3) THE DAMAGE IS AFFECTED BY RNG
Now, this one is obvious if you’ve paid attention, and not exactly unique to Disgaea RPG, but it still skewed my results quite a bit.
After all the calculations, the result seems to be multiplied by a value that I assume ranges from 0.9 to 1.1, considering other mobages such as GBF and FGO. To be honest, it’s probably way tighter than that, but in the absence of data there are only assumptions.
That doesn’t really accomplish anything besides the occasional anger from leaving an enemy with 100 HP left, but just about every mobage loves adding this detail at the end of their damage formulas, and this one isn’t any different.
4) THE FINAL FORMULAS:
Calculated Stat = Base Stat x Sum of Passive Stat Buffs x (Stat Combat Buff 1 x Stat Combat Buff 2 x Stat Combat Buff 3 x … x Stat Combat Buff N)
Calculated Damage / Healing = Calculated Stat (ATK / INT / RES) x Passive DMG / Healing Bonus Buffs x Skill Modifier (Native from whatever skill you’re using, not really a thing for Normal Attacks)
Do keep in mind that Normal Attacks are always based on ATK, as opposed to the unit’s equipped weapon’s main stat. That means Physical units have much better DPS in general, as their normal attacks will be massively buffed by their inflated ATK stats.
Personally, I believe this to be a big design flaw. Skills aren’t nearly as spammable as in the main games, they don’t have any range advantage in this form of gameplay, and the skills of Magic units don’t seem to deal any more damage than those of Physical units. This translates to Magic units dealing nearly no damage in Normal Attacks for no good reason and being objectively inferior without busted unique passives to make up for it. None of this would be a problem if units recharged SP faster or attacked with INT while using INT weapons.
But that’s neither here nor there.
5) AND WHAT NOW?
As mentioned during the guide, there were some things I simply couldn’t test due to a lack of units, and I’d certainly appreciate it if someone with the proper units could help with that at some point, but there was still quite a bit I could gather by myself.
My aim with this guide was to make the game’s inner workings more clear for everyone. Looking at tier lists is completely useless if you don’t know how to use the units in the first place, and a badly built party of S+ Tiers will absolutely get demolished by the same stages that a proper team of A Tiers and below can get through with ease.
Yes, even if you have Desco or Laharl. Just because they both have general blanket buffs doesn’t mean you don’t have to think about their teammates.
When you’re only looking for cheap AoE skills, it’s very easy to misunderstand just how much Santa Usalia’s buffs are worth, or how well a Dark Knight would function in a Valvatorez party, and so on. On top of that, you might have read that you usually want at least 2 Supports to heal, buff and/or debuff, but even that doesn’t mean much if the team’s Evilities are in disarray.
In a proper team, the numbers stack up fast, and it’s that kind of synergy you should aim for, regardless of whether you’re using 2s or 3s units for it.
Now, how well that goes is entirely up to you.
Author: Skyfest
Source: Reddit