The World Ends With You
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The World Ends With You

Please help collect data and verify formulas.

Where to Keep Damage Info

When we have decent amount of damage info, we can move it to Pin List, Noise List, etc., leaving this article just to show the overall formula and give explanations.

But for now, there's so little damage info, that moving it to the Lists is pointless (like 9 pins out of 304...). And we not even sure yet how the damage works (e.g., should we have a single Effectiveness field for each pin? or multiple, depending on how it's used? or a text field with more free-format explanations?)

Pin "Effectiveness" (Efficiency) List found

GipFace from the GameFAQs message board did a whole lot of testing, and found the Effectiveness multipliers for all psychs except Psychokinesis and Pressure Mine (Since those are based on the obstacle used).

The results are here: http://boards.gamefaqs.com/gfaqs/genmessage.php?board=935689&topic=43099491

All pins with the same psych AND same activation will have the same multiplier. Apport, Piercing Pillar and Discharge have different multipliers for their different activations. (Patrol Rounds and Vortex Saber have the multiplier across different activations.) Psychokinesis was not tested, but it has three different methods of activation (Tap, Drag, Slash) so if anyone intends to test effectiveness of these, all three methods must be tested.

24.168.150.138 22:38, 13 May 2008 (UTC)

Very very nice. GipFace's formula is consistent with the formula in this article (except GipFace is only looking at the case of attack by Neku against enemies with zero Defense, while this article provides a general formula for attacks by anyone on anyone). His findings are really exciting. If we get his permission, we can add his data to our pin database. Mmoroz 02:24, 14 May 2008 (UTC)
GipFace gave his permission to use the data on the wiki. It's been entered into the pin database.

Damage from behind

It is said by stickers in the game that your partner will take extra damage if attacked from behind. I suggest, that the x1.0 x1.5 random factor is just a difference between face and back. Test and check, I believe this will prove true. (MM200 16:25, 17 May 2008 (UTC))

Damage formula

Damage = (Base ATK - enemy DEF + (pin ATK x resonance x trend)) x SOS x RES x EFF% x difficulty x puck

I think the enemy DEF is in the wrong location. As far as I recall, it should be:

Damage = ((Base ATK + pin ATK x resonance x trend) x SOS x EFF% x difficulty - enemy DEF) x RES x puck

I can't test this now, so please double check this. Easiest way to check it is by receiving damage from noise, onto Neku. Use noise that has verified effectiveness (see Damage). Noise attack is shown in the in-game noise screen. Make sure Neku's defense is high, so it's easier to see the difference (otehrwise, rounding might cause some difficulty in comparisons).Mmoroz 21:37, 21 May 2008 (UTC)


Can I request that an explanation of the reasoning behind the damage formula? I have not sat down and tried to figure it out yet, but it's certainly not transparent from a quick view / to someone not fluent in the game (ie, me). Groxx 09:33, September 23, 2009 (UTC)

Damage formula finalized

That should be the finalized damage formula. I've deleted all the conjecture and test data. GipFace 21:51, 21 June 2008 (UTC)

Attack rhinos from behind

Rhinos also take more damage from behind / less from in front.

Effect of Difficulty on Player damage

The formula as given shows that damage increases on lower difficulty settings. That's clearly correct for Noise, but not the case for Player damage. Neku and partners don't take more damage on Easy mode (that wouldn't be Easy, after all.)

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