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Damage Calculation

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Revision as of 22:20, August 20, 2018 by gkEll20 (talk) (Created page with "[https://docs.google.com/spreadsheets/d/1wWYf77G00zf7Kk8l_k77bBi-EghWM8pZEIwsPvxk2_w/edit?usp=sharing Damage Calculator Spread Sheet] Damage calculation in Romancing Saga 2 d...")
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Damage Calculator Spread Sheet

Damage calculation in Romancing Saga 2 differs wildly between attack types. In general, you can categorize attack damage types into several broad categories:

  1. Weapon
  2. Martial Arts
  3. Normal Magic
  4. Fusion Magic
  5. Dark Magic
  6. Dark Fusion Magic
  7. Anti-Demon
  8. Drain
  9. HP Cut
  10. Health Dependent
  11. Specific Techs

You can view the entire table here.

Each one has it's own specific set of formulas used. (Which are incredibly complex beyond the point of useful)

In general though, you'll be looking at several attributes for damage:

  1. Effecting Stat: What stat is used to modify the damage. For weapons, it will either be strength (melee) or dexterity (short swords and bows). For magic, you're looking at magic and/or logic. Some attacks also have other stats that weigh into it. i.e. Exorcism Blade's damage is impacted by your magic score and logic score as well.
  2. Level: For most attacks, level will have the greatest impact on the damage output. Some attacks, however, function without using levels. (i.e. Air Pressure only uses level calculation to see if the attack hits, not the damage)
  3. Tech Power: standard attack has a tech power of 3,
  4. Weapon Power: Obviously, this is critical for weapon attacks, but is not used by other forms of attacks.
  5. Number of Attacks: Some attacks (like mince, double cut, etc) can have multiple hits instead of a single hit. This means that the target gets to defend against it TWICE to reduce damage.
  6. Defense Stat: Most attacks have only a single defense value attached to it. When it has more than one, the formula will always pick the LOWEST defense value it can choose from. So if an attack hits slash (25) and ice (10), it will always pick 10 as the defense value.

Specific notes:

Weapon notes: Weapons generally rely on strength for melee weapons, and dexterity for short sword and bow attacks. The standard attack has a tech power of 3. This is the only one that uses weapon stats.

Martial Arts: Martial arts relies on speed and strength to determine damage.

Normal Magic: Magic damage is primarily based on spell power, a derived score from magic and logic. The greater the difference between magic and logic, the greater the spell power. By this metric, the highest possible spell power caster in the game would be Kongming (tactician), who has a magic power of 25 and a logic of 10, resulting a spell power of 55.

Fusion Magic: Fusion magic relies on the average level of the two schools of magic is draws from, but otherwise operates like normal magic damage in that it uses spell power.

Dark Magic: Dark magic damage powers off of logic and dark magic level.

Dark Fusion Magic: Dark magic damage powers off of logic + magic and the average of dark magic and the other magic level.

Anti-Demon: There are three anti-demon techs, fairy fire, exorcism blade, and holy light. The effecting stat is based on the magic stat, and the relevant skill stats

Drain: Drain attacks (like Stamina Drain) are based on logic score. Higher relevant skill score means more drain damage.

HP Cut: There are 2 HP cut attacks, air pressure and dark sphere. Air Pressure will deal damage equal to 5/8 of the remaining HP, while Dark Sphere will deal damage equal to 3/4 of the remaining HP.

Health Dependent: This category refers to attacks that are element based monster attacks like flames, freezing breath, lightning bolt, poison mist, etc. All of these are also reliant on the constitution score.

Specific Techs: There are a LOT of techs that have specific formulas, either as a modification of existing formulas or entirely as it's own.