only be used while moving/Maximum HP +5 to 20 for humans with less than HP 600 (permanent)/Maximum HP +1 if already max HP 600 or above, price 5000, number of times 1



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