Difference between revisions of "Technical Data"

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Contents

Stats

Stat Formula
HP Level*2.1�Strength*0.3�Vitality*1.2�70
MP Level*0.3�Magic*0.3�Intelligence*0.6�10
Close Range Level*0.1+Strength*0.5
Long Range Level*0.1+Speed*0.5
Spell Level*0.1+Magic*0.5
Support Level*0.1+Intelligence*0.5
Physical Defense Level*0.1+Vitality*0.1
Magical Defense Level*0.1+Intelligence*0.1

<br>

Attribute Cost to Stat Point Ratio ( Cost = X+1. X = Current Base Stat amount ÷10)
Stat Attribute
01-09 1 Point
10-19 2 Points
20-29 3 Points
30-39 4 Points
40-49 5 Points
50-59 6 Points
60-69 7 Points
70-79 8 Points
80-89 9 Points
90-99 10 Points

Synthesis

  1. Crystallization = int/10 + luck/10 + synthesis rank/2 - (20*Difficulty<sup>1</sup>) + (friendship-10000)/100 + 15 (if Philosopher's Stone)
  2. Tarot = int/10 + luck/5 + synthesis rank - (10*Difficulty<sup>1</sup>) + 20 (if AP) + Demon Feature<sup>2</sup> + 10 (if item already has the same crystal soul stone enchanted) + mirror
  3. Soul Stone = int/5 + luck/10 + synthesis rank/2 - (15*Difficulty<sup>1</sup>) + 20 (if AP) + Demon Feature<sup>2</sup> + 10 (if item already has the same crystal tarot enchanted) + mirror

Full moon = base percentage x 1.2<br> <sup>1</sup>Demon specific number.<br> <sup>2</sup>If Artemis: (Luck+Int)/10. If Earth Mother: (Luck+Int)/20

Synthesis Difficulty Level

Difficulty Level Demons
0 Law Apsaras, Isora, Angel, Ogre, Onmoraki, Hua Po, Kodama, Knocker, Harpy, Ocypete, Kelaino, Macha
Neutral Alp, Empusa, Garm, Cu Sith, Cait Sith, Jack Frost, Pyro Jack, Nozuchi, Bicorn, High Pixie, Pixie
Chaos Azumi, Will O'Wisp, Gaki, Ghoul, Shikigami, Slime, Datsue-Ba, Poltergeist
1 Law Aello, Ameno-Uzume, Archangel, Onkot, Sarasvati, Cyclops, Jatayu, Jinn, Sudama, Bucca-Boo, Zhen, Dis, Badb Cath, Hathor, Baphomet, Furiae, Principality, Feng Huang, Rakshasa
Neutral Apis, Inugami, Elf, Orthrus, Kaichi, Gandharva, Gyuuki, Kelpie, Shiisaa, Setanta, Tanki, Troll, Nekomata, Fomorian, Makami, Lilim, Unicorn
Chaos Andras, Oni, Cockatrice, Koppa tengu, Choronzon, Spector, Tarasque, Taraka, Turdak, Black Ooze, Blob, Mou-Ryo, Momunofu, Yakka
2 Law Virtue, Ubelluris, Omoikane, Suzaku, Thoth, Dwarf, Power, Phoenix, Freya
Neutral Aquans, Erthys, Incubus, Valkyrie, Aeros, Santa Frost, Kaiwan, Kirin, Succubus, Senri, Nandi, Naga, Bai Ze, Pa Bil Sag, Flamies, Mothman, Lion Frost
Chaos Artemis, Karasu Tengu, Ganga, Kikuri-Hime, Kushinada-Hime, Gorgon, Coatlicue, Decarabia, Basilisk, Pisaca, Forneus, Chatterskull, Legion
3 Law Garuda, Sati, Takemikazuchi, Pazuzu, Hresvelgr, Yatagarasu
Neutral Oberon, Kurama Tengu, Cu Chulainn, Cerberus, Chernobog, Titania, Fenrir, Hel
Chaos Okuninushi, King Frost, Koumokuten, Shiki Ouji, Jikokuten, Zouchouten, Nidhoggr, Bishamonten, Hecate, Yaksini
4 Law Odin, Mithra, Thor, Nyarlathotep, Pallas Athena
Neutral Mot, Hanuman
Chaos Arahabaki, Kali, Quetzalcoatl, Skadi, Surt, Wu Kong, Parvati, Loki
5 Law Uriel, Raphael
Neutral Beiji Weng, Lilith
Chaos


Skills

Attack

Class Name Movement Type Affinity Cost Modifier Stat Stun Cooldown Cast Time Stack Range Note
0 Basic Attack Attack Weapon 0 100 P.Attack 2.18 0 0 1 0
5 Combo Attack Attack Weapon 0 75 P.Attack 1.8 0 0 1 0
7 Armor Break Attack Weapon 1% HP 92 P.Attack 2.18 0 0 1 0 Briefly reduces the target's resistance to blunt, slash and charge affinity by 10% with each hit.
8 Heavy Attack Attack Weapon 1% HP 120 P.Attack 2.4 0 0 1 0
9 Gatling Strike Attack Weapon 0 65 P.Attack 1.51 0 0 1 0

Spin

Class Name Movement Type Affinity Cost Modifier Stat Stun Cooldown Cast Time Stack Range Note
0 Dragon Sweep Spin Weapon 5% HP 90 P.Attack 2.18 6 0.2 1 25
1 Crescent Slash Spin Force 7% HP 95 P.Attack 2.18 6 0.2 1 25 Frontal-arc only
1 Tail of the Dragon Spin Weapon 8% HP 110 P.Attack 2.23 6 0.2 1 25
3 Shadowy Spiral Weave Spin Weapon 8% HP 20 P.Attack 2.18 6 0.2 1 25
5 Giant Swing Spin Weapon 5% HP 70 P.Attack 1.5 6 0.2 2 25
7 Three Step Crescent Moon Spin Weapon 3% HP 50 P.Attack 1.9 6 0.2 3 25 Frontal-arc only
7 Dragon Sweep (Strong) Spin Weapon 10% HP 130 P.Attack 2.18 6 0.5 1 25

Rush

Class Name Movement Type Affinity Cost Modifier Stat Stun Cooldown Cast Time Stack Range Note
0 Vulcan Hit Rush Weapon 5% HP 170 P.Attack 3 0 2.5 1 45
1 Asura’s Charge Rush Weapon 7% HP 150 P.Attack 3 0 2.5 1 45 Does AoE Damage
1 Heaven’s Gate Rush Weapon 8% HP 190 P.Attack 3 0 2.5 1 45
3 Self-Explosion Rush Suicide 1% HP 100 P.Attack 3 0 2.5 1 45 Special damage calculation. Exact calculation unknown.
5 Tyrannical Jaw Rush Weapon 4% HP 100 P.Attack 2.6 0 2.5 2 45
7 Blade of the King Beast Rush Weapon 2% HP 35 P.Attack 4 0 0.25 6 25 100% Chance of inflicting Slash Hex
7 Vulcan Hit (Strong) Rush Weapon 10% HP 250 P.Attack 3 0 5 1 45 Modifier was initially much lower, stealth boost to 250 around early March 2010.

Shot

Class Name Movement Type Affinity Cost Modifier Stat Stun Cooldown Cast Time Stack Range Note
0 Range Shot Shot Weapon 1 Bullet 105 Rng.Attack 2.18 0 1.25 1 80
5 Long-Range Shot Shot Weapon 1 Bullet 10 Rng.Attack 1.2 0 1.8 1 150
7 Pierce Shot Shot Weapon 1 Bullet 90 Rng.Attack 2.18 0 1.5 1 60 Narrow line AoE at a fixed radius length from the user
9 Heartbreaker Shot Weapon 1 Bullet 60 Rng.Attack 2.18 0 1.5 1 50

Rapid

Class Name Movement Type Affinity Cost Modifier Stat Stun Cooldown Cast Time Stack Range Note
0 Trigger Happy Rapid Weapon 2 MP, 1 Bullet 75 Rng.Attack 2.28 5 0.15 3 35
1 Magnificent Seven Rapid Weapon 1 MP, 1 Bullet 7 Rng.Attack 2.28 5 0.15 7 35 Deals fixed damage
1 Eraser Rapid Weapon 2 MP, 1 Bullet 75 Rng.Attack 2.28 5 0.15 4 35
3 Viper Scope Rapid Weapon 2 MP, 1 Bullet 60 Rng.Attack 2.28 5 0.15 3 35 Briefly reduces the target's resistance to long range, spread and penetrate affinity by 10% with each shot.
5 Bullet-Ridden Pit Rapid Weapon 1 MP, 2 Bullet 85 Rng.Attack 1.8 5 0.15 4 30 Special calculation used. Unknown if the 85 applies to the sum of both hits, or some other variable.
7 13 Shots to Hell Rapid Weapon 1 MP, 2 Bullet 140 Rng.Attack 2.18 10 0.15 14 40 High knockback rate
7 Qi Shot Rapid Weapon 2 MP, 4 MAG 100 Rng.Attack 2.28 5 0.15 3 35 Uses Mags instead of bullets
8 Trigger Happy (Strong) Rapid Weapon 4 MP, 1 Bullet 120 Rng.Attack 2.28 5 0.3 3 50 Can interrupt rush skills

Destruction Magic

Class Name Movement Type Affinity Cost Modifier Stat Stun Cooldown Cast Time Stack Range Note
0 Agi Shot Fire 8 MP 120 M.Attack 2 4 0.7 1 50
0.1 Bufu Shot Ice 7 MP 100 M.Attack 2.2 4 0.9 1 65
0.1 Zio Shot Lightning 9 MP 90 M.Attack 2.1 4 0.7 1 55
0.5 Zan Shot Force 10 MP 70 M.Attack 1.8 2 0.25 1 30
1 Maragi Shot Fire 10 MP 120 M.Attack 2 4 0.95 1 50
1 Mabufu Shot Ice 9 MP 100 M.Attack 2.2 4 1.12 1 65
1 Mazio Shot Lightning 11 MP 90 M.Attack 2.1 4 0.95 1 55
1.5 Mazan Shot Force 12 MP 70 M.Attack 1.8 2 0.5 1 30
2 Agilo Shot Fire 15 MP 170 M.Attack 2 8 0.9 1 50
2 Bufula Shot Ice 15 MP 150 M.Attack 2.2 8 1.1 1 65
2 Zionga Shot Lightning 18 MP 130 M.Attack 2.1 8 0.9 1 55
2.5 Zanma Shot Force 21 MP 110 M.Attack 1.8 4 0.35 1 30
3 Mabufula Shot Ice 21 MP 150 M.Attack 2.2 8 1.32 1 65
3 Mazionga Shot Lightning 24 MP 130 M.Attack 2.1 8 1.15 1 55
3.5 Mazanma Shot Force 27 MP 110 M.Attack 1.8 4 0.7 1 30
4 Maragion Shot Fire 21 MP 170 M.Attack 2 8 1.15 1 50
5 Megido Shot Almighty 20 MP 300 M.Attack 2 60 2.5 1 35
6 Ziodyne Shot Lightning 22 MP, 10 MAG 220 M.Attack 2.1 20 1.1 1 55
6 Zandyne Shot Force 28 MP, 10 MAG 200 M.Attack 1.8 20 0.55 1 30
6.5 Agidyne Shot Fire 20 MP, 10 MAG 250 M.Attack 2 20 1.1 1 50
6.5 Bufudyne Shot Ice 20 MP, 10 MAG 230 M.Attack 2.2 20 1.3 1 65
7 Megidola Shot Almighty 50 MP, 40 MAG 500 M.Attack 2 120 2.7 1 45
8 Maziodyne Shot Lightning 32 MP, 20 MAG 220 M.Attack 2.1 20 1.8 1 55 From the 16th of April to the 23rd of April, the modifiers for the Ma~dyne spells were all increased by 50. i.e. Maziodyne was 270, Mazandyne was 250, Maragidyne was 300 and Mabufudyne was 280. Reason for this change is unknown and it wasn't reflected in the patch notes.
8 Mazandyne Shot Force 35 MP, 20 MAG 200 M.Attack 1.8 20 1.5 1 30
8.5 Maragidyne Shot Fire 30 MP, 20 MAG 250 M.Attack 2 20 1.8 1 50
8.5 Mabufudyne Shot Ice 30 MP, 20 MAG 230 M.Attack 2.2 20 2 1 65
10 Megidolaon Shot Almighty 80 MP, 200 MAG 700 M.Attack 2 360 4 1 60

Magic Bullet

Class Name Movement Type Affinity Cost Modifier Stat Stun Cooldown Cast Time Stack Range Note
1 Squalling Bullet Hole Shot Force 5 MP, 1 Bullet 107 Rng.Attack+(M.Attack*0.5) 2.18 3 1.25 1 120 The 4 elemental shots shares the same cooldown. The 3 magic shots shares the same cooldown. Arm Snipe and Enchanting Bullet Hole have their own cooldown.
2 Toxic Bullet Hole Shot Magic 3 MP, 1 Bullet 105 Rng.Attack+(M.Attack*0.5) 2.18 3 1.25 1 120
2 Forgetful Bullet Hole Shot Magic 3 MP, 1 Bullet 105 Rng.Attack+(M.Attack*0.5) 2.18 3 1.25 1 120
2.5 Arm Snipe Shot Weapon 4 MP, 1 Bullet 105 Rng.Attack 2.18 3 1.25 1 150
3.5 Enchanting Bullet Hole Shot Mind 3 MP, 1 Bullet 105 Rng.Attack+(M.Attack*0.5) 2.18 3 1.25 1 120
3.5 Spell Mute Bullet Hole Shot Magic 3 MP, 1 Bullet 105 Rng.Attack+(M.Attack*0.5) 2.18 3 1.25 1 120
4.5 Scorching Bullet Hole Shot Fire 5 MP, 1 Bullet 107 Rng.Attack+(M.Attack*0.5) 2.18 3 1.25 1 120
5 Hailing Bullet Hole Shot Ice 5 MP, 1 Bullet 107 Rng.Attack+(M.Attack*0.5) 2.18 3 1.25 1 120
5 Thundering Bullet Hole Shot Lightning 5 MP, 1 Bullet 107 Rng.Attack+(M.Attack*0.5) 2.18 3 1.25 1 120

Demolition Dash

Class Name Movement Type Affinity Cost Modifier Stat Stun Cooldown Cast Time Stack Range Note
1 Kamaitachi Rush Force 7% HP, 6MP 200 M.Attack+(P.Attack*0.5) 2.3 0 1 1 45
2 Freezing Lance Rush Ice 9% HP, 5 MP 230 M.Attack+(P.Attack*0.5) 4.2 0 3 1 45
3 Sonic Through Rush Lightning 5% HP, 3 MP 220 M.Attack+(P.Attack*0.5) 3.5 0 2.5 1 45
4 Delorean Rush Fire 11% HP, 8 MP 250 M.Attack+(P.Attack*0.5) 3 0 3.5 1 45

Enhancement

Class Name Movement Type Affinity Cost Modifier Stat Stun Cooldown Cast Time Stack Range Note
1 Divine Heal Curative Curative 24MP 120 Support 0 6.5 1.5 1 100 Cast a 5min buff that increase HP regen by 1/tick
2 Pulse of Assault Curative Support 30MP, 1 eastern bead 0 Support 0 30 1.2 1 120 30 second duration
2 Pulse of Solid Curative Support 30MP, 1 western bead 0 Support 0 30 1.2 1 120 30 second duration
2.5 Pulse of Armored Curative Support 25MP 0 Support 0 16 0.9 1 100 30 second duration
3 Clock Cut Curative Support 40MP,1 eastern bead 0 Support 0 15 1 1 80 30 second or next activated skill
3.5 Divine Breath Curative Curative 32MP 170 Support 0 8.5 1.5 1 100 Cast a 5min buff that increase HP regen by 1/tick
4 Clock Off Curative Support 50MP, 2 eastern beads 0 Support 0 30 1 1 80 30 second or next activated skill
5 Divine Shield Curative Support 60MP, 2 eastern beads 0 Support 0 120 1.35 1 60 5mins or 2 reflected attacks
5 Divine Barrier Curative Support 60MP, 2 western beads 0 Support 0 120 1.35 1 60 5mins or 2 reflected attacks

Curse of the Wretched

Class Name Movement Type Affinity Cost Modifier Stat Stun Cooldown Cast Time Animation Time Stack Range Note
1 Erosion Hex Shot Nerve 10MP 50 Support 0 10 1.4 1 1 120 Chance to inflict Poison (50%), Muddle (45%), Paralyze (40%) and Stone (35%) on all enemies in range
2 Delay Hex Yin Shot Support 12MP, 1 Bead of Heaven (South) 0 Support 0 50 1.55 1 1 50 Chance to increase the target's Incantation time (50%)
3 Slash Hex Shot Support 30MP 20 Support 0 20 1.5 1 1 120 Chance to double the next melee damage (50%)
3 Bullet Hex Shot Support 30MP 20 Support 0 20 1.5 1 1 120 Chance to double the next gun damage (50%)
3 Spell Hex Shot Support 30MP 20 Support 0 20 1.5 1 1 120 Chance to double the next spell damage (50%)
3.5 Curse of the Slow Cure Shot Nerve 25MP, 1 Bead of Heaven (South) 10 Support 0 10 1.4 1 1 120 Curative affinity effectiveness -100% on all enemies in range
4 Delay Hex Yang Shot Support 12MP, 1 Bead of Heaven (North) 0 Support 0 50 1.55 1 1 50 Chance to increase the target's Cooldown time (50%)
4.5 Damage Hex Shot Support 25MP, 2 Beads of Heaven (North) 0 Support 0 30 1.7 1 1 30 Chance of inflicting knockback prevention (50%) - note: enemy still flinches unless they null hit stun
5 Curse of the Broken Mirrors Almighty Curative 30MP, 2 Beads of Heaven (South) 0 Support 0 60 0.25 1 1 120 Removes the effects of Tetrakarn and Makarakarn on all enemies in range

Table Notes

How to read these tables:

  • The cooldown/casttime listed on this page does NOT take into account animation speed (Guesstimating it to be somewhere around 0.3-0.5s)
    • This should be very obvious as for example, basic attack is listed as 0 cast/cool, but in reality, your attack takes a while to hit the enemy.
    • Incidentally, the reduction from speed/int/vit don't reduce animation speed, so do take this into consideration if you're aiming for a low cast speed build.
  • The "stun" listed on the tables don't refer to the effect produced by zan/stun dodge.
    • Think of it in terms of a fighting game; after a mob/PC takes a certain amount of damage, they get knockback. i.e. Most mobs get knocked back after receiving 6s total of stun damage.
    • Stun also governs how long a mob/player gets "locked out".
      • e.g. When player A is still in the midst of doing a 3 hit basic attack chain on a jack frost, frost gains "stun damage" for each hit that player A do. Until the "stun damage" fades, Player B cannot attack the same Jack Frost.
    • Stun is also the "stat" that determines how many hits it takes before a basic/combo attack knocks an enemy away.
      • The skill itself doesn't actually have a limit, which is why you are able to do 4 hits with a basic combo, if you let some of the "stun damage" fade off from the mob.
      • Some mobs have a higher stun damage tolerance, which is why things in Ichigaya boss room are harder to knockback.
      • After a mob is knocked back, the stun effect of the last attack that caused the knockback is used to determine how long the mob is "locked out"
    • Certain skills ignore stun, namely spin/shot skills.
    • Certain skills cause knockback more readily than the listed stun-damage might imply, namely spins, counters, and AOE destructive magic. Normal mobs will always be knocked back, but high stun-damage-tolerance mobs will be knocked back according to the stun damage statistic (approximately). Null-knockback players and enemies are not knocked back.
    • Mobs/players that void knockback, void stun damage as well.
  • Stack determines how many times the skill can be used, after it has been charged/casted. e.g. Big Wheel has a stack of 2, which is why it can hit twice per activation.
    • Certain items/skills can affect the stack amount. e.g. The skill from Chiaki's costume adds +2 stack to all skills.
  • Range here refers to PC to target or a PBAE range. The AOE effect generated upon impact is not reflected here.
    • i.e. Maragion can be casted at an enemy that is 55 units away. However, we don't know what other mobs within the impact area, will get hit by the spell as well.
  • Cave randomly changes the attribute of skills, and most of the time, these changes are not reflect in the patch notes.


Information on this page are based of the 30th of April, 2009 Patch.


If you wish to quote these tables, please make sure the above information are relayed as well.

Experience Table

Below is detailed the amount of experience required to reach all the documented levels in Shin Megami Tensei: Imagine Online.

Level Experience required to clear Total experience gained
1 40 40
2 180 220
3 480 700
4 1,100 1,800
5 2,400 4,200
6 4,120 8,320
7 6,220 14,540
8 9,850 24,390
9 14,690 39,080
10 20,080 59,160
11 25,580 84,740
12 33,180 117,920
13 41,830 159,750
14 50,750 210,500
15 63,040 273,540
16 79,130 352,670
17 99,520 452,190
18 129,780 581,970
19 159,920 741,890
20 189,800 931,690
21 222,600 1,154,290
22 272,800 1,427,090
23 354,200 1,781,290
24 470,400 2,251,690
25 625,000 2,876,690
26 821,600 3,698,290
27 1,063,800 4,762,090
28 1,355,200 6,117,290
29 1,699,400 7,816,690
30 840,000 8,656,690
31 899,000 9,555,690
32 1,024,000 10,579,690
33 1,221,000 11,800,690
34 1,496,000 13,296,690
35 1,855,000 15,151,690
36 2,304,000 17,455,690
37 2,849,000 20,304,690
38 3,496,000 23,800,690
39 4,251,000 28,051,690
40 2,160,000 30,211,690
41 2,255,000 32,466,690
42 2,436,000 34,902,690
43 2,709,000 37,611,690
44 3,080,000 40,691,690
45 3,452,000 44,143,690
46 4,127,000 48,270,690
47 5,072,000 53,342,690
48 6,241,000 59,583,690
49 7,640,000 67,223,690
50 4,115,000 71,338,690
51 4,401,000 75,739,690
52 4,803,000 80,542,690
53 5,353,000 85,895,690
54 6,015,000 91,910,690
55 6,892,000 98,802,690
56 7,900,000 106,702,690
57 9,308,000 116,010,690
58 11,220,000 127,230,690
59 14,057,000 141,287,690
60 8,122,000 149,409,690
61 8,538,000 157,947,690
62 9,247,000 167,194,690
63 10,101,000 177,295,690
64 11,203,000 188,498,690
65 12,400,000 200,898,690
66 14,382,000 215,280,690
67 17,194,000 232,474,690
68 20,444,000 252,918,690
69 25,600,000 278,518,690
70 21,400,314 299,919,004
71 23,239,696 323,158,700
72 24,691,100 347,849,800
73 27,213,000 375,062,800
74 31,415,926 406,478,726
75 37,564,000 444,042,726
76 46,490,000 490,532,726
77 55,500,000 546,032,726
78 66,600,000 612,632,726
79 78,783,200 691,415,926
80 76,300,000 767,715,926
81 78,364,000 846,079,926
82 81,310,000 927,389,926
83 85,100,000 1,012,489,926
84 89,290,000 1,101,779,926
85 97,400,000 1,199,179,926
86 110,050,000 1,309,229,926
87 162,000,000 1,471,229,926
88 264,000,000 1,735,229,926
89 354,000,000 2,089,229,926
90 696,409,989 2,785,639,915
91 1,392,819,977 4,178,459,892
92 2,089,229,966 6,267,689,858
93 2,110,000,000 8,377,689,858
94 2,147,483,647 10,477,689,858
95 10,477,689,898 20,955,379,756
96 41,910,759,592 62,866,139,348

Damage

The damage formula looks something like:

damageformula.png

See the Damage page for a detailed description of damage types.

Clock

Time Description
6:01 -> 18:00 Day-time
18:01 -> 6:00 Night-time
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