Look at the diagrams to understand each check, then look up the formulas and details. Telling hit, damage and hit-reaction results apart gives your gear and combo choices a basis.
This page summarizes the core formulas of Ephinea PSOBB. Unless noted otherwise, formulas and values come from the Ephinea Wiki’s Game mechanics page. The game truncates final damage rather than rounding it: a result of 100.92 deals 100.
A: Physical damage formula
Physical damage is all damage except fire- and lightning-type specials and techniques. The ATP shown in brackets in the menu is the class’s maximum; the game actually uses a hidden base ATP and adds a class-dependent random variance on every attack.
Weapon attribute, illustratedAn attribute raises the minimum; the random range stays the same widthAssume a 300–400 ATP weapon and compare the weapon alone, without grinds, other gear or Shifta.
0 ATP700 ATP
Matching attribute 0%300–400 ATP
Matching attribute 100%600–700 ATP
Minimum: 300 → 600Random range: always 100
A 100% attribute does not double the final damage. The character’s base ATP, Shifta and the target’s DFP still enter the later steps.
Wvar = a random decimal from 0 to 1 on each attack
WSpread = the width of the weapon’s ATP range (100 for a 300–400 ATP weapon)
Shifta% = the boost percentage of the current Shifta level (see Section D)
Pvar = a random class variance on each attack: Hunter 1–6, Ranger 1–4, Force 1–3
Shifta only applies to base ATP and the weapon’s random range, not to EQATP. The attribute percentage only multiplies the weapon’s minimum ATP and leaves the random range unchanged: a 300–400 ATP weapon with 100% attribute has 600–700 ATP, not 600–800.
HP-drain specials deal ×0.67 physical damage plus damage equal to HP drained. The drain amount depends on special tier, difficulty cap and reduction; see section I.
Each Vjaya special attack costs 10,000 Meseta, and its accuracy is calculated as a heavy attack.
Criticals and LCK
Player critical rate: min(LCK, 100) / 5 %. Characters cap at 100 LCK, so the highest critical rate is 20%.
Enemy critical rate: min(LCK, 100) / 2 %.
Critical damage: attack result × 1.5.
Only attacks that have already hit, and are not techniques or fixed damage, roll for a critical.
LCK is the only non-resistance stat that does not grow with levels; it can only be raised by equipment and Luck Material.
Two different kinds of Luck: the LCK stat only affects criticals, not drop rates; Ephinea also has a separate daily forecast, which gives a rare drop rate bonus to characters matching the day’s class, race or sex. /forecast shows the day’s forecast conditions, and /luck shows your current character’s forecast level. See the Ephinea Wiki on LCK and the daily forecast rules.
B: Hit calculation when players attack enemies
In this section the player attacks and the enemy defends. The player’s ATA and the enemy’s EVP decide whether an attack hits; physical damage uses Section A, while special effects follow Section I. Techniques have no hit check: they always take effect when they touch the target.
Combo accuracy, illustratedThe same heavy attack hits more easily later in the comboExample: 200 total ATA against 500 EVP, no status effects, melee. All three bars share a 0–100% scale.
0%100% · always hits
1st hit ×1.040%
2nd hit ×1.382%
3rd hit ×1.69100%
1st hit: 200 × 0.7 × 1.0 − 500 × 0.2 = 40%. The 3rd hit calculates to 136.6%, and actual accuracy is capped at 100%.
Normal attacks have a higher accuracy modifier and suit the opener; putting heavy attacks later uses the combo modifier. The chart compares each hit’s accuracy, not the chance that the whole combo lands.
Step 1: Total accuracy (ATA)
ATA_total = ATA_base + weapon ATA + frame ATA + barrier ATA
ATA_base = the ATA shown in brackets in the menu
Weapon ATA includes the weapon’s Hit attribute
ATA_total is the ATA shown outside the brackets in the menu; you can read it directly
The result is used directly as a percentage: 100 or more always hits, and a negative value always misses.
Distance penalty = distance × 0.33, and it only applies to Hunters and Forces without Smartlink; Rangers and characters with Smartlink have no distance penalty.
Bullet-type shots stop checking for hits once the target has moved more than 8 units; if a knockback makes the shot vanish early, no MISS is shown.
C: How incoming physical attacks are resolved
First check whether you evade, then how much damage you take. The flow below applies to enemies’ ordinary, evadable physical attacks.
Order of checksEVP first, then DFPRead from top to bottom, following the branches.
An enemy makes an evadable physical attack
↓
01
Hit / evade checkEnemy ATA (accuracy) against player EVP (evasion)
↓ Evaded
EvadeDeflected in place · no HP lostThis attack’s checks end here
↓ Not evaded
02
Calculate physical damageEnemy ATP (attack) against player DFP (defense)
Animation sketch: the attack comes from the left, the dashed figure is the position before the hit, and the HP bar only shows whether HP is lost.
EVP check succeeds
Evade: stays in place
The attack is deflected and the character does not move back.
HPNo loss
Not evaded · damage 0
Guard: pushed back
DFP reduces the damage to 0, but the character still moves back.
HPNo loss
Not evaded · damage above 0
Hurt: loses HP
HP drops by the calculated amount; high damage knocks you down.
HPLost
No HP lost either way, but different animations.A successful evade stays in place; Guard means the evade already failed and only the damage came to 0, so the character is still pushed back.
Enemy hit rate against players
SLW’s measurements on Ephinea fit this approximation:
Enemy hit rate (%) ≈ clamp(enemy ATA - player EVP × 0.2, 0, 100)
It can also be written as enemy ATA - player EVP / 5, the same form as the formula for players attacking enemies in Section B. For example, against an enemy with 290 ATA, 1450 EVP gives a theoretical hit rate of 0%, and 1442 EVP gives 1.6%. In the video, about 300 attacks were all evaded at 1457 EVP, and hits were seen after dropping to 1442.
Scope and reading the tables
This order and hit-rate relation only apply to attacks that roll for evasion. Fixed damage, missiles, beams, stomps and other special attacks may not be evadable with EVP.
Use the enemy’s actual ATA in the current difficulty, mode and quest; the base value in a data table is not always the effective value in battle.
Zero damage does not mean no hit reaction: a successful evade does not move you back, while Guard pushes you back, which affects your positioning and the risk of taking repeated hits.
Measurements: SLW, 【PSOBB Ephinea】ガードと回避の成功率検証と結果【解説動画】. The hit-rate formula is generalized from the video’s experiments and should be read as an Ephinea measurement, not as this site’s decompiled proof of the client code.
Technique damage depends on MST and is reduced by the target’s matching resistance, not by its DFP.
Techniques have no hit check and never crit.
All percentage boosts are added first and then multiplied: a FOnewearl with FOIE MERGE equipped has a Foie boost of +30% + 30% = +60%.
Megid boosts do not raise the instant-kill rate; they make it pierce instead, and multiple Megid boosts do not stack.
Jellen and Zalure have no class boosts; Reverser and Ryuker have no boosts at all. For equipment boosts see Equipment technique boosts.
Technique damage, illustratedAdd the boosts together first, then apply the resistanceAssume (MST + technique base power) ÷ 5 = 500, with 30% damage boosts from both class and equipment, against a matching resistance of 40%.
Base 100%+30%+30%
Base calculation500(MST + base power) ÷ 5
Total boost +60%800500 × (1 + 0.3 + 0.3)
Resistance −40%480800 × (1 − 0.4)
Two +30% boosts make ×1.6, not ×1.3 × 1.3. This is for damaging techniques; Megid’s instant-kill check is below.
In the general hit path of the locally saved Ephinea client, the knockdown flag is set when the internal damage > max HP × 25% . The comparison happens before the damage is truncated to an integer.
Knockdown thresholdIt depends on single-hit damage, not remaining HPExample: with 1,000 max HP the threshold is 250.
Internal damage 0250 · 25%300
240Below the thresholdNo general knockdown check
250Exactly at the thresholdNo general knockdown check
260Above the thresholdGeneral knockdown check triggers
All values are internal damage before truncation. The vertical line marks 25% of max HP; the bars show single-hit damage.
Why can 250 displayed damage still knock you down?Internal damage of 250.5 is already over the threshold, but the integer damage shown and taken is 250. So the displayed damage alone cannot tell you whether the threshold was crossed.
Threshold source and scope
Ephinea Wiki summarizes this as “25% or more”. The strict boundary here follows the locally saved Ephinea client: try_knockdown_player sets the knockdown flag when internal damage is strictly greater than 25% of max HP.
This chart explains the general damage threshold and does not cover knockdowns, deaths or other states set directly by special attacks. It was checked against a local client snapshot; whether the live runtime adds further changes has not been verified.
F: Weapons that spend HP
The special attacks of the rare weapons below spend a fixed percentage of the character’s max HP. On Ultimate, Monomates (200 HP) and Dimates (500 HP) let you set HP precisely to a target value, to trigger a Mag’s 1/10 HP event (see Section H) or to let an Android deliberately use up a Scape Doll to refill traps.
Weapon
HP cost
DOUBLE CANNON
5%
Girasole
10%
LAVIS BLADE
5% + 5% (spent twice per attack)
Lavis Cannon
5%
OROTIAGITO
7%
Raikiri
7%
Soul Banish
7%
GAL WIND
7% for the 1st and 2nd hits; the 3rd hit fires three shots, 21% in total
Psycho Wand
Casting any technique costs HP equal to its original TP cost (the TP cost itself is halved)
Gal Wind’s 3rd hit spends 21% HP at once and meets the 1/10 HP event condition without needing a target.
G: Mag Photon Blasts (PB): effects, damage and charging
The six PBs are four attacks, one heal and one support. First see how each works, what affects it and when to use it, then look up the damage and chain calculations. All four attack PBs deal light damage, reduced by the target’s ELT (light resistance).
Effects and formulas follow the Ephinea Wiki; “When to use” and “In a chain” are recommendations derived from them. The diagrams only sketch how each works: dots are players and diamonds are enemies; they do not show actual distances, exact hit areas or targeting order.
A single PB uses your own stats; in a chain, every stat below comes from the first character in the chain and their Mag as seen by the current client. Q is the PB amount and N the number of PBs in the effective chain; see the parameter table below.
Serpent Farlla
A spinning attack that hits enemies around you
How it works
An area attack on the enemies around you, suited to several targets crowding in.
What affects it
Base power uses Synchro, ATP and IQ; MST is added after the chain and donation modifiers. The higher the Synchro, the more raising ATP pays off.
When to use
With the same stats and light resistance, Pilla has higher base power. Farlla works against enemies around you when it is what you have; when comparing area PBs, also count how many targets each actually covers.
In a chain
Even with low damage of its own, joining as a different PB from the previous one still raises N, strengthening the attacks, heals and Twins support across the chain.
Base power Btrunc(Synchro × ATP × 0.025 + IQ × 2.5 + 500)
Dolphin Estlla
Attacks enemies along a straight line ahead
How it works
Attacks in a straight line in front of the character and can hit several enemies along the path. Enemies off to the sides do not count as covered just because they are nearby.
What affects it
Among the four attack PBs, only Estlla uses EVP instead of ATP. Synchro and IQ affect base power, and MST is still added after the chain modifier.
When to use
Use it when enemies line up; mind your position and facing before firing. Low ATP does not make Estlla weak; compare it using EVP, not by weapon attack power.
In a chain
If Estlla is meant to carry the damage, the first character’s EVP matters; later Estllas also use the first character’s stats. It can alternate with area PBs.
Base power Btrunc(Synchro × EVP × 0.15 + IQ × 15 + 350)
Stag Golla
Focuses on one enemy
How it works
A single-target attack that focuses on one enemy and does not clear groups.
What affects it
Uses Synchro, ATP, IQ and MST; its base power formula is exactly the same as Pilla’s.
When to use
With only one target to deal with, judge it by single-target damage. Being single-target does not add bonus damage: under the same conditions it matches Pilla’s single-target damage and covers fewer enemies.
In a chain
After a Pilla, Golla provides a different PB and keeps raising N; the two are different skills even with the same formula.
Base power Btrunc(Synchro × ATP × 0.075 + IQ × 7.5 + 1,200)
Statue Pilla
Strikes enemies around you from above
How it works
Attacks several enemies around you. Unlike Estlla’s straight line ahead, it suits a group gathered around you.
What affects it
Currently uses the same ATP formula as Golla; Synchro, IQ and MST also affect damage. The ATA formula is an unused path, and ATA plays no part in Pilla damage here.
When to use
Under the same conditions its base power is higher than Farlla’s, and it hits several targets. The total payoff depends on how many targets it hits and each one’s ELT; do not treat the single-target example as the whole blast’s total.
In a chain
Suited to area damage, amplified by Q and N. Choose the first character by ATP, Synchro and IQ; firing later yourself does not switch to your own stats.
Base power Btrunc(Synchro × ATP × 0.075 + IQ × 7.5 + 1,200)
Goddess and Twins: what the heal and support do
Neither PB deals direct damage. Used alone they affect you; chains and donations extend the effects to the participants. Being in the same room is not the same as participating.
Goddess Leilla
Restores HP to you and the chain/donation participants
How it works
Casts Resta to restore HP. Leilla does not cure status effects or revive; Anti and Reverser come from the Twins below.
What affects it
Healing depends on IQ, MST, Q and N, not on Synchro, ATP or EVP. The chain multiplies the base healing, and MST × 0.5 is added afterwards.
When to use
Use it to top up participants who are low on HP; actual healing is capped by missing HP. If a teammate needs to stay at low HP, coordinate first so you do not fill it up.
In a chain
It heals and can also slot into a chain as a different PB, strengthening later effects such as the Twins; do not pick it to revive fallen teammates.
Healing · truncate after each lineB = trunc(IQ × 0.5 + 150) R = trunc(B × Q × N × 0.01) Healing = trunc(MST × 0.5 + R)
Casts Shifta and Deband. It starts by casting Anti on living participants and Reverser on fallen ones; players revived this time do not get this Shifta/Deband.
What affects it
The support level depends only on the first Mag’s IQ, the PB amount Q and the effective chain count N; it ignores Synchro, ATP, EVP and MST. By the formula, with IQ 200 and Q 100 without donations, a single blast gives Lv.21, two give Lv.41, three Lv.61 and four Lv.81.
When to use
Good for giving the party high-level attack and defense support, especially for the physical damage that follows. If everyone should get the buff, make sure they have joined and are alive when this Twins blast starts.
In a chain
The Twins are often the main payoff of a chain. To raise the level, check the first Mag’s IQ and the effective N first; let other PBs lead in, and avoid two Twins in a row overwriting each other.
Shifta/Deband level · truncate the whole linetrunc(1 + (Q × N × 0.01) × (IQ × 0.1))
Parameters: where each value comes from and what to enter
Take character stats and Mag parameters from the first character in the chain as seen by the current client; for a solo blast, use your own. Prepare the inputs below, then choose the PB formula.Wiki: parameter definitions and truncation rules.
Parameter
Meaning and source
Example entry
Synchro Synchro
The first character’s Mag Synchro, as the percentage number itself.
120% → 120 not 1.2
IQ
The first character’s Mag IQ, read directly; not the Mag’s level.
IQ 200 → 200
ATP Attack
The first character’s base ATP with Shifta applied, plus equipment ATP. The weapon uses the low end of its ATP range, without class variance, and not the randomly generated ATPeff from Section A.
Taken this way, 1,000 → 1000
EVP Evasion
The first character’s EVP. Estlla uses it for base power.
EVP 800 → 800
MST Mental strength
The first character’s MST; attack PBs add it after the chain and donation modifiers.
MST 500 → 500
Q PB amount
The PB amount seen on the first character’s side, usually 100 plus all donations received. 30 is the cap per donor; each chaining player’s own 100 PB is not added.
No donations → 100 Received 30 → 130
N PBs in the chain
The number of PBs seen in the effective chain; participants who only donate and do not fire a PB do not add to N, so do not enter the number of people who got the effects.
Single → 1 Four-chain → 4
ELT Light resistance
The target’s light resistance in the current difficulty and mode. The formula divides by 100 itself.
20% → 20 not 0.2
Intermediate results in the formulas: B = base power; S = attack PB power after modifiers; R = Leilla’s base healing after chain and donation modifiers. All three are calculated by the formulas, not read from the character menu.
Attack PBs: base power first, then damage
Calculate B with the formula on each card above, then S and damage in turn. trunc(x) means drop the decimals; truncate after each line before using it in the next, not only at the final damage.
PBs use the formulas in this section, not the class or equipment technique boosts from Section D.
Four attack PBs · same conditionsJudge damage together with stats and target coverageSynchro 120%, IQ 200, ATP 1,000, EVP 800, MST 500; Q 100, N 1, target ELT 20. Each bar is the damage to one target hit.
0 damage2,920 damage
Farlla · area around you720
Estlla · straight line ahead2,920
Golla · single target1,952
Pilla · area around you1,952
Their B values are 4,000, 17,750, 11,700 and 11,700; MST is added before the light resistance reduction. The Pilla example is broken down below.
With these stats Estlla deals the most single-target damage, which does not make it best for every character or position. Changing the ATP-to-EVP ratio changes the comparison; Golla and Pilla have the same single-target value but cover different numbers of targets.
Pilla · single exampleFrom Mag and character stats to 1,952 damageSynchro 120%, IQ 200, ATP 1,000 and MST 500 taken as above; Q = 100, N = 1, target ELT = 20.
Base power B11,700120 × 1,000 × 0.075 + 200 × 7.5 + 1,200
Power after modifiers S12,20011,700 × 100 × 1 × 0.01 + 500
Light resistance −20%1,952(12,200 ÷ 5) × 0.8
With everything else the same, raising the target’s ELT to 60 drops the damage to 976. Enemy light resistance directly affects attack PBs.
Chains and donations: they change N and Q respectively
How to join: teammates in the same room must chain or donate before the first PB’s start-up animation ends; chaining players fire their own PB, and donors give their own PB gauge value.
Chaining: each valid join raises N, and the PBs fire in the order they started. When two of the same PB come back to back, the earlier one is overwritten, and the overwritten player gets no benefit from that chain. Only back-to-back repeats are limited; the Wiki’s Golla → Twins → Golla → Twins is a valid four-chain example.Wiki: chain rules.
Donating: raises Q; each player can donate at most 30 PB. The default keyboard key is End, donating 10 PB per press; on a gamepad it is the button above the action palette that opens Word Select/Symbol Chat. Donating also lets that participant receive the PB’s effect; donating alone does not raise N.Wiki: donation rules.
Different views: damage, healing and support are calculated on each client; latency or desync can make players see different orders and results. Plug in the first character, PB count and PB amount you actually observed.Wiki: client-side calculation.
Twins support level: donations versus chains
Twins support level · by the formulaFour players take part either way, but donating and a four-chain give different levelsThe first Mag’s IQ is fixed at 200. Every chain is valid and includes the Twins; the level is the Shifta/Deband level, not the Mag’s level or a skill level shared by the six PBs.
How it is fired and donated
PB amount Q
PB count N
Support level
Single, no donations
100
1
Lv.21
Single, 1 teammate donates 30
130
1
Lv.27
Single, 3 teammates donate 30 each
190
1
Lv.39
Two-chain, no donations
100
2
Lv.41
Three-chain, no donations
100
3
Lv.61
Four-chain, no donations
100
4
Lv.81
For example, a single blast receiving 30 PB: 1 + (130 × 1 × 0.01) × (200 × 0.1) = 27. All values are calculated from the Wiki formula on the Twins card; the examples are not marked as client measurements.
When 3 teammates only donate, N is still 1 even though four players take part; N is 4 only when all four fire a PB in a valid four-chain. Do not use the number of participants as the chain PB count.
Same stats and target · Pilla damage comparedA chain amplifies base power; MST is added afterwardsUsing the character/Mag stats and ELT 20 from the single Pilla example above, this compares one Pilla hit on the same target; it is not the total damage of the whole chain.
1 · firstDolphin
2 · joinsStatue
3 · joinsGoddess
4 · joinsTwins
Above is a four-chain without donations: Q = 100, N = 4. All four PBs use the first character’s character and Mag parameters; here that character has the same stats as the single example above.
0 damage7,568 damage
Single · Q 100 / N 11,952
Single + teammate donates 30 · Q 130 / N 12,513
Four-player valid chain, no donations · Q 100 / N 47,568
Donation example: S = 15,710, final 2,513.6 truncated to 2,513. Four-chain example: S = 47,300, final damage 7,568.
In a four-chain Q is still 100 and N is 4; do not enter Q 400, N 4. MST is not multiplied by the chain count, so one hit in a four-chain is not simply four times the single damage.
These are Wiki formulas and examples derived from them, not marked as this site’s measurements of the current client. Sources: each PB’s power, donation and chain rules.
PB gauge formula
PB charging, illustratedThe same 300 damage adds different amounts of PBA level 100 character, comparing the two formulas in the table below for damage dealt and damage taken.
0 PB4 PB
Dealing 300 damage+0.2 PB
Taking 300 damage+4 PB
300 ÷ (100 × 15) = 0.2; 300 × 20 ÷ (100 × 15) = 4. The bars show this gain, not a full 100 PB gauge.
At the same level and damage, the damage-taken formula adds 20 times as much PB as dealing damage. Damage from special attacks does not count toward the PB gauge.
Mag low-HP event, illustratedLow HP is only one of the conditionsWith 1,000 max HP, you must lose more than 200 HP in one frame and have under 100 HP left. The examples compare two consecutive frames.
Both conditions met
310 HP→90 HP
Lost 220 > 200 Left 90 < 100
1/10 HP event condition met
Only low HP
200 HP→90 HP
Lost 110, not over 200 Left 90 < 100
1/10 HP event condition not met
Once the event condition is met, the Mag’s trigger rate decides whether the effect happens; dropping to low HP does not guarantee invincibility. When several events happen in the same frame, the priority below also applies.
Trigger events
Event
Condition
100 PB
When the PB gauge reaches 100
1/10 HP
When you lose more than 20% HP in one frame and HP falls below 10%
Boss room
When entering a boss room
The Mag checks its trigger conditions once per frame. The 1/10 HP event only compares HP across two frames, regardless of where the HP loss came from, so a Berserk weapon hitting 4 or more targets, Gal Wind’s 3rd hit, or casting a technique with Psycho Wand equipped can all trigger it. When several conditions are met in the same frame only one is checked, in the order 100 PB → boss room → 1/10 HP. The death event is disabled in Blue Burst.
Each event of each Mag has a fixed base trigger rate. Events affected by Synchro come in two kinds, marked in the Wiki Mag list with ranges such as 50-85%, 0-35% :
Additive
Trigger rate = base rate + Synchro bonus
For example, Nidra ’s boss-room invincibility event is 50–85%: at 101–120% Synchro the rate is 50% + 35% = 85%.
Independent
Trigger rate = Synchro bonus
For example, Sato ’s 100 PB invincibility event is 0–35%: at 61–80% Synchro the rate is only 25%, and at 30% Synchro or less it never triggers.
I: Weapon Specials
An ordinary special first passes the ATA/EVP accuracy check, then resolves its effect or activation chance. A hit does not guarantee freeze, paralysis or instant death; sacrificial specials have no additional activation roll. See the ordinary specials table and S-Rank specials table for Chinese, English and Japanese names, tier values and codes.
Effects and calculation bases
Type
Effect and limits
Sacrificial: Charge / Spirit / Berserk
Charge costs 200 Meseta; Spirit costs 20% of current TP; Berserk costs 25% of current HP. All use a ×3.33 physical damage multiplier, compared with ×1.89 for Heavy. Spirit does not function below 10 TP.
HP / TP / EXP drain
Gush uses 17% of enemy HP; Geist uses 6% of the player's maximum TP; King's uses 12% of the enemy's kill EXP. Per-activation caps for Normal / Hard / Very Hard / Ultimate are HP 30/60/90/120, TP 25/50/75/100 and EXP 20/40/60/80. Total EXP stolen from one enemy cannot exceed its kill EXP.
HP cut: Devil's / Demon's
Removes 50% / 75% of the enemy's current HP, rather than leaving that percentage. After hitting, activation still has a 50% chance. Bosses are immune.
Freeze / paralysis / confusion
Activation depends on special tier, enemy ESP, reduction and units. Blizzard / Arrest have base power 80; Chaos has 76. These are not final success rates. Immune targets remain unaffected.
Instant kill: Hell series
Uses enemy EDK, not ESP. Hell has base power 93. Bosses are immune.
Fire / lightning
Damage uses character level, special tier and enemy EFR / ETH, rather than the ATP physical damage formula. Lightning can also shock susceptible Machine enemies.
Reduction, race and difficulty modifiers
Reduction factor r is 1 for unreduced specials, 0.5 for eligible Swords, Daggers and Partisans, and 0.33 for eligible Slicers, Mechguns and Shots. Check the individual weapon; type alone is insufficient. Drains apply r after the difficulty cap; HP cuts multiply the removed proportion by r; status and instant-kill specials reduce activation chance. Sacrificial and elemental damage are exempt.
Androids on Ultimate add 30 percentage points to base HP/EXP drain, freeze, paralysis and confusion power. Devil's / Demon's instead fall to 20% / 45% HP removal. This is not a universal 30% boost.
Paralysis / confusion chance = (power − ESP) × r × unit boost. Freeze chance = min((power − ESP) × r, 40) × unit boost. Read results as percentages. Ephinea's freeze cap is 40% on every difficulty, versus 20% on vanilla Ultimate; the cap applies before the unit boost.
Instant-kill chance = (power − EDK) × r × unit boost. V501 gives ×1.5 and V502 ×2; both give ×1.5 for freeze, paralysis and confusion. They do not stack or increase ATA accuracy. Probabilities stay within 0–100%, and immunity still applies.
Example: unreduced Hell against 40 EDK has a 93 − 40 = 53% activation chance after hitting without a boosting unit; a reduced Sword gives 26.5%. With 80% attack accuracy, the first case kills on 80% × 53% = 42.4% of attempts.
S-Rank differences and corrected descriptions
S-Rank (ES) specials ignore weapon-type reduction; ordinary effects retain their resistance/immunity, race and difficulty rules. Accuracy depends on the effect: ES Zalure has no ATA accuracy check, though the attack must still contact its target. Jellen / Zalure are Lv.21; HP Revival / TP Revival are passive recovery. Androids cannot equip ES weapons with Spirit, Geist or TP Revival.
Corrections from this check: Spirit costs 20% of current TP and Berserk 25% of current HP, distinct from the maximum-HP costs in section F. Demon's removes 75%, or 45% for androids on Ultimate. HP-drain specials add damage equal to the drained amount on top of ×0.67 physical damage; recovery does not equal total damage.