# Hit Accuracy

Front of Target (Min = 1%): Hit% = Trunc(HIT / SPD * 100)
Side of Target (Min = 40%): Hit% = Trunc(HIT / SPD * 125)
Back of Target (Min = 80%): Hit% = Trunc(HIT / SPD * 150) + 9

# Stealing

Key:
c = stealing chance (%)
p = position parameter, 1.0 if stealing from in front, 1.1 from side, 1.2 from behind
t = thief level
h = hit of stealing hand
e = enemy level
r = item rank
a = rarity parameter, 0 if normal, 10 if rare, 30 if legendary, 100 if rarity 0
l = lover level (thief only)

## Non-Thieves

c = (p*t + h/2) - (e + 3*r + a)

Alternatively:

t = (c + e + 3*r + a - h/2)/p

## Thieves

c = t*(p + 2*l/100) + 25 + h - e - 3*r - a

Alternatively:

t = (c - 25 - h + e + 3*r + a)/(p + 2*l/100)

# Stat Stealing

c = t*2 + h - e

all variables are the same as above. You can not steal more than the thief base stat.

# Item Stat

[(base stat * (rarity mod + item boss bonus) + innocent bonus) * DA bonus] * Level bonus 1 + Level Bonus 2

Base stat: self explanatory.

Rarity bonus: 1 for normal, 1.25 for rare, 1.5 for legendary

Item boss bonus: each time you defeat a boss it adds:
Item General: 0.1 + ((# of times you've passed the high stat up bill in DA) x 0.02)
Item King: 0.2 + ((# of times you've passed the high stat up bill in DA) x 0.04)
Item God: 0.3 + ((# of times you've passed the high stat up bill in DA) x 0.06)

Innocent Bonus: given each time you defeat an item boss
Item General: 3
Item King: 6
Item God: 9
Innocents level is irrelevant. Doesn't give the bonus if you're using a hybrid innocent with the relationship innocent.

DA Bonus:
1 + ((# of times you've passed the high start up bill) x 0.1)

Level Bonus 1:
Starts at 1, increases 0.05 for each level on the item - i.e., it is 6 at level 100 and 11 and level 200, the max.

Level Bonus 2:
Equals the item's level. However if the item has 0 in a stat then it's equal to 0. If it has a negative in a stat then it's equal to -1*level.

---

Adding that all up then (there may be errors):
If an item has a base stat of 1000 and you do everying possible to up it you'd have:

(BASE * (LEG + (Bossbonus + #billpassed*bonus*#bossbeaten) + ??????????????) * (DABonusx3) * LvLBonus1 + LvLBonus2

[(1000 * (1.5 + 0.1+3*0.02*6 + 0.2+3*0.04*3 + 0.3+3*0.06*1) + 6*90 + 66 + 42) * (1 + 3*0.1) * 11 + 200

# Weapon Experience Formulas

The letter you see for Weapon Proficiency isn't all there is to it. There's a number, as well. Each letter has a whole range of possible numbers that could be accompanying it. The exact value is based off the class, tier, etc. of the character.

Here are the ranges:

E: 2-4
D: 5-9
C: 10-14
B: 15-19
A: 20-24
S: 25-30

Those are the Base Weapon EXP gain amounts. The actual amount you gain per hit of the weapon is given by this formula:

[E] * [1 + (A / 100)] + [E * 0.2]

E = Base Weapon EXP gain amount
A = Level of Armsmaster Specialist

Without Armsmasters, it's just 120% of the Base Weapon EXP gain amount.

Weapon Scrolls give a base of A-20. They also set specific aptitudes to 120%. The type of scroll determines what aptitudes are changed. Example: Fists use "(ATK + SPD) / 2" in their damage formula so the ATK aptitude and SPD aptitude would be set to 120%.

The total Weapon Experience required for a certain level can be found using these formulas:

Level <= 20:
50 * Level * [Level+1]

Level >= 20:
21000 + 2000 * [Level-20]

Every level of Weapon Mastery gained above 19 requires 2000 Weapon Experience.

Weapon Mastery of 255 requires 491,000 Weapon Experience; 20,459 swings with a Weapon Proficiency of A-20 without any Armsmaster.

These formulas will calculate how many times you need to re-use your Weapon to regain what you lost from Reincarnation.

WM Level <= 20:
[50 * L * (L+1) + F] * [C] / [E * (1 + (A / 100)) + Trunc(E * 0.2)]

WM Level >= 20:
[21000 + 2000 * (L-20) + F] * [C] / [E * (1 + (A / 100)) + Trunc(E * 0.2)]

L = Level of Weapon Mastery before reincarnation (available in game)
F = Leftover Weapon EXP before reincarnation. This one's a bit complicated, so based on how full the bar appears, use a percentage of the value acquired through these formulas:
- WM Level <= 20: [50 * (L+1) * (L+2)] - [50 * L * (L+1)]
- WM Level >= 20: Always = 2000
C = Capability:
- Genius = 0.05
- Distinguished = 0.15
- Skilled = 0.25
- Average = 0.35
- Incompetent = 0.45
- Good-for-nothing = 0.55
E = Weapon EXP gain amount; the same as for Weapon Skills.
A = Level of Armsmaster Specialist
Trunc = Truncate function; remove decimal.

Then, when you've gotten the final value, round it up.

# Weapon Mastery Multiplier

The Weapon Mastery Multiplier multiplies the stats gained from a weapon for a humanoid character.

This formula will give you the exact Weapon Mastery Multiplier.

1 + (WeaponMastery * 0.05)

WeaponMastery = Level of Weapon Mastery.

Weapon Mastery caps at 255 for a multiplier of 13.75x.

# Level Multiplier

The Level Multiplier is like the Weapon Mastery Multiplier, but it is used for humanoid accessories, monster accessories and monster weapons.

This formula will give you the exact Level Multiplier:

Level <= 100:
1 + (Level / 100)

100 <= Level <= 500:
1.5 + (Level / 200)

500 <= Level <= 2000:
3 + (Level / 500)

Level => 2000:
5 + (Level / 1000)

The Level Multiplier caps at level 9999 for a multiplier of 14.999x.

# Level Modifiers

Stronger Enemy Bills (SEBs) increase enemy level. There are 20 SEBs total that you can pass.

The Land of Carnage has enemies of increased strength.

Stronger Enemy Bills:
Level = [Base] + [Base * SEB * 0.2] + [SEB * 2]

Land of Carnage:
Level = [Base] + [Base * 20] + 

Land of Carnage with Stronger Enemy Bills:
Level = [Base] * [1 + (SEB * 0.2) + 20] + [(SEB * 20) + 200]

Base = Level of enemy unaffected by Stronger Enemy Bills or LoC.
SEB = Number of Stronger Enemy Bills passed

# Enemy Level Calculation

A == [B] * [F + 9 + 5 * Trunc((F - 1) * 0.1)] * [0.1]
M == A * [1 + SEB * 0.2 + LoC] + [SEB * 2] + [LoC * 10]

M * 1.00 == Chest and Geo Symbol level
M * 0.85 ~ 1.15 == Floor Range (in 0.01 increments)
M * 1.00 ~ 1.30 == GateKeeper Range (in 0.01 increments)
M * 1.3 + 1 == Item General Level
M * 1.4 + 2 == Item King Level
M * 1.5 + 3 == Item God (2) Level

A = Average level of enemies not taking into account LoC or SEBs.
M = Modified Average taking into account LoC and/or SEBs.
B = Trunc[(ItemRank + 5) * (ItemRank + 6) / 20] + [Trunc(ItemRank / 39) * 51] + [Trunc(ItemRank / 40) * 146]
F = Floor you're on.
SEB = Number of Stronger Enemy Bills Passed.
LoC = Land of Carnage boost: 20 if in Land of Carnage, 0 if not.

# Ally Natural Stats

## Initial Randomization

trunc(Basic * 0.94) ~ trunc(Basic * 1.06) == Level 1 Stat

Basic = Basic Stat; Stat displayed in Bonus Point allocation screen before continuing.
trunc = remove decimal

The Level 1 Stat can be any integer between both parts of the equation which are separated by the tilde.

## Stat-growth

[Base] * [0.42 ~ 0.50]

Base = Level 1 Stat
0.42 ~ 0.50 = Random value between 0.42 and 0.50 is taken per Level. (0.01 increments)

## Average Stat

[Base] + [Base] * [0.46] * [Level - 1]

Base = Level 1 Stat

# Enemy Natural Stats

## Exact Stat

[Basic] * [0.47 ~ 0.53] * [Level + 1]

Basic = Basic Stat; Stat displayed in the DA before character is selected to create/reincarnate into.

## Exact HP

Level <= 235:
[Level + 165] /  * trunc[(Basic) * (0.47 ~ 0.53) * (Level + 1)]

Level >= 235:
 * trunc[(Basic) * (0.47 ~ 0.53) * (Level + 1)]

Basic = Basic HP; HP displayed in the DA before character is selected to create/reincarnate into.

# Miscellaneous

Throw Height = 17 + (3 * ThrowDistance)