Damage Formulas Explained - How to actually deal damage, what stats do and other tips

Introduction

⚠️GUIDE UNDER CONSTRUCTION, if you spot mistakes please report them to me⚠️

Welcome to this guide to SMT Nocturne. If you are :

a new player wondering what kind of build you should do, which skills to keep/look for, or simply what skills actually do

a seasoned player who wants to improve his/her knowledge of the game

then this is the right place.

Nocturne is not very clear about how it works, what the stats actually do or how the formulas work. And it is part of its charm. But some people might want to have a better understanding of what actually happens when you put a stat point in Luck or Agility.

Thankfully, people have been working in the past 15 years to try and uncover what's under the hood. This guide is an attempt at summarizing everything that has been found so far.

This guide assumes all values, variables, algorithms and formulas are identical to the PS2 version (which, considering the effort put in by Atlus for this remaster, is a high probability).

Credits and sources will be available at the bottom of the page.

About Stats

First of all let's establish what stats do. While some of them may seem a bit obvious (Strength lets you hit harder with your fists, Vitality gives you more HP...), the rest of them are not really clear about what they do. Here is a rapid explanation of what everything does.

Strength Strength of physical attack and skills

Pass certain checks in the game (notably to open some doors in Mantra HQ and Third Kalpa)

Magic Total MP amount

Strength of magic skills and magic accuracy

Pass certain checks in the game (notably to open some doors in Third Kalpa)

Vitality Total HP amount

Agility Order in which demons will play while in battle (from highest who will act first to lowest who will act last)

Physical accuracy

Physical and magic evasion

Chance to inflict a critical

Chance of getting ambushed

Chance of having a turn before the enemy at the start of a fight

Chance of escaping a battle (if not hard mode or a scripted/boss battle)

Luck Magic evasion

Magic accuracy (very slightly)

Chance of getting ambushed (very slightly)

Chance of having a turn before the enemy at the start of a fight (very slightly)

Chance of escaping a battle (if not hard mode or a scripted/boss battle)

Chance of a demon recovering from an ailment

Pass certain checks in the game (notably to open some doors in Third Kalpa)Yes you read that right, luck plays no role in probabilities of critical hits, ailment infliction or item drop rate.

Level All of the above except chance of escaping a battle

Fusion limitation (can't fuse or summon a demon with a level higher than that of the MC, except on New Game Plus)Maximum level : 255 (while the maximum level displayed in-game is 99, the real maximum level obtainable is 255)

HP Maximum amount of damage you can soak up before you ded

Strength of some physical skillsMaximum value : 999

MP Consumed to use almost all magic skillsMaximum value : 999

Basic Formulas

Now let's delve into how the stats are used. First we'll go over the basic formulas which are simple to grasp. Then we'll go over advanced battle formulas, like physical accuracy or chances to escape from a fight. Finally we'll take a look at how damage is calculated, for both physical and magical attacks.

Total HP(Lvl + Vit) * 6 = HPVery simple, every time you level up or put a point in Vit you get 6 more HP. The earliest you can get to raw 999 HP is at Level 127 assuming you have 40 Vit.

Total MP(Lvl + Mag) * 3 = MPAlso very simple, every time you level up or put a point in Mag you get 3 more MP. The earliest you can get to raw 999 MP is never, so you would need a skill like Mana Surge to artificially inflate the number.

Battle Formulas

Before going further, here are some shortcuts we will need.

PA = party average

EA = enemy average

[] = truncation to lowest integer (floor)

Physical AccuracySkill Accuracy + ([Attacker Agi/[Attacker Lvl/5 + 3]] * 6.25) - ([Defender Agi/[Defender Lvl/5 + 3]] * 6.25) = % of chances to hitHere is one very important yet overly complicated dumb formula.

Skill Accuracy can be calculated by subtracting the Miss Rate from the Base Hit Rate. Don't worry about these values, they are all specific to each skill and will be available later in the guide. The issue is not here.

It all comes down to two big problems : the function itself, and truncation. Dividing Agility by your Level means the more you level up, the more chances you have to miss. You would think you can mitigate this by investing more points in Agility. This is where the truncation problem comes in.

The fact that the result of this division is truncated before being multiplied by 6.25 means you can only increase or decrease your chance to hit by multiples of 6.25. Even worse : it scales very badly. The more you level up, the more points you will have to invest in Agility just to maintain the same accuracy. Having 10 Agility at Level 10 gives the same probabilities to hit than having 40 Agility at Level 85.

Bottom line is : don't worry too much about this, the formula is terrible. If you want to make sure you will hit your target, focus more on using accurate skills with buffs and debuffs.

Critical Hit Chance(Physical Accuracy Formula Result / Skill Accuracy) * Skill Crit Rate = % of chances to critTake the result of the formula above, divide then multiply. Physical skills also have a defined Critical Rate, that you can find later in the guide.

Magical AccuracySkill Accuracy * (Attacker Lvl + Attacker Mag * 2 + [Attacker Luck/2] + 17.5) / (Defender Lvl + [Defender Agi * 1.5] + Defender Luck + 17.5) = % of chances to hitAlready, a formula that makes more sense.

If you wish to hit your enemies with magical skills, just have a high Magic stat. It's that simple, and makes Magic self sufficient.

Chances to Act First(72 + (MC's Lvl + [MC's Luck/2] + MC's Agi) – (EA Lvl + EA Agi + [EA Luck/2])) * x = % of chances to act first x = An enemy-encounter-specific value, can be 1.0, 0.8, 0.6, 0.4, or 0 Maximum Value = 85% Minimum Value = 50%Don't spend too much time on this one, just know you have at worst a one in a two chance to go first, and that no matter how high your stats are, you can still go second.

Note: This formula only applies to random encounters.

Chances to Escape20 + 20 * (2 + (PA Agi + PA Luck)/4.2) / (2 + (EA Agi + EA Luck)/4.2) = % of chances to escapeIf you want to escape with 100% certainty, use the Trafuri skill or the Smoke Ball item. Or disable all enemies before trying to escape (sleep, shock, freeze, bind, stone)

Note: This formula only applies to Normal difficulty. If you play on Hard, do not even attempt to flee. Exception : if all enemies are disabled you should be able to escape.

Chances of Getting Ambushed12 * (EA Lvl + EA Agi + [EA Luck/2]) / (MC's Lvl + MC's Agi + [MC's Luck/2]) = % of chances of getting ambushedThis check is only applied if you don't go first in a random encounter. As long as your stats are similar to the enemies', you have a one in eight chance of getting ambushed if you don't go first.

Note: You can notice only the MC's stats are taken into account : the demons in your party have no incidence on your chances of getting ambushed. This formula only applies to Normal difficulty, in Hard chances to get ambushed are much higher (and deadly).

Chances of Ailment Recovery(Luck / [(20 + Lvl) / 5]) * Ailment Recovery Value = % of chances of ailment recoveryEach ailment has a specific multiplier to know if you have more or less chances to recover from it. Here is the list :

Charm = 40

Panic = 30

Bind = 30

Sleep = 20

Ailments are an issue in the early and mid game, when you don't (shouldn't) invest your points in Luck. In the end game however, your chances of recovery are high, and most demons are getting immune to them.

Note: The ailment will remain for at least one turn, this formula is only applied when your turn ends.

Damage Formulas

These formulas are given to calculate an estimate of the average damage dealt by a skill. There are variables you need to take into account (buffs, debuffs, (hidden) weakness and (hidden) resistances...). These formulas give the raw damage before taking all of this into account.

Damage calculation in Nocturne is done in multiple ways. Mostly, it depends on the type of attack. It's always one of these :

Physical attack

Physical attack, HP Based

Magical attack

Let us start with the easy ones.

Physical Attacks(Lvl + Str) * Skill Power ÷ 15 = Damage ±5%This is the simplest formula. The higher your Level and your Strength, the harder the skill will hit. Each physical skill has a certain Skill Power value ; it is not displayed in game, but you can have a rough idea if it is high or low by reading the skill description. There is always an adjective like "Light", "Medium", "Heavy", etc. Check the end of the guide if you want to know exact values.

Physical Attacks, HP BasedMax HP * Skill Power * 0.0114 = Damage ±5%Some of the physical skills you'll encounter in the game will have this in their description : "Based on User's Max HP". They are what we call "Weapon Skills", because only demons who visibly hold a weapon can learn them (and Demi-Fiend, because he is the weapon).

These skills are unique in the fact that they do not scale with your Strength or Level (directly). They only check the Skill Power, and your Max HP (your maximum total, not your current HP). You already know that the maximum HP value is 999, so all you really need is the Skill Power to know the skill's maximum possible damage.

Magical Attacks

Disclaimer : There are rumors Atlus has tweaked the formula from the PS2 version, so it may not apply to the remaster. This is yet to be confirmed (I don't see why they would go to the lengths of tweaking algorithms but not unlock 30 FPS).

Here comes the pain train.

Each magic skill has what we call a Limit Value and a Correction or Complement Value. We must use these values to calculate the Peak.

((Limit - Correction) / Skill Power) × (255/24) = Peak

Then there are four formulas that can apply ; to know which one, you must compare your Level to the Peak.

Lvl < Peak

0.004 * (5 * (Mag+36) - Lvl) * ((24 * Skill Power * (Lvl / 255) + Correction)) = Damage ±5%

Lvl = Peak

0.004 * [((5 * (Mag+36)) - ((Limit - Correction) / Skill Power) * (255 / 24)] * Limit = Damage ±5%

Peak < Lvl ≤ 160

0.004 * (5 * (Mag+36) - Lvl) * Limit = Damage ±5%

160 < Lvl

0.004 * (5 * (Mag+36) - 160) * Limit = Damage ±5%

You see, not only is this way too complicated for what it does. It also weakens your magic skills over time. You may have noticed that the moment your Level is higher than the Peak value of the skill, you start subtracting your Level in the formula. Most magic skills have a Peak of around 30. What this means is that 9 times out of 10, your magic skills will inflict less and less damage the more you level up after Level 30.

This simple fact, coupled with other things like :

the existence of Focus (which gives a 2.5 multiplier damage boost to your next physical attack)

the fact that physical attacks can crit (so only consume half a press turn and deal 50% more damage)

the fact they consume HP instead of MP, which is a resource easier to replenishis why old Nocturne players have been memeing on magic builds for so many years.

The game is beatable with an MC knowing only magic skills. It just so happens that all the best skills in the game you can learn are physical ones. I recommend using Magic only in the early game when HP is too valuable to use, so you can hit weaknesses and get free press turns. Just don't invest too much points in it.

Calculator

Here is a quick spreadsheet done for calculating damage. Download it, or click File -> Make a copy, so you can edit it.

https://drive.google.com/file/d/1sgBK64UbjzTAhibMlF-f_OojROwFWwWm/view?usp=sharing

You only have to :

- select the skill in the dropdown

- input necessary info, like user's level, user's str/mag and user's max HP

And you will get an accurate approximation of the raw damage that would be inflicted to an enemy with no resistance/weakness or buffs/debuffs.

Then you need to check for the conditions below :

VarianceThere is always some variance to the raw damage calculated (more or less 5%). This comes before everything else.

CriticalThe damage inflicted will be multiplied by 1.5 if hitting a critical hit.

WeaknessesThe damage inflicted will be multiplied by 1.5 if hitting an enemy weakness.

Be aware some enemies have hidden weaknesses : they will take more damage from certain attacks, but not give free press turns. Such demons include Slime, Blob or Black Ooze.

ResistancesThe damage inflicted will be multiplied by 0.5 if hitting an enemy resistance.

Be aware some enemies have hidden resistances : they will take less damage from certain attacks, but the multiplier will be different. Such demons include Fomor and Black Frost.

BuffsTarukaja buffs offense by 25%. It can stack up to four times. Which means you need to multiply your raw damage according to this table below.

Nb. of Tarukajas Multiplier 1 1.25 2 1.50 3 1.75 4 2

Rakukaja buffs defense by 25%. It can stack up to four times. Which means you need to multiply your raw damage according to this table below.

Nb. of enemy Rakukajas Multiplier 1 0.875 2 0.75 3 0.625 4 0.5

DebuffsTarunda debuffs offense by 12.5%. It can stack up to four times. Which means you need to multiply your raw damage according to this table below.

Nb. of enemy Tarundas Multiplier 1 0.875 2 0.75 3 0.625 4 0.5

Rakunda debuffs defense by 12.5%. It can stack up to four times. Which means you need to multiply your raw damage according to this table below.

Nb. of Rakundas Multiplier 1 1.25 2 1.50 3 1.75 4 2

Physical Skills

Name Power Nb. of hits Cost Base Hit Rate Miss Rate Critical Rate Notes Lunge 41 1 10% HP 100 24 24 Hell Thrust 47 1 12% HP 100 33 33 Berserk 16 1-5 13% HP 100 3 13 1 target : 1-2 hits ; 2+ targets : 1-5 hits with max 3 hits on same target Tempest 31 All 25% HP 100 30 30 Hades Blast 41 All 32% HP 100 10 43 Needle Rush 41 1 10% HP 100 24 24 Stun Needle 31 1 7% HP 100 24 24 40% chance of paralyze Toxic Sting 31 1 7% HP 100 24 24 40% chance of poison Arid Needle 31 1 12% HP 100 26 26 60% chance of stone Feral Bite 44 1 12% HP 100 24 24 Venom Bite 41 1 18% HP 100 24 24 40% chance of poison Charm Bite 41 1 18% HP 100 24 24 55% chance of charm Stone Bite 44 1 22% HP 100 26 26 60% chance of stone Stun Bite 44 1 17% HP 100 26 26 40% chance of paralyze Hell Fang 56 1 15% HP 100 45 45 Feral Claw 34 1 6% HP 100 25 25 Venom Claw 41 1 18% HP 100 24 24 40% chance of poison Stun Claw 44 1 17% HP 100 30 30 40% chance of paralyze Iron Claw 56 1 15% HP 100 45 45

Physical Skills, HP Based

Name Power Nb. of hits Cost Base Hit Rate Miss Rate Critical Rate Notes Brutal Slash 50 1 13% HP 100 26 26 Mighty Gust 53 1 14% HP 100 26 26 Guillotine 47 1 17% HP 100 33 33 40% chance of paralyze Dark Sword 53 1 22% HP 100 40 40 40% chance of mute Stasis Blade 53 1 12% HP 100 33 33 65% chance of bind Heat Wave 19 All 16% HP 100 7 26 Blight 22 All 36% HP 100 9 36 20% chance of poison Hassohappa 47 All 35% HP 100 11 46 Chaos Blade 22 1-4 32% HP 100 5 20 1 target : 1-2 hits ; 2+ targets : 1-5 hits with max 3 hits on same target - 30% chance of panic Deathbound 38 1-5 25% HP 100 5 21 1 target : 1-2 hits ; 2+ targets : 1-5 hits with max 3 hits on same target

Exclusive Physical Skills

Name Power Nb. of hits Cost Base Hit Rate Miss Rate Critical Rate Notes Deadly Fury 41 All 32% HP 100 3 50 MC exclusive Xeros Beat 28 All 40% HP 100 3 30 30% chance of bind - MC exclusive Divine Shot 50 1 13% HP 100 3 30 MC exclusive Javelin Rain 41 All 40% HP 100 3 30 20% chance of mute - MC exclusive Oni-Kagura 38 All 30% HP 100 3 30 MC exclusive Spiral Viper 62 1 16% HP 100 3 30 MC exclusive Gaea Rage 47 All 35% HP 100 3 30 MC exclusive Earthquake 70 All 45% HP 200 10 0 Skadi Exclusive Andalucia 32 All 6% HP 100 0 1 1-4 hits each target - Matador Exclusive Hell Spin 31 All 25% HP 100 5 5 Terrorblade 30 1-5 10 MP 100 3 4 1 target : 1-2 hits ; 2+ targets : 1-5 hits with max 3 hits on same target - Red Rider exclusive E & I 32 1 3 MP 100 3 13 1-4 hits - Dante Exclusive Rebellion 36 1 9% HP 200 2 50 1-4 hits - Dante Exclusive Bullet Time 25 All 10 MP 255 3 4 30% chance of panic - Dante Exclusive Boogie Woogie 32 1 3 MP 100 3 13 1-4 hits - Raidou Exclusive Enter Yoshitsune 36 1 9% HP 200 2 50 1-4 hits - Raidou Exclusive Mokoi Boomerang 25 All 10 MP 255 3 4 30% chance of panic - Raidou Exclusive

Almighty Physical Skills

Name Power Nb. of hits Cost Base Hit Rate Miss Rate Critical Rate Notes Last Resort 56 All 100% HP 100 10 10 Hits all foes and allies Kamikaze 78 1 100% HP 100 10 10 Sacrifice 59 1-5 100% HP 100 0 0 1 target : 1-2 hits ; 2+ targets : 1-5 hits with max 3 hits on same target - Can hit allies Freikugel 65 1 17% HP 100 3 30 MC exclusive Stinger 40 1 12% HP 100 3 4 40% chance to instant kill - Dante exclusive Yamato 40 1 12% HP 100 3 4 40% chance to instant kill - Raidou exclusive

Magic Fire Skills

Name Power Nb. of hits Cost Base Hit Rate Miss Rate Limit Value Correction ValueNotes Agi 37 1 3 MP 100 0 104 10 Maragi 30 All 8 MP 100 0 85 9 Agilao 55 1 6 MP 100 0 155 16 Maragion 45 All 15 MP 100 0 126 13 Agidyne 75 1 10 MP 100 0 220 20 Maragidyne 65 All 25 MP 100 0 183 19 Fire Breath 30 1-5 9 MP 100 0 85 8 1 target : 1-2 hits ; 2+ targets : 1-5 hits with max 3 hits on same target Hellfire 50 1-4 18 MP 100 0 140 14 1 target : 1-2 hits ; 2+ targets : 1-4 hits with max 2 hits on same target Prominence 90 1-4 30 MP 100 0 253 26 1 target : 1-2 hits ; 2+ targets : 1-4 hits with max 2 hits on same target Hell Burner 30 All 8 MP 100 0 85 9 Hell Biker exclusive Ragnarok 80 1 30 MP 100 0 800 20 Peaks at Level 104 - Surt exclusive Magma Axis 48 1 15% HP 100 0 470 14 Peaks at Level 101 - MC exclusive

Magic Ice Skills

Name Power Nb. of hits Cost Base Hit Rate Miss Rate Limit Value Correction ValueNotes Bufu 30 1 3 MP 100 0 85 9 20% chance of freeze Mabufu 20 All 8 MP 100 0 56 6 10% chance of freeze Bufula 45 1 6 MP 100 0 126 13 25% chance of freeze Mabufula 35 All 15 MP 100 0 98 10 13% chance of freeze Bufudyne 65 1 10 MP 100 0 183 19 30% chance of freeze Mabufudyne 55 All 25 MP 100 0 155 16 15% chance of freeze Ice Breath 25 1-5 9 MP 100 0 70 7 17% chance of freeze - 1 target : 1-2 hits ; 2+ targets : 2-4 hits with max 2 hits on same target Glacial Blast 65 1-4 25 MP 100 0 183 19 15% chance of freeze - 1 target : 1-2 hits ; 2+ targets : 1-4 hits with max 2 hits on same target

Magic Elec Skills

Name Power Nb. of hits Cost Base Hit Rate Miss Rate Limit Value Correction ValueNotes Zio 30 1 3 MP 100 0 85 9 20% chance of shock Mazio 20 All 8 MP 100 0 56 6 10% chance of shock Zionga 45 1 6 MP 100 0 126 13 25% chance of shock Mazionga 35 All 15 MP 100 0 98 10 13% chance of shock Ziodyne 65 1 10 MP 100 0 183 19 30% chance of shock Maziodyne 55 All 25 MP 100 0 155 16 15% chance of shock Shock 25 1-5 9 MP 100 0 70 7 17% chance of shock - 1 target : 1-2 hits ; 2+ targets : 1-5 hits with max 3 hits on same target Bolt Storm 65 1-4 25 MP 100 0 183 19 15% chance of shock - 1 target : 1-2 hits ; 2+ targets : 1-4 hits with max 2 hits on same target Roundtrip 55 All 25 MP 100 0 155 16 15% chance of shock - Dante exclusive Mishaguji Raiden 55 All 25 MP 100 0 155 16 15% chance of shock - Raidou exclusive

Magic Force Skills

All the skills below have a chance to instant kill targets suffering from the stone status effect Name Power Nb. of hits Cost Base Hit Rate Miss Rate Limit Value Correction ValueNotes Zan 37 1 3 MP 100 0 104 10 Mazan 30 All 8 MP 100 0 85 9 Zanma 55 1 6 MP 100 0 155 16 Mazan 45 All 15 MP 100 0 126 13 Zandyne 75 1 10 MP 100 0 220 20 Mazandyne 65 All 25 MP 100 0 183 19 Wing Buffet 30 1-5 9 MP 100 0 85 8 1 target : 1-2 hits ; 2+ targets : 1-5 hits with max 3 hits on same target Tornado 65 1-4 25 MP 100 0 183 19 1 target : 1-2 hits ; 2+ targets : 1-4 hits with max 2 hits on same target Wind Cutter 90 1 13 MP 100 0 330 26 Hell Exhaust 40 All 15 MP 100 0 112 11 Has a Dekaja effect - Hell Biker exclusive Wet Wind 65 All 25 MP 100 0 200 20 20% chance of paralyze - Pazuzu exclusive Whirlwind 65 All 25 MP 100 0 183 19 Dante exclusive Whirlwind 65 All 25 MP 100 0 183 19 Dante exclusive Hitokoto Storm 65 All 25 MP 100 0 183 19 Raidou exclusive

Magic Almighty Skills

Name Power Nb. of hits Cost Base Hit Rate Miss Rate Limit Value Correction ValueNotes Deathtouch 30 1 5 MP 100 0 84 10 Drains HP Mana Drain 15 1 2 MP 100 0 42 2 Drains MP Life Drain 30 1 10 MP 100 0 84 8 Drains HP and MP Meditation 60 1 10 MP 100 0 84 8 Drains HP and MP - Daisoujou exclusive Megido 70 All 30 MP 100 0 197 20 Megidola 80 All 37 MP 100 0 225 23 Megidolaon 90 All 50 MP 100 0 253 26 Pestilence 50 All 16 MP 255 0 120 12 Instant kill if target already poisoned - Pale Rider exclusive Beast Roar 80 All 37 MP 100 0 225 23 Heals for 10% of damage dealt - Mother Harlot exclusive Holy Melody 100 1 1 MP 255 0 0 0 Restores 100% HP/MP to target with lowest % of HP - Trumpeter exclusive Evil Melody 0 1 1 MP 255 0 0 0 100% death kill to enemy with lowest % of HP - Trumpeter exclusive Showtime 90 All 40 MP 255 0 253 26 Dante exclusive Jiraiya Dance 90 All 40 MP 255 0 253 26 Raidou exclusive Fire of Sinai 90 1-5 50 MP 100 0 253 26 1 target : 1-2 hits ; 2+ targets : 1-5 hits with max 3 hits on same target - Metatron exclusive Death Flies 90 All 50 MP 100 0 253 26 100% death kill - Beelzebub exclusive

Magic Expel Skills

Name Power Nb. of hits Cost Base Hit Rate Miss Rate Limit Value Correction ValueNotes Hama 0 1 6 MP 100 0 0 0 40% chance of expel kill Mahama 0 All 15 MP 100 0 0 0 20% chance of expel kill Hamaon 0 1 10 MP 100 0 0 0 60% chance of expel kill Mahamaon 0 All 6 MP 100 0 0 0 40% chance of expel kill God's Bow 0 1 20 MP 255 0 0 0 100% chance of expel kill - White Rider exclusive Violet Flash 75 1 10 MP 100 0 220 20 Radiance 75 All 30 MP 100 0 211 21 Thunderclap 50 1 12 MP 100 0 140 14 Halves enemy's HP Holy Wrath 50 All 36 MP 100 0 140 14 Halves all enemies' HP Godly Light 80 All 20 MP 50 0 140 14 Reduces all enemies' HP by 80% - Amaterasu exclusive

Magic Death Skills

Name Power Nb. of hits Cost Base Hit Rate Miss Rate Limit Value Correction ValueNotes Mudo 0 1 6 MP 100 0 0 0 40% chance of death kill Mamudo 0 All 15 MP 100 0 0 0 20% chance of death kill Mudoon 0 1 10 MP 100 0 0 0 60% chance of expel kill Mamudoon 0 All 6 MP 100 0 0 0 40% chance of expel kill Hell Gaze 50 1 10 MP 100 0 140 14 70% chance of death kill Evil Gaze 1 1 8 MP 55 0 1 1 Reduces enemy's HP to 1 Stone Gaze 50 1 6 MP 100 0 0 0 50% chance of stone

Tips

This is YOUR section ! Write some of your tips while playing the game, and if they are really good and make sense, I will add them here. The list will get bigger with time.

Buffs and debuffs stack up to 4 times. USE THEM. Each buff stack gives a 25% bonus, and each debuff stack gives a 12.5% penalty, so a full 4-stack gives a x2 effect. As an example : buffing yourself with 4x Tarukaja and hitting an enemy with 4x Rakunda multiplies the damage inflicted by 4.

If you need to heal your party at a Fountain of Life and have some MP, use skills to heal your HP before going in. Recovering 1 HP costs 1 Macca, recovering 1 MP costs 2.5 Macca. Do the math. You will save money by spending 12 MP to cast a Media before going in.

Try to get yourself a mana battery. Get a demon with an MP Drain and give him Makatora. Daisoujou is the absolute best candidate : try to give him Makatora when fusing him, and you will never have money problems again thanks to his Meditation+Makatora combo.

Sources

- zombero, for all his work on making Nocturne Hardtype https://zombero.wordpress.com/

- Robin Goodfellow, for his videos explaining how formulas work https://www.youtube.com/c/RobinandZephyr

- atwiki, https://w.atwiki.jp/noctan/pages/1.html

- https://web.archive.org/web/20160214190956/http://xn--ehqs60c2gs6ptzjh.jp/archives/shin3_skill004.html

- https://drive.google.com/file/d/18gBfzm1hlBDoWuYvjaAcjBSBtNlChWV0/view (in english)

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2503470293					

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