Technical Data: Difference between revisions

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!style="background: #D3D6CF;"|Stack
!style="background: #D3D6CF;"|Stack
!style="background: #D3D6CF;"|Range
!style="background: #D3D6CF;"|Range
!style="background: #D3D6CF;"|Area
!style="background: #D3D6CF;"|Note
!style="background: #D3D6CF;"|Note
|-
|-
| 1||Kamaitachi||Rush||Force||7% HP, 6MP||200||Spell+(CLS-R*0.5)||2.3||0||1||1||45||  
| 1||Kamaitachi||Rush||Force||7% HP, 6MP||325||Spell+(CLS-R*0.5)||2.3||0||1||1||45||55||  
|-
|-
| 2||Freezing Lance||Rush||Ice||9% HP, 5 MP||230||Spell+(CLS-R*0.5)||4.2||0||3||1||45||  
| 2||Freezing Lance||Rush||Ice||9% HP, 5 MP||300||Spell+(CLS-R*0.5)||4.2||0||3||1||45||80||  
|-
|-
| 3||Sonic Through||Rush||Lightning||5% HP, 3 MP||220||Spell+(CLS-R*0.5)||3.5||0||2.5||1||45||  
| 3||Sonic Through||Rush||Lightning||5% HP, 3 MP||320||Spell+(CLS-R*0.5)||3.5||0||2.5||1||45||62||
|-
|-
| 4||Delorean||Rush||Fire||11% HP, 8 MP||250||Spell+(CLS-R*0.5)||3||0||3.5||1||45||  
| 4||Delorean||Rush||Fire||11% HP, 8 MP||325||Spell+(CLS-R*0.5)||3||0||3.5||1||45||70||
|-
| 6||Spell Runner||Rush||Mystic||8% HP, 10 MP||330||Spell+(CLS-R*0.5)||3||0||3.5||1||45||65||20% Mute
|-
| 8||Demon Heart Breaker||Rush||Almighty||16% HP, 50 MP, 160 Magnetite||275||Spell+(CLS-R*0.5)||3||0||3.5||1||45||80||
|-
|-
|}
|}

Revision as of 18:12, 1 June 2014

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
P. Defense Level*0.1+Vitality*0.1
M. Defense Level*0.1+Intelligence*0.1


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*Difficulty1) + (friendship-10000)/100 + 15 (if Philosopher's Stone)
  2. Tarot = int/10 + luck/5 + synthesis rank - (10*Difficulty1) + 20 (if AP) + Demon Feature2 + 10 (if item already has the same crystal soul stone enchanted) + mirror
  3. Soul Stone = int/5 + luck/10 + synthesis rank/2 - (15*Difficulty1) + 20 (if AP) + Demon Feature2 + 10 (if item already has the same crystal tarot enchanted) + mirror

Full moon = base percentage x 1.2
1Demon specific number.
2If 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


Techniques

Attack

Basic Attack Default Weapon-
based
Attack - 100 CLS-R 2.18 0 0 1 0 -
Combo Attack 5-0 Weapon-
based
Attack - 120 CLS-R 1.8 0 0 1 0 -
Armor Attack 7-0 Weapon-
based
Attack 1% HP 140 CLS-R 2.18 0 0 1 0 Briefly reduces the target's resistance to blunt, slash and charge affinity by 10% with each hit. Debuffs lasts for 3 seconds.
Heavy Attack 8-0 Weapon-
based
Attack 1% HP 160 CLS-R 2.4 0 0 1 0 -
Gatling Strike 9-0 Weapon-
based
Attack - 135 CLS-R 1.51 0 0 1 0 -

Spin

Dragon Sweep Default Weapon-
based
Spin 5% HP 90 CLS-R 2.18 6 0.2 1 25 -
Crescent Slash 1-0 Force Spin 7% HP 175 CLS-R 2.18 6 0.2 1 35 Frontal-arc only
Tail of the Dragon 1-0 Weapon-
based
Spin 8% HP 115 CLS-R 2.23 6 0.2 1 29 -
Shadowy Spiral Weave 3-0 Weapon-
based
Spin 8% HP 110 CLS-R 2.18 6 0.2 1 32 -
Giant Swing 5-0 Weapon-
based
Spin 5% HP 105 CLS-R 1.5 6 0.2 2 35 -
Three Step Crescent Moon 7-0 Weapon-
based
Spin 3% HP 190 CLS-R 1.9 6 0.2 3 40 Frontal-arc only
Dragon Sweep (Strong) 7-0 Weapon-
based
Spin 10% HP 145 CLS-R 2.18 6 0.5 1 32 30% chance of inflicting Spell, Bullet, or Slash Hex

Rush

Vulcan Hit Default Weapon-
based
Rush 5% HP 170 CLS-R 3 0 2.5 1 45 -
Asura Charge 1-0 Weapon-
based
Rush 7% HP 200 CLS-R 3 0 2.5 1 45 Does AoE damage
Heaven's Gate 1-0 Weapon-
based
Rush 8% HP 190 CLS-R 3 0 2.5 1 45
Self-Explosion 3-0 Weapon-
based
Suicide 1% HP 100 CLS-R 3 0 2.5 1 45 Special damage calculation. Exact calculation unknown.
Tyrannical Jaw 5-0 Weapon-
basaed
Rush 4% HP 280 CLS-R 2.6 0 2.5 2 45 -
Blade of the King Beast 7-0 Weapon-
based
Rush 2% HP 200 CLS-R 4 0 0.25 6 25 100% Chance of inflicting Slash Hex. Bugged, chance of inflicting the hex is much lower at the moment
Vulcan Hit (Strong) 7-0 Weapon-
based
Rush 10% HP 360 CLS-R 3 0 5 1 45 -

Shot

Range Shot Default Weapon-
based
Shot 1 Bullet 105 CLS-R 2.18 0 1.25 1 80 -
Long-Range Shot 5-0 Weapon-
based
Shot 1 Bullet 125 CLS-R 1.2 0 1.8 1 150 -
Pierce Shot 7-0 Weapon-
based
Shot 1 Bullet 150 CLS-R 2.18 0 1.5 1 60 Narrow line AoE at a fixed radius length from the user
Heartbreaker 9-0 Weapon-
based
Shot 1 Bullet 155 CLS-R 2.18 0 1.5 1 90 -

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 LNG-R 2.28 5 0.15 3 35
1 Magnificent Seven Rapid Weapon 1 MP, 1 Bullet 7 LNG-R 2.28 5 0.15 7 35 Deals fixed damage
1 Eraser Rapid Weapon 2 MP, 1 Bullet 85 LNG-R 2.28 5 0.15 4 35
3 Viper Scope Rapid Weapon 2 MP, 1 Bullet 110 LNG-R 2.28 5 0.15 3 35 Briefly reduces the target's resistance to Long-Range, Spread or/and Penetrate affinity by 10% with each shot. Effect lasts for 3 seconds.
5 Bullet-Ridden Pit Rapid Weapon 1 MP, 2 Bullet 85 LNG-R 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 LNG-R 2.18 10 0.15 14 40 High knockback rate
7 Qi Shot Rapid Weapon 2 MP, 4 MAG 100 LNG-R 2.28 5 0.15 3 35 Uses Magnetite instead of bullets
8 Trigger Happy (Strong) Rapid Weapon 4 MP, 1 Bullet 145 LNG-R 2.28 5 0.3 3 50 Can interrupt rush skills

Guard

Counter

Dodge

Curative Magic

Class Name Movement Type Affinity Cost Modifier Stat Cooldown Cast Time Stack Range AoE Range Note
0.1 Dia Curative Curative 7 MP 120 Support 4 1.25 1 30 0
0.5 Posumudi Curative Curative 5 MP 0 Support 0 0.25 1 100 30
1 Media Curative Curative 12 MP 120 Support 8 1.25 1 50 30
1.4 Charmdi Curative Curative 5 MP 0 Support 0 0.25 1 100 30
1.7 Paraladi Curative Curative 5 MP 0 Support 0 0.25 1 100 30
2 Patra Curative Curative 5 MP 0 Support 0 0.25 1 100 30
2.5 Closedi Curative Curative 5 MP 0 Support 0 0.25 1 100 30
3 Diarama Curative Curative 10 MP 170 Support 4 1.25 1 40 0
4 Recarm Curative Curative 20 MP 25 Support 10 2 1 50 0 Modifier is in percentage
5 Mediarama Curative Curative 17 MP 170 Support 8 1.25 1 50 40
5.5 Petradi Curative Curative 5 MP 0 Support 0 0.25 1 100 30
6.5 Etnadi Curative Curative 5 MP 0 Support 0 0.25 1 100 30
7 Diarahan Curative Curative 18 MP 240 Support 4 1.25 1 45 0
8 Recarmdora Curative Curative 20 MP 40 Support 10 2 1 50 50 Modifier is in percentage
9 Mediarahan Curative Curative 26 MP 240 Support 8 1.25 1 50 50
10 Samarecarm Curative Curative 30 MP 50 Support 10 3 1 50 0 Modifier is in percentage

Destruction Magic

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

Support Magic

Curse Magic

Talk

Threaten

Taunt

Knowledge

Summon

Expert Summon 0-5 Passive Special Curative - Speed up Cool-down and Incantation time on Summoning.
Summon Overdrive 1-0 Active Support Curative 10 MP Instant Summoning for 10 minutes per use.

Magic Control

Sorcery Circulation 2-0 Passive Special Curative -
  • -25% MP cost
Lord of the Frost 3-0 Switch Special Curative -
  • +25% Ice-affinity damage
  • -20% Ice-affinity incantation time
  • -20% Fire-affinity damage
Lady of Static 4-0 Switch Special Curative -
  • +25% Electric-affinity damage
  • -20% Electric-affinity incantation time
  • -20% Force-affinity damage
Advanced Sorcery Circulation 5-0 Passive Special Curative -
  • -25% MP cost
  • -15% Incantation time
Lord of the Storms 6-0 Switch Special Curative -
  • +25% Force-affinity damage
  • -20% Force-affinity incantation time
  • -20% Electric-affinity damage
Lady of the Flames 7-0 Switch Special Curative -
  • +25% Fire-affinity damage
  • -20% Fire-affinity incantation time
  • -20% Ice-affinity damage
Magical Amplification Technique 8-0 Passive Special Curative -
  • +15 Spell
Lord and Lady of the Void 9-0 Switch Special Curative -
  • +25% Almighty-affinity damage
  • -20% Almighty-affinity incantation time
  • -10 Fire, Ice, Electric, and Force-affinity damage

Chain Expertise

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 140 LNG-R+(Spell*0.5) 2.18 3 1.25 1 120 The 4 elemental shots share the same cooldown. The 3 Magic-affinity shots share the same cooldown. Arm Snipe and Enchanting Bullet Hole have their own cooldown.
2 Toxic Bullet Hole Shot Magic 3 MP, 1 Bullet 135 LNG-R+(Spell*0.5) 2.18 3 1.25 1 120
2 Forgetful Bullet Hole Shot Magic 3 MP, 1 Bullet 135 LNG-R+(Spell*0.5) 2.18 3 1.25 1 120
2.5 Arm Snipe Shot Weapon 4 MP, 1 Bullet 120 LNG-R 2.18 3 1.25 1 150
3.5 Enchanting Bullet Hole Shot Mind 3 MP, 1 Bullet 135 LNG-R+(Spell*0.5) 2.18 3 1.25 1 120
3.5 Spell Mute Bullet Hole Shot Magic 3 MP, 1 Bullet 135 LNG-R+(Spell*0.5) 2.18 3 1.25 1 120
4.5 Scorching Bullet Hole Shot Fire 5 MP, 1 Bullet 140 LNG-R+(Spell*0.5) 2.18 3 1.25 1 120
5 Hailing Bullet Hole Shot Ice 5 MP, 1 Bullet 140 LNG-R+(Spell*0.5) 2.18 3 1.25 1 120
5 Thundering Bullet Hole Shot Lightning 5 MP, 1 Bullet 140 LNG-R+(Spell*0.5) 2.18 3 1.25 1 120
6 Blinding Bullet Hole Shot Nerve 3 MP, 1 Bullet 135 LNG-R+(Spell*0.5) 2.18 3 1.25 1 120
8 Zamiel's Magic Bullet Shot Weapon 6 MP, 1 Bullet 160 LNG-R+(Spell*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 Area Note
1 Kamaitachi Rush Force 7% HP, 6MP 325 Spell+(CLS-R*0.5) 2.3 0 1 1 45 55
2 Freezing Lance Rush Ice 9% HP, 5 MP 300 Spell+(CLS-R*0.5) 4.2 0 3 1 45 80
3 Sonic Through Rush Lightning 5% HP, 3 MP 320 Spell+(CLS-R*0.5) 3.5 0 2.5 1 45 62
4 Delorean Rush Fire 11% HP, 8 MP 325 Spell+(CLS-R*0.5) 3 0 3.5 1 45 70
6 Spell Runner Rush Mystic 8% HP, 10 MP 330 Spell+(CLS-R*0.5) 3 0 3.5 1 45 65 20% Mute
8 Demon Heart Breaker Rush Almighty 16% HP, 50 MP, 160 Magnetite 275 Spell+(CLS-R*0.5) 3 0 3.5 1 45 80

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 Casts a 5 minute buff that increases HP regeneration by 1 per tick
2 Pulse of Assault Curative Support 30MP, 1 Bead of Heaven (East) 0 Support 0 30 1.2 1 120 30 second duration
2 Pulse of Solid Curative Support 30MP, 1 Bead of Heaven (West) 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 Bead of Heaven (East) 0 Support 0 15 1 1 80 30 seconds or next activated skill
3.5 Divine Breath Curative Curative 32MP 170 Support 0 8.5 1.5 1 100 Casts a 5 minute buff that increases HP regeneration by 1 per tick
4 Clock Off Curative Support 50MP, 2 Bead of Heaven (East) 0 Support 0 30 1 1 80 30 seconds or next activated skill
5 Divine Shield Curative Support 60MP, 2 Bead of Heaven (East) 0 Support 0 120 1.35 1 60 Lasts for 5 minutes or 2 reflected attacks
5 Divine Barrier Curative Support 60MP, 2 Bead of Heaven (West) 0 Support 0 120 1.35 1 60 Lasts for 5 minutes 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 reduced by 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 Obtained level Total experience gained
1 40 2 40
2 180 3 220
3 480 4 700
4 1,100 5 1,800
5 2,400 6 4,200
6 4,120 7 8,320
7 6,220 8 14,540
8 9,850 9 24,390
9 14,690 10 39,080
10 20,080 11 59,160
11 25,580 12 84,740
12 33,180 13 117,920
13 41,830 14 159,750
14 50,750 15 210,500
15 63,040 16 273,540
16 79,130 17 352,670
17 99,520 18 452,190
18 129,780 19 581,970
19 159,920 20 741,890
20 189,800 21 931,690
21 222,600 22 1,154,290
22 272,800 23 1,427,090
23 354,200 24 1,781,290
24 470,400 25 2,251,690
25 625,000 26 2,876,690
26 821,600 27 3,698,290
27 1,063,800 28 4,762,090
28 1,355,200 29 6,117,290
29 1,699,400 30 7,816,690
30 840,000 31 8,656,690
31 899,000 32 9,555,690
32 1,024,000 33 10,579,690
33 1,221,000 34 11,800,690
34 1,496,000 35 13,296,690
35 1,855,000 36 15,151,690
36 2,304,000 37 17,455,690
37 2,849,000 38 20,304,690
38 3,496,000 39 23,800,690
39 4,251,000 40 28,051,690
40 2,160,000 41 30,211,690
41 2,255,000 42 32,466,690
42 2,436,000 43 34,902,690
43 2,709,000 44 37,611,690
44 3,080,000 45 40,691,690
45 3,452,000 46 44,143,690
46 4,127,000 47 48,270,690
47 5,072,000 48 53,342,690
48 6,241,000 49 59,583,690
49 7,640,000 50 67,223,690
50 4,115,000 51 71,338,690
51 4,401,000 52 75,739,690
52 4,803,000 53 80,542,690
53 5,353,000 54 85,895,690
54 6,015,000 55 91,910,690
55 6,892,000 56 98,802,690
56 7,900,000 57 106,702,690
57 9,308,000 58 116,010,690
58 11,220,000 59 127,230,690
59 14,057,000 60 141,287,690
60 8,122,000 61 149,409,690
61 8,538,000 62 157,947,690
62 9,247,000 63 167,194,690
63 10,101,000 64 177,295,690
64 11,203,000 65 188,498,690
65 12,400,000 66 200,898,690
66 14,382,000 67 215,280,690
67 17,194,000 68 232,474,690
68 20,444,000 69 252,918,690
69 25,600,000 70 278,518,690
70 21,400,314 71 299,919,004
71 23,239,696 72 323,158,700
72 24,691,100 73 347,849,800
73 27,213,000 74 375,062,800
74 31,415,926 75 406,478,726
75 37,564,000 76 444,042,726
76 46,490,000 77 490,532,726
77 55,500,000 78 546,032,726
78 66,600,000 79 612,632,726
79 78,783,200 80 691,415,926
80 76,300,000 81 767,715,926
81 78,364,000 82 846,079,926
82 81,310,000 83 927,389,926
83 85,100,000 84 1,012,489,926
84 89,290,000 85 1,101,779,926
85 97,400,000 86 1,199,179,926
86 110,050,000 87 1,309,229,926
87 162,000,000 88 1,471,229,926
88 264,000,000 89 1,735,229,926
89 354,000,000 90 2,089,229,926
90 696,409,989 91 2,785,639,915
91 1,392,819,977 92 4,178,459,892
92 2,089,229,966 93 6,267,689,858
93 2,110,000,000 94 8,377,689,858
94 2,147,483,647 95 10,477,689,858
95 10,477,689,898 96 20,955,379,756
96 41,910,759,592 97 62,866,139,348
97 125,700,000,000 98 188,566,139,348

The beginning of the above table can be visualised graphically as below.
The amount of XP needed to go 79 -> 80 is about the XP needed to go 1 -> 50.
After every 10 levels the effort needed to get the next level decreases somewhat. http://i.imgur.com/VnOZq.png

Damage

The damage formula looks something like:

http://img839.imageshack.us/img839/1925/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