Stat & damage calculator built from the game's decompiled blueprints —
the defence curve A²/(A+2D), crit ×1.5, weakness ×1.5, the 9999 cap and all.
Enter numbers, read the resolution below exactly as the engine computes it.
Pictos use the shared scaling table ×1.0 (set −1 for an empty slot). Specific pictos multiply these base values per stat — e.g. Aegis Revival is Def ×1 / Speed ×1.
| HP | — |
|---|---|
| Attack Power | — |
| Defence | — |
| Speed | — |
| Crit. Rate | — |
| Weapon power (base + attr. scaling) | — |
stat = Round( archetype[level] × enemy multiplier ).
Per-enemy multipliers come from DT_jRPG_Enemies (e.g. Portier: HP ×3.5, Speed ×0.9).
| HP | — |
|---|---|
| Attack Power | — |
| Defence | 0 |
| Speed | — |
| Crit. Rate | — |
| Break bar (ceil of HP × %) | — |
Core mitigation: final = A² / (A + 2·D) — at D = A you take ⅓;
defence never reaches zero, and larger hits punch through the same defence harder.
Order and constants verbatim from BP_BattleDamages bytecode.