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EO2/Formulas

From Etrian Odyssey Wiki
< EO2

Detailed explanation of how Etrian Odyssey II: Heroes of Lagaard calculates damage, ailment/bind infliction, recovery, and so on. This also explains how various modifiers in the Skills pages impact gameplay.

Damage

Damage=([ATK÷DEF×1.7]+var)×Damage%×Vuln%×Buffs%

  • var is a random number from 1 to 5 if (ATK÷DEF×1.7)<5. Otherwise, var=ATK÷DEF×0.17
  • Damage% is the Damage % of the skill being used. Treat normal attack as 100%.
  • Monster attacks apply another ×0.8 multiplier to damage dealt.
  • Vuln% is the target's vulnerability to the damage type. Neutral vulnerability treats this as a 100% multiplier. Resisted hits indicate lower than 100% vulnerability. 110% or higher vulnerability to a damage type is treated as a weakness to that damage type (and qualify for the Alchemist's Analysis passive). Immunity means 0% vulnerability.
  • Buffs% is the combined effect of all passives, buffs, and debuffs between attacker and target. Treat buffs to attacker's ATK and debuffs to target's DEF as increases to damage dealt, and vice-versa.
    • Buffs and passives that provide increase to resistance is instead calculated as decrease to Vuln% and vice-versa, and are exempt from Buffs%.
  • For physical/elemental hybrid attacks, perform the same damage calculation for each component separately, then take the average between both results. For example, a cut/fire hybrid normal attack against an enemy with 100% cut vulnerability but 50% fire vulnerability will, overall, do 75% the damage of a normal attack on the same enemy without the elemental imbue.

STR-based Attacks

ATK=[STR+(WpnPower÷2)]×(20+STR)×(20+WpnPower)
DEF=(20+VIT)×(20+ArmorDEF)

  • WpnPower is the ATK bonus from the weapon, divided by 3. Monsters don't use weapons so this is equal to their STR (DEF on Codex).
  • ArmorDEF is the DEF bonus from your armor, divided by 3. Monsters don't use armor so this is equal to their VIT (DEF on Codex).

TEC-based Attacks

ATK=[TEC+(SpellATK÷2)]×(20+TEC)×(20+SpellATK)
DEF=(20+attackVIT)×(20+ArmorDEF)

  • SpellATK is equal to the Spell ATK listed in the respective skill, used by both the party and the enemies. If Spell ATK is not described, treat this as 0.
  • Due to a bug in calculations the damage inflicted calculates off the attacker's VIT instead of the target's.
  • ArmorDEF is the DEF bonus from your armor, divided by 3. Monsters don't use armor so this is equal to their VIT (DEF on Codex).

Hit Rate

FinalHit=WeaponHit×HitRate%×1+(HitStat×0.01)+(attackLUC×0.005)1+(EvadeStat×0.01)+(targetLUC×0.005)×HitBuff%

  • For STR-based attacks, treat HitStat and EvadeStat as the attacker's and target's AGI respectively.
  • For TEC-based attacks, treat HitStat and EvadeStat as the attacker's and target's TEC respectively.
  • WeaponHit is a hidden value on the user's weapon. Most weapons have an innate accuracy of 100%, others with ACC modifiers will change this value. Monsters do not use weapons and treat this variable as 100%.
  • HitRate% is the Hit Rate on the user's skill. Treat as 100% for normal attacks.
  • HitBuff% compounds all Hit Rate and Evasion buffs/debuffs between user and target respectively. Treat an evasion debuff as a bonus to hit rate, and vice-versa.
  • A head bind applies a ×0.8 multiplier, while a blinded attacker gets a ×0.2 multiplier. Both stack multiplicatively.
  • FinalHit is then corrected to a minimum of 20% and maximum of 100%.

Critical Hits

CriticalRate=5×10+attackLUC10+targetLUC

  • Critical Rate is corrected to a minimum of 1% and maximum of 50%.
  • Critical hits only apply to normal attacks, and provide a ×1.25 multiplier to damage after all other calculations.

Action Speed

BaseSpeed=AGI×SkillSpeed×WpnSpeed100
[1] BaseSpeed2=BaseSpeed+var1
FinalSpeed=BaseSpeed2+[random(0,12)]×2+1

  • var1 is a random variable between 0 to BaseSpeed × 2.
  • SkillSpeed is the Activation Speed modifier of the skill you're using. Treat as 100% for a normal attack and for skills that do not mention an Activation Speed.
  • WpnSpeed is the Action Speed multiplier of the weapon you're using, usually set at a minimum of ×1. Monsters don't use weapons and treat this variable as ×1.
  • FinalSpeed is then corrected to a minimum of 1 if it is under that value.

Ailment/Bind Infliction

Rate=Vuln%×BaseRate%×Health×attackLUC+100targetLUC+100

  • BaseRate% is the base infliction rate from the skill being used.
    • Any skill with infliction rate listed as 10000% is guaranteed to inflict the ailment/bind, skipping all further calculations, unless the target has an immunity to it.
  • Vuln% is the target's vulnerability to the ailment/bind. Treat neutral vulnerability from regular enemies as 100%, 50% for FOEs and bosses.
  • The Health variable is the multiplier from the Troubadour's Health skill.

Accumulative Resistance

These only apply for binds, not ailments.

  • In Etrian Odyssey II: Heroes of Lagaard:
    • First apply a ×0.9 multiplier to Vuln%.
    • Apply a ×1.25 multiplier to Vuln% for each failure to inflict a bind, until the bind lands.
    • After a successful bind, remove all of the above multipliers, then apply a ×0.75 multiplier to Vuln% for that bind instead, repeating this multiplier for every additional time that body part was bound in battle.
  • In Etrian Odyssey II HD:[2]
    • For every failure to inflict the bind, add a flat 25% success rate, to a maximum of 90%. Remove these bonuses once the bind is successful.
    • After a successful bind, reduce Vuln% by 25%, to a minimum Vuln% of 5%. This vulnerability reduction does not stack, no matter how many times the same bind is inflicted to the target this battle.

Ailment/Bind Recovery

Chance=BaseChance×10+LUC3×Level+10%×turns+Recovery

  • BaseChance varies on the disable:
    • Sleep, Paralysis: 40%
    • Panic, Fear: 30%
    • Poison: 25%
    • Everything else: 20%
  • Each turn that passes after the disable is landed, adds an additive 10% chance of recovery.
  • The Recovery variable is the bonus granted by the Troubadour's Recovery buff.

Healing

While healing in this game (slightly) uses the user's TEC, it uses a formula significantly different from how other games treat Healing Power.

Healing=(BaseHealing×160+TEC160)×(1+Mastery%)

Preemptives and Blindsides

PartyRating=(highestAGI+10)×(highestLUC+10)
EnemyRating=(highestAGI+10)×(highestLUC+10)
PreemptiveChance=5×PartyRating÷EnemyRating+Ambush
BlindsideChance=7×PartyRating÷EnemyRatingSagacity

  • If a specific enemy formation is a guaranteed blindside, or if an FOE catches the player from behind, the battle starts with the party blindsided, bypassing all checks that would avoid it.
  • If the party engages a boss or FOE from behind, they will get a guaranteed preemptive round, unless overridden by an enemy that causes a guaranteed blindside.
  • PartyRating and EnemyRating each use the highest AGI and LUC stats among all combatants on the respective side.
  • Ambush and Sagacity refer to the bonuses from the Survivalist skills Ambush and Sagacity respectively.
  • PreemptiveChance is rolled first, and if successful, bypasses the blindside check.
  • Both PreemptiveChance and BlindsideChance are capped at a minimum of 1% and maximum of 25%.

Escape

EscapeChance=(10×AGI+LUC+5EnemyAvgAGI+EnemyAvgLUC+5)%+10%×FailedEsc

  • EnemyAvgAGI and EnemyAvgLUC is the average AGI and LUC respectively among the total enemy formation, rounded down to the nearest whole number.
  • Every failed escape attempt by a party member this battle adds an additive 10% to the next escape chance.
  • Learning Esc Up adds 30 to the individual party member's EscapeChance.
  • EscapeChance is capped at a maximum of 90%.

Difficulty Modifiers

In Etrian Odyssey II HD, apply these multipliers in addition to all the above.[3]

Variable Expert Basic Picnic
Damage Dealt 100% 120% 500%
Damage Taken 100% 80% 10%
Ailment/Bind Infliction Rate 100% 120% 200%
Ailment/Bind Vulnerability Modifier 100% 80% 10%
Party's Ailment Damage 100% 120% 500%
Enemy's Ailment Damage 100% 80% 20%
Healing Power 100% 100% 300%
Party Accuracy 100% 100% 120%
Enemy Accuracy 100% 100% 80%
Party Action Speed 100% 100% 200%
Preemptive Rate 100% 100% 200%
Blindside Rate 100% 100% 20%
Escape Rate 100% 100% 150%
Environmental Damage 100% 80% 20%
EXP Gain 100% 100% 150%


References

VTE Etrian Odyssey II: Heroes of Lagaard (CategoryGallery)
Publisher/Developer: Atlus • Console: Nintendo DS
Locations
High Lagaard
Flaus InnLagaard HospitalSitoth TradingStickleback BarExplorers GuildDuke's PalaceForest Entrance
Yggdrasil Labyrinth
Ancient ForestAuburn ThicketFrozen GroundsPetal BridgeHeavenly Keep
Click to toggle hidden content: Forbidden Wood
Classes
AlchemistDark HunterGunnerHexerLandsknechtMedicProtectorRoninSurvivalistTroubadourWar Magus
Click to toggle hidden content: Beast
Characters
HannaQuonaDr. StilesAbigailCassMarionDuboisGradrielHrothgarKuroganeArtelindeWilhelmCanaan
Items
WeaponsArmorAccessoriesConsumablesMaterials
Misc
MonstersMissionsQuestsMapsForce SkillsFormulas
Remake
Etrian Odyssey 2 Untold: The Fafnir Knight