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No more leeching off of speedrunner docs, time for some original research. | No more leeching off of speedrunner docs, time for some original research. | ||
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| + | Research currently on hold until I get a bit farther into the game, and can actually collect data easily. | ||
I'll be assuming the basic formulas and mechanics are the same as the later games (barring things like direction and nonexistent stats, of course), and re-evaluate if I see anything to contradict that. A gamefaqs walkthrough[https://gamefaqs.gamespot.com/ps3/995177-hyperdimension-neptunia/faqs/62213] claims shares also affect turn order, we'll see. | I'll be assuming the basic formulas and mechanics are the same as the later games (barring things like direction and nonexistent stats, of course), and re-evaluate if I see anything to contradict that. A gamefaqs walkthrough[https://gamefaqs.gamespot.com/ps3/995177-hyperdimension-neptunia/faqs/62213] claims shares also affect turn order, we'll see. | ||
Latest revision as of 21:01, 22 July 2026
No more leeching off of speedrunner docs, time for some original research.
Research currently on hold until I get a bit farther into the game, and can actually collect data easily.
I'll be assuming the basic formulas and mechanics are the same as the later games (barring things like direction and nonexistent stats, of course), and re-evaluate if I see anything to contradict that. A gamefaqs walkthrough[1] claims shares also affect turn order, we'll see.
Yes, I autopiloted to markdown syntax. No, I'm not going to fix it. Fuck you.
Overview
Base stats ("status"): - Strength - Vitality - Agility - Intelligence - Mentality - Luck
Derived stats ("parameter"): - HP - AP - Physical attack - Physical defense - Magical attack - Magical defense - Elemental resistances (water/earth/fire/air)
Since there are (probably) multipliers on raw attack and defense, and I don't see monster stats, I'll be using attack value (AV) and defense value (DV) for {attack|defense}*multiplier
Findings so far
Derived parameters (physical/magical attack/defense):
AP:
Damage:
Difficulty: Switching off of normal makes enemies deal ±20% damage.
In the beninging
| Char | Lvl | Str | P.A | M.A | Int | Vit | P.D | Men | M.D | Agi | Lck | HP | AP | E.R |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Neptuna | 1 | 40 | 440 | 35 | 410 | 30 | 380 | 35 | 410 | 35 | 35 | 1200 | 64 | 0/0/0/0 |
| Comp | 1 | 20 | 320 | 35 | 410 | 20 | 320 | 30 | 380 | 28 | 30 | 1000 | 64 | 0/0/0/0 |
A delta of 5 points in a stat = 30 points in derived parameter, so 1stat = 6param (level-dependent? I'm guessing it's 5+level times stat)
Seems to hold across stats. At this point, param = 200 + 6 * stat
AP is purely level-based iirc (60 + 4*level?)
HP... I'm guessing is an innate stat? If not, current formula would be (40*(vit+men)+1000)/3, which is weird
Params after equipment (HP/PA/MA/PD/MD):
Nep: 1550/460/410/710/710
Compa: 1300/350/440/650/690
conquest time
The tutorial battle is against two dogoos, letting me do some data collection; I am ignoring hitcount for now, because whatever effect it has, it is almost certainly too small to matter at this point. I am also ignoring shares, because it's probably completely irrelevant again.
We've got 3 basic attacks to work with: weapon, martial arts, and gun
Neptune, weapon attack (460pa, 20power): [124.6] 125 125 125 128 126 122 125 125 121 124
Neptune, martial arts attack (460pa, 25power): [157.1] 153 155 161 156 158 159 156 158 159 156
Neptune, gun (410ma, 20power): [115.5] 113 114 118 114 116 118
Compa, weapon attack (350pa, 20power): [79.7] 78 79 78 80 80 81 82
Compa, martial arts attack (350pa, 25power): [100.3] 101 98 99 98 102 104
Compa, gun (440ma, 20power): [115.4] 115 113 113 116 120
I'm going to assume that the dogoo has the same pdef and mdef, because the numbers look about right for that to be the case, and because it would make my life way easier.
Damage
Both power and attack are probably linear, because why wouldn't they be. The formula is most likely attack*constant-defense*constant, because that's how it works in later games. Power applies either to the attack side, or to the final result (probably the latter, because that's how it works in later games). In either case, if I only look at attacks with the same power, I can get a linear equation for damage in terms of attack. Compa,gun and Neptune,gun are annoyingly close, so I'll pick only one of them (it's compa).
WolframAlpha gives me a line of best fit: 0.4*attack-60 for attacks with 20 power. If power is a post-multiplier, 25 power should give me 0.5*attack-75. Does it? Ehh, kind of? It's 0.5*attack-80, but I'm assuming nep just high rolled. When I eyeballed it to compa=100 and nep=155, I got 0.5a-75 exactly, which gives me way nicer numbers, so I assume that's probably correct.
Confirmation (ish): power is a post multiplier; damage is (AV - DV) * power. AV is attack stat divided by 50. Dogoos have a DV of 3
With this in mind, the damage values should be:
| Power\Attack | 350 | 410 | 440 | 460 |
|---|---|---|---|---|
| 20 | 80 | 104 | 116 | 124 |
| 25 | 100 | 130 | 145 | 155 |
Problem: Nep is doing too much gun damage (~115, on par with compa); why?
Defense
Nep is taking 80~82 through 710 defense (average 80.8) Compa is taking 87~90 through 650 defense (average 89)
Assuming the damage formula is the same, we can calculate defense multiplier*power and attack*power (the power factor is because we don't know the dogoo's stats or what attack it's using). defense mult*power ~ 1/6. attack*mult*power ~ 200. This is not useful yet, but probably will be eventually.
Difficulty
This game has difficulty settings! Higher difficulties make both you and enemies deal more damage. The swing appears to be +/- 20% for enemies. Neptune deals +/-15% more damage, while Compa deals +/-10%. Weird. This means I have to test on normal. Unfortunate, but oh well.
Considered that difficulty applies a constant multiplier to just the attack value, but that's not it either - the modifiers are way off. How do you work, gameplay option?