another thing about defense is Heroin : using Heroin will, on top of increasing your stats, decrease Physical and Otherworldly damage taken ( which is the universal way to be certain to tank Platoon's Coin Flip while Guarding ) meanwhile, you don't take more damage than normal in Withdrawl state ( except from the few attacks like Hugo and Logic's Combustion, or Cocoon's Roots that Reap that use MDef in their formula )
Ah there had to be something I had missed. Yeah let's see Heroin multiplies attack, defense, magic attack, magic defense, and agility by 130%. Then also multiplies Physical Damage by 75% and the Otherworldly element by 75%. Meanwhile withdrawal multiplies attack, defense, magic attack, magic defense, and agility by 90% or 70%. With no modifier to damage taken, so the defense multiplication doesn't do anything. It's like you said I just wanted to go look myself and try to find exact numbers and all. After that comment I decided to just scroll through the states looking for anything I may have missed. I found that the butterfly defense state from the Blue noctuid necklace actually gives a 50% multiplier to Sp-Parameter Magical Damage. There's a defence_drop state that just multiplies the defense and magic defense stats by 80%. I'm not sure when that state actually applies. The wiki says it can occur from talking. So that one, doesn't actually do anything. There's also the irritation status effect that you can use nettles to give to enemies. It multiplies defense by 90% with no damage type modifier. You can also get it from doppelganger Olivia. Then it seems like there's a few unused defense debuffs that wouldn't do anything but also aren't even implemented. The last defense modifier from the one-winged necklace is very weird. It either doesn't do anything or operates off of some method I haven't seen before. All that's there is a note saying " " I don't know if those notes do anything.
@@orangeposting the One-Winged Necklace's note actually invokes a plugging to set a status when your HP reaches under 50%, and this status is a flat 40% reduction to all damage sources ( at far as I know at least ), while the Blue-Noctuid Necklace reduces Magical Damage ( using RPG Maker's standard calculations ) by 50% Also, I think Defense Debuff cannot be inflicted on a party member at any moment, they're enemy exclusive ( except if you talk to Vile because his talk is glitched and he will debuff your party's attack that when it should normally apply the debuff to Vile )
@@akira5710 What's the difference between one winged and complete blue noctuid necklace. Does the half have something the complete version doesn't have?
@@froilanflorentino1252 They apply a different status : One-Winged Necklace applies the "Last Defense" status whereas the Blue-Noctuid Necklace applies the "Butterfly Defense" status. And in 99,99% of cases, Last Defense's damage cut to all damage sources is better than Butterfly Defense's effect. Combining the 2 together ( through Guardian Cameo and Blue-Noctuid Necklace ) isn't even worth it tho imo
it works the opposite of what you are thinking. So slashing 90% means I only take 90% of 100 if it were slashing , so I deny 10% damage instead of only 5%
The defense modifiers are multiplicative. So two 95%s isn't quite 90% but it's pretty close. The only exception here is that the +1 defense or magic defense from the hexen table don't stack, it replaces the modifier. So you get one 98% then when you get more defense from the hexen table that's replaced with a 97%.
Very interesting, so if I'll get three ballistic shields it will give me 0.8*0.8*0.8=0.512 defence from slash, pierce, blunt and fire? And with bremen elite helmet and bremen chestplate it will be: Slash 28% Pierce 28% Blunt 30% Fire 43% And with "goulash+" it will be: Slash 20% Pierce 20% Blunt 21% Fire 30% Is it right? Or three ballistic shields doesn't stack? And btw cool video, very helpful.
It's at the beginning. On armor the defense number does nothing, the armor just gives you a percentage damage resistance that in Termina you can see most of the time. Other modifiers to defense work the same way, the defense increase does nothing it just comes with a percentage reduction to certain damage types. So like it'll multiply the damage you take by 95% that means you take a little bit less damage. +1 defense from hexen table: 98% physical resistance +2 defense from hexen table: 97% physical resistance Alll-mer engraving giving +3 defense: 85% physical resistance Marcoh's backstory is pretty weird but it gives about 93% physical resistance +1 magic defense from hexen table: 97% otherworldly resistance (notably does not resist fire magic) +2 magic defense from hexen table: 95% otherworldly resistance (still doesn't resist fire) Sylvian engraving giving +3 magic defense: 70% otherworldly resistance Then towards the end I talk about a bit of a technicality about the exact type of resistance, which doesn't matter much, I guess the biggest thing there is that some physical defenses give fire resistance and some don't.
@@duyanhbui5386 Armor tells you the resistance percentages it gives. So the bremen chestplate has 65% slashing 65% piercing 70% blunt 98% fire then the gambeson is just 90% slashing 77% piercing 93% blunt 110% fire So no the bremen chestplate is better. Maybe you misunderstand the percentages? They're multipliers to damage taken. So a 65% multiplier to damage you take is pretty good. Where 110% means you're taking more fire damage.
The +1 skills not mentioned here are much simpler. +1 Attack just increases your attack by 1. Same as like you equipped a weapon with 1 higher attack. The effect of that is +4 to your average damage. Not very much though on the meat grinder it's a whole +12 because it hits 3 times. Wow. +1 magic attack increases your magic attack by 1. What that does depends on the spell. The wiki page for skills has the formula for each spell's damage on it if you hover over the damage number. fearandhunger.wiki.gg/wiki/Skills_List_F%26H2 So like hurting does 200 + (magic attack * 2) - 20. So getting 1 more magic attack gives you... 2 more damage. Amazing. But black orb does 100 + (magic attack * 2) - 20, four times. So it's actually +8 damage. Also not very much. The real value of magic attack though is that la dans macabre at full power will quintuple it. So that +1 magic attack becomes +5, and will increase black orb's damage by 40. +1 agility gives you +1 agility. If you have 16 or more agility you get 2 turns. Agility also determines turn order, so you can know what order your party members will attack in which sometimes matters. Oh and less than 10 agility means enemies go first which is really bad. So basically the +1 agility is one of the best skills on the table, but the other stat increases on there... don't do very much.
@@chandlervoss I don't know why you're asking me and not the wiki. Her page is pretty detailed. With some enemies I could go in the code and find information that isn't on there but for the heartless one no, it's all on there already. fearandhunger.wiki.gg/wiki/Heartless_One#Battle
another thing about defense is Heroin : using Heroin will, on top of increasing your stats, decrease Physical and Otherworldly damage taken ( which is the universal way to be certain to tank Platoon's Coin Flip while Guarding )
meanwhile, you don't take more damage than normal in Withdrawl state ( except from the few attacks like Hugo and Logic's Combustion, or Cocoon's Roots that Reap that use MDef in their formula )
Ah there had to be something I had missed. Yeah let's see
Heroin multiplies attack, defense, magic attack, magic defense, and agility by 130%. Then also multiplies Physical Damage by 75% and the Otherworldly element by 75%.
Meanwhile withdrawal multiplies attack, defense, magic attack, magic defense, and agility by 90% or 70%. With no modifier to damage taken, so the defense multiplication doesn't do anything.
It's like you said I just wanted to go look myself and try to find exact numbers and all.
After that comment I decided to just scroll through the states looking for anything I may have missed. I found that the butterfly defense state from the Blue noctuid necklace actually gives a 50% multiplier to Sp-Parameter Magical Damage. There's a defence_drop state that just multiplies the defense and magic defense stats by 80%. I'm not sure when that state actually applies. The wiki says it can occur from talking. So that one, doesn't actually do anything. There's also the irritation status effect that you can use nettles to give to enemies. It multiplies defense by 90% with no damage type modifier. You can also get it from doppelganger Olivia. Then it seems like there's a few unused defense debuffs that wouldn't do anything but also aren't even implemented.
The last defense modifier from the one-winged necklace is very weird. It either doesn't do anything or operates off of some method I haven't seen before. All that's there is a note saying
"
" I don't know if those notes do anything.
@@orangeposting the One-Winged Necklace's note actually invokes a plugging to set a status when your HP reaches under 50%, and this status is a flat 40% reduction to all damage sources ( at far as I know at least ), while the Blue-Noctuid Necklace reduces Magical Damage ( using RPG Maker's standard calculations ) by 50%
Also, I think Defense Debuff cannot be inflicted on a party member at any moment, they're enemy exclusive ( except if you talk to Vile because his talk is glitched and he will debuff your party's attack that when it should normally apply the debuff to Vile )
@@akira5710 What's the difference between one winged and complete blue noctuid necklace. Does the half have something the complete version doesn't have?
@@froilanflorentino1252 They apply a different status : One-Winged Necklace applies the "Last Defense" status whereas the Blue-Noctuid Necklace applies the "Butterfly Defense" status. And in 99,99% of cases, Last Defense's damage cut to all damage sources is better than Butterfly Defense's effect. Combining the 2 together ( through Guardian Cameo and Blue-Noctuid Necklace ) isn't even worth it tho imo
@@akira5710 What's the Butterfly effect do?
If one modifier gives you 95% resistance, but two gives you 90%, would that mean taking more defense buffs makes you more vulnerable?
it works the opposite of what you are thinking. So slashing 90% means I only take 90% of 100 if it were slashing , so I deny 10% damage instead of only 5%
The defense modifiers are multiplicative. So two 95%s isn't quite 90% but it's pretty close. The only exception here is that the +1 defense or magic defense from the hexen table don't stack, it replaces the modifier. So you get one 98% then when you get more defense from the hexen table that's replaced with a 97%.
Very interesting, so if I'll get three ballistic shields it will give me 0.8*0.8*0.8=0.512 defence from slash, pierce, blunt and fire? And with bremen elite helmet and bremen chestplate it will be:
Slash 28%
Pierce 28%
Blunt 30%
Fire 43%
And with "goulash+" it will be:
Slash 20%
Pierce 20%
Blunt 21%
Fire 30%
Is it right? Or three ballistic shields doesn't stack? And btw cool video, very helpful.
Should work like that yeah.
Can we get a Tldr? Or a.. Too Complicated Didn't Understand
It's at the beginning. On armor the defense number does nothing, the armor just gives you a percentage damage resistance that in Termina you can see most of the time. Other modifiers to defense work the same way, the defense increase does nothing it just comes with a percentage reduction to certain damage types. So like it'll multiply the damage you take by 95% that means you take a little bit less damage.
+1 defense from hexen table: 98% physical resistance
+2 defense from hexen table: 97% physical resistance
Alll-mer engraving giving +3 defense: 85% physical resistance
Marcoh's backstory is pretty weird but it gives about 93% physical resistance
+1 magic defense from hexen table: 97% otherworldly resistance (notably does not resist fire magic)
+2 magic defense from hexen table: 95% otherworldly resistance (still doesn't resist fire)
Sylvian engraving giving +3 magic defense: 70% otherworldly resistance
Then towards the end I talk about a bit of a technicality about the exact type of resistance, which doesn't matter much, I guess the biggest thing there is that some physical defenses give fire resistance and some don't.
@@orangeposting so is breman chestplate weaker than the fencer armmor
@@duyanhbui5386 Armor tells you the resistance percentages it gives. So the bremen chestplate has
65% slashing
65% piercing
70% blunt
98% fire
then the gambeson is just
90% slashing
77% piercing
93% blunt
110% fire
So no the bremen chestplate is better. Maybe you misunderstand the percentages? They're multipliers to damage taken. So a 65% multiplier to damage you take is pretty good. Where 110% means you're taking more fire damage.
@@orangeposting my brain just automatically assump higher number equel to better resitance thank you for answer my question
@@orangepostingthanks blood! You’re appreciated
What about other +1 skills? Does they also useless?
The +1 skills not mentioned here are much simpler.
+1 Attack just increases your attack by 1. Same as like you equipped a weapon with 1 higher attack. The effect of that is +4 to your average damage. Not very much though on the meat grinder it's a whole +12 because it hits 3 times. Wow.
+1 magic attack increases your magic attack by 1. What that does depends on the spell. The wiki page for skills has the formula for each spell's damage on it if you hover over the damage number. fearandhunger.wiki.gg/wiki/Skills_List_F%26H2
So like hurting does 200 + (magic attack * 2) - 20. So getting 1 more magic attack gives you... 2 more damage. Amazing. But black orb does 100 + (magic attack * 2) - 20, four times. So it's actually +8 damage. Also not very much. The real value of magic attack though is that la dans macabre at full power will quintuple it. So that +1 magic attack becomes +5, and will increase black orb's damage by 40.
+1 agility gives you +1 agility. If you have 16 or more agility you get 2 turns. Agility also determines turn order, so you can know what order your party members will attack in which sometimes matters. Oh and less than 10 agility means enemies go first which is really bad.
So basically the +1 agility is one of the best skills on the table, but the other stat increases on there... don't do very much.
@@chandlervoss I don't know why you're asking me and not the wiki. Her page is pretty detailed. With some enemies I could go in the code and find information that isn't on there but for the heartless one no, it's all on there already. fearandhunger.wiki.gg/wiki/Heartless_One#Battle