Damage

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Listed below are the different damage types within Shin Megami Tensei: ReImagine.

Affinity Boost

Definition: A type of damage within the game that is often associated with a skill affinity.

How it works: Affinity Boosts are the only boost that is naturally capped at 100%.

Some examples of Affinity types are:

  • 斬撃: Slash
  • 火炎: Fire
  • 万能: Almighty

An example of an Affinity Boost in Demon Features:

Singsong Incantation time - 30%. Mind-affinity skills are 50% more effective. Utai-Gaikotsu

Action Boost

Definition: A type of damage within the game that is often associated with the action of the skill.

Some examples of action boost are:

  • アタック: Attack
  • スピン: Spin
  • ラッシュ: Rush

A example of action boost:

Acrobatics Rush/Spin damage +25%, Rush/Spin cooldown -50% Cait SithNekomata

Racial Boost

Definition: This boosts damage against specific Demon Races or Species

It is often displayed as: 小種族・へのダメージ + X%

  • 種族 meaning Race
    • 小種族 meaning Species (subcategory)
  • With "X" signifying the amount

Usually found under both Demon Equipment and demon soul stone's obtained by Synther

  • Example:
Demon
Family
Gem
Synth.
Level
Tarot Fusion
Effect
Level
Slot
Soul Stone
Effect
Soul Stone
Title
Power Divine Turquoise 2 20
  • Damage to Foul family +3%
30 Weapon
  • Damage to Foul family +20%
  • If Player is LAW or NEUTRAL, damage to Foul family +20%
-of Vanguards

Skill Power Boost

Definition: These boost target a specific skill, or set of skills.
They usually look like this: 『Skill Name』の威力+ X%

  • With "X" signifying the amount

Examples include:

Boat Ride in the Desert Desert Storm's power + 100%. Gomory

General Damage Boost

Definition: This type of boost is often generalized as the most basic of damage boosts. This boost typically targets four stat-based types of skills:

  • Close-range
  • Long-range
  • Spell
  • Support

And is often displayed as: Close-range Damage +X%

  • With "X" signifying the amount

NOTE: In most cases any gear-based boost display Close-range, Long-range and Spell damage boosts but not support.

Example: An easy way to determinate what damage a skill is boosted by is by looking at that skill's stat:

Fire
Icon Name Affinity Stat Inheritance Cost
Skill Icon Agi.png Agi Fire Spell All MP 8

[In this case it would be Spell]]


On the other hand, if a skill stat is multi stat or even tri-stat as shown below:

Fire
Icon Name Affinity Stat Inheritance Cost
Skill Icon Cauterizing Fist.png Cauterizing Fist Fire Spell + Close-range + Long-range Impossible 10% MP

It will typically contribute to all applicable stats.

LNC Boost

Definition: LNC also known as "Law Neutral Chaos" by the community, is a boost that impacts the damage against enemies of specific alignment(s).

It is displayed like this:
[X]属性の敵に対し、近接・射撃・魔法ダメージ +[Y]%

  • Where "[X] represents the alignment
    • And 属性の敵に対し, the enemies which belong to said alignment
  • 近接・射撃・魔法ダメージ meaning Close-range/Long-range/Spell Damage
  • With "[Y]" signifying the amount

LNC Boosts can include:

  • Demon Soul Stones
Demon
Family
Gem
Synth.
Level
Tarot Fusion
Effect
Level
Slot
Soul Stone
Effect
Soul Stone
Title
Mot Reaper Pearl 4.75 75
  • Cool-down time for all skills -2%
  • Incantation time for all skills -1%
70 Weapon
  • Critical +5, damage to CHAOS enemies +25%
  • If Player is LAW, damage to CHAOS enemies -20%
  • If Player is CHAOS, damage to CHAOS enemies -50%
-of the Dead
  • Equipment
Lα2 - Gregorios +1 +3 10 Yes Yes Yes Law • CLS-R / LNG-R / Spell Damage +5%
• Critical +20
[Characteristics]
• Status-Changing Rate +5%
• +10% close-range, long-range, and spell damage inflicted by DB if Friendship Level is "Linked by Fate"
• Lα2: Against Chaos / Nα2: Against Neutral/ Cα2: Against Law:
- CLS-R / LNG-R / Spell Damage +5%
Item Mixing
  • Expertise Skills
Expertise Class Icon Info
Sharpshooter Class 1 Rank 0 Skill Icon Disturbed Purgation.png • Disturbed Purgation

• Species: Foul

Foul: Will O'Wisp, Slime, Mou-Ryou, Blob, Black Ooze, Spector, Shadow, Phantom.
  • Law/Neutral/Chaos Incenses

Enhancer, Sharpshooter and Hexes

  • Enhancer buffs comes from the Enhancement chain expertise
  • Sharpshooter toggles come from Sharpshooter chain expertise and will boost damage provided the target match the activated toggle
  • Hexes comes from Curse of the Wretched Chain expertise and they provide a direct -100% general damage reduction to target thus Doubling damage dealed

Limit Break

Definition:: Damage that bypass the first damage cap rule and allows the attacker score much more damage. Up to 30.000.

How it works: Any source of Limit Break Chance will allow to score a Limit Break damage provided you first had rolled a critical hit. General speaking, Limit break is the critical hit of the critical hit

Any damage that is not a limit break cannot hit beyond 9999. With equippement pieces, demon features and other sources the second damage cap can be raised and any damage beyond the 30.000 digit threshold is called Intensive Break

Any source of Limit Break Chance and Limit Break Power is aditive with other sources. Limit break chance caps at 100%

Methods to raise damage and Limit Break chances

Players:

Demons:

Other related links:

Damage Formula

The damage formula looks something like:

You can also see the damage formula at the Technical Data page.

Damage formula explanation

The damage formula can be segmented in 2 parts, for explanation purposes: the base area

Base Area

(Stat * (Skill Modifier / 100) + (Expertise Rank) - Enemy Defense) * (Enemy Resistance / 100) = A1
(Stat * (Skill Modifier / 100) + (Expertise Rank)) * (Enemy Resistance / 100) = A2

A1 * (1 + ((Affinity + Weapon-Based) / 100)) * (1 + ((Action + Racial + Skill Power / 100)) = B1
A2 * (1 + ((Affinity + Weapon-Based) / 100)) * (1 + ((Action + Racial + Skill Power / 100)) = B2


Action, Affinity, Racial boost can be found in gear pieces or trough weapon modding, gear synthesis. Skill Power can be found on either gear pieces or by demon force skill chips

And magnification area

Magnification area

C1 * (1 + ((General + Incense + Beef) / 100)) * (1 + ((LNC + Enhance + Sharpshooter) / 100)) * (1 + ((Hex + General damage reduction) / 100)) * (1 + ((Enemy damage reduction) / 100)) = D1
C2 * (1 + ((General + Incense + Beef) / 100)) * (1 + ((LNC + Enhance + Sharpshooter) / 100)) * (1 + ((Hex + General damage reduction) / 100)) * (1 + ((Enemy damage reduction) / 100)) = D2
C3 * (1 + ((General + Incense + Beef) / 100)) * (1 + ((LNC + Enhance + Sharpshooter) / 100)) * (1 + ((Hex + General damage reduction) / 100)) * (1 + ((Enemy damage reduction) / 100)) = D3
C4 * (1 + ((General + Incense + Beef) / 100)) * (1 + ((LNC + Enhance + Sharpshooter) / 100)) * (1 + ((LB power) / 100)) * (1 + ((Hex + General damage reduction) / 100)) * (1 + ((Enemy damage reduction) / 100)) = D4


  • general can be found in gear pieces, demon passives, incenses and buffs of different kinds.
  • LNC (Law, Neutral, Chaos) can be found in gear pieces, gear synthesis
  • Enhance, Sharpshooter, Hex contributions belongs to their respective chain expertises. Hex comes from class 3 Curse of the Wretched skills.
  • LB power can be found in gears, demon passives and buffs.

In the ideal sense, you would like to balance the distributions of power in the base area and magnification area instead to focus in a single area. In a sense, the damage formula can be simplified as

It's always a good idea to read the description of the skills you use more often, it will tell you what Action and Affinity uses so you can start seeking base damage modifiers for them. Remember to seek or make a character dedicated to Spiritual Mixing to futher improve your final damage.

Maziodyne damage.png Corona cannon damage.png Dragon sweep damage.png

Critical damage will ignore target P. and M. defense values. To roll a Limit break hit you need to roll a critical hit first

Critical Rate

Critical Rate Formula

Critical Chance Value = (User's Critical) + (User's Luck) + ((Classes in Weapon Knowledge + Gun Knowledge) / 2)

Critical Defense Value 1 = (Target's Critical Defense) + X

  • If (User's Luck) is less than 50: X = (Target's Luck)
  • If (User's Luck) is 50 or higher, but less than 67: X = 50
  • If (User's Luck) is 67 or higher: X = (Target's Luck * 0.75)

Critical Defense Value 2 = [10 + (floor(Target's Critical Defense / 10)]

Critical Rate = ([floor(Critical Chance Value / 5) * (1 + (Critical Chance Value / 100)] / [Critical Defense Value 1 * Critical Defense Value 2]) + final critical correction

You can also see the critical rate formula at the Technical Data page