Alright I promise the reason it took me so long to make a new video was 'cause this took ages to do and not because I was procrastinating by playing Helldivers, Final Fantasy, and Persona. Promise. Trust me. But also plz read the little disclaimers in the description to explain some stuff so plz don't get mad at me for being dumb thx I love you bye bye :)
@@SnowiestAngeman When they bring it back next time, the damage can be the same… *BUT, the attack type should be Extreme, a Grapple, and the cost should be at around 69 MP!*
The deletion of Head Trauma IMO was an inside joke, IIRC one of Ichi's personality challenges for collecting head armor is "No Head Trauma Here" which gave me a laugh. Though I will admit, I would've preferred Head Trauma becoming a Kiwami attack instead. Would've been funny to have Joongi do absurdly extreme noogies on enemies
Hi, I'm just a random modder, but I just wanna give some insight I learned about the game damage setting. So, all attack animation in this game supposed to have a total damage value of "100". Meaning that if the attack is a single punch/kick, it is "100". If the attack is 3 hit combo, then it would be 20-20-60. So that in total would be 100. The 100 value then get calculated with 2 more value, which is strength and "base_atk_ratio", result in the damage outout. I don't know the exact formula, but the higher "base_atk_ratio", the better. Normal attack have "base_atk_ratio" of 0, while downed attack have "base_atk_ratio" of 0.3, meaning downed attack will deal extra 30% compare to normal attack. This is of course get boosted by the fact that downed attack is auto crit. What note worthy about "base_atk_ratio", is that how it apply to Kiryu. in Brawler style Far attack: 0.0 Close attack: 0.9 (which meaning 90% increase in damage output) Close attack - Awakened: 1.2 (which meaning 120% increase in damage output) in Rush style Far attack: -0.5 (reduced 50% in damage output) Close attack: - 0.05 (reduced 5% in damage output) Close attack - Awakened: 0.05 (which meaning 5% increase in damage output) Rush is significantly weaker, but because we all know it get to attack twice. in Beast style Far attack: 0.0 Close attack: 0.85 (which meaning 85% increase in damage output) Close attack - Awakened: 1.14 (which meaning 114% increase in damage output)
there's been some datamining done in speedrun discord. Damage formulas happen to be somewhat similar to dragon quest. which can be simplified to (ATK-DEF/2)*(1 + baseattackratio). Baseattackratio depends on skill. from modders we heard that hitting the button prompts just adds to the baseattackratio, but it's unclear if it applies to defense side of the calculation. Attack buffs are 15% stat per arrow, but because of enemy defense in practice the damage increase will be always higher. Against higher defense enemies (or if your weapons suck) attack buffs feel a lot more significant. Resistances from jobs are 50% damage reduction. EDIT: Probably should have watched until the end before typing xd. I think the video is mostly correct, maybe only thing I'd nitpick is that there are actual number differences between skills in the same damage "category", like Tenacious fist has added ratio of 1 (so 2.0x) and dropkick is 1.1 (2.1x)
I didn't know the damage formula was that simple, but neat. I overcomplicated it and thought that the target's DEF was being divided by 2 then multiplied by the skill's base_atk_ratio. At least the results between the two formulas are identical, so I guess I still got it right in a roundabout way. Attack buffs work as 1.15x / 1.3x / 1.45x damage multipliers, which is way better than in YLAD where buffs would only add to your base_atk_ratio. For the button prompts, I haven't tested it extensively, but from what I've gathered, succeeding in them gives a 1.15 multiplier to the damage of subsequent hits. Failing a button prompt will remove that multiplier.
Ok so I don’t want to seem like I’m hating, because I really appreciate the data gathering done for the video (fuck knows I’m too lazy to do it myself) but a few of the numbers mentioned here aren’t right and I have to mention it ( 🤓 me in the reply’s, I deserve it): The section at 11:04 doesn’t make much sense, as a 50% increase to each individual attack would just lead to a 50% stronger attack overall. (Purely theory, but it could be that back attacks are a pure x2 multiplier, but that they DO benefit from proximity bonus, so you’d have x1.2 proximity x2 back attack coming out to x2.4? Probably the same as the down attack boost, which according to the game CAN benefit from the proximity bonus) The attack boosts section at about 19:00 was done backwards I think, the actual increases come out to about: Lvl 1: 30.25% Lvl 2: 61.30% Lvl 3: 91.89% So probably a flat 30% per level of boost overall. Seriously though, thanks a million for doing all of the work and data collection on this, I’m for sure not part of that 487% of people who aren’t subscribed.
I think it's possible Back Attack was meant to be double damage but the proximity bonus still applies, resulting in the oddly specific multiplier of 2.4. Proximity bonus was about 20% boosted, which when applied to a move and then doubled would be 2.4 times damage.
You're the GOAT for doin this research and also makes me glad that the RPG aspect of IW feels way more thought out than LAD7 (as much as I love that game), really makes me hopeful for what RGG Studio will cook up for LAD9 in the future
Yeah, the grapple loading screen tip actually says you can deal "big damage" so I always assumed Guard Breaks did more damage. Glad that you went ahead and confirmed it with numbers
The damage I've surmised during my extensive play of 200 hours within 3 weeks all align with yours. I will say though that the best way to look for resistance damage multipliers is simply to use poundmates. A resistance halves the damage while a weakness multiplies it by 1.5 (Sojimaru Flying Beta Max my beloved does 1000 damage normally, but only 500 to enemies who resist Elec, and 1500 to the ones who are weak against it. Multiply these values by 1.5 if you're using the "with benefits" option.)
they got rid of Joongi's Head Trauma because hes been watching videos on watermelons exploding with rubber bands and hes been focusing on how to do that quickly to a living person in battle
🐐 video by the way, good to actually get some fairly solid numbers on what everything does, so I can at least more or less know what move to pick in some of those niche “oh shit if the enemy doesn’t die this turn, Ichiban might get clapped” situations
Forgot the name of it, but that 10 MP Champagne attack from Host job is unusually powerful for a supposedly “Light” attack. I don’t remember the exact level I was at, but against enemies who were weak to Ice attacks, it was dealing around ~600 damage in total
I recently got infinite wealth and I'm super excited to try it out, thank you so much for this video as I'm sure it will help me a ton, your the best ❤❤
So good news Mr. Snow. I introduced one of my friends to the Like a Dragon series by making them play the first hour or so of Lost Judgement seeing that you like that game so much and recommend it so highly. He enjoyed himself and said we should play it together again soon. I did it! I got someone to like this series let’s goooooooooo!
@@SnowiestAngeman Nice. I'm a newbie to Tekken and Reina is what convinced me to start playing so I'm trying to learn her. The process is gonna take a bit though because there's so much. 😫
Rock throw is the new head trauma in IW that move on the hero job with the legendary bat with max crit goes crazy because its a guaranteed knock down, it also is insane value for mp cost
I applaud the absolutely autistic level of math and dedication it took to make this video. I find minutiae like this in video games really interesting, as a fellow econ major.
Fun fact, magic attacks actually can crit. I don’t blame you for not mentioning it because, I didn’t know until I looked at the brands (cuz I only leveled up the weapons in the post game), and there is a seal (it’s somewhere next to the transfiguration seal but don’t remember the specific one), that allows magic to crit. Good for NG+ I suppose
@@brandonsclips7741 The ones that use fire, ice, electric or the cane symbol which is just neutral magic if they use one of the 3 physical elements they can miss and crit as normal, even if there's a magic element tied to it
i love how their way of nerfing joon-gi han in Infinite Wealth was to make him appear before the last chapter of the story with worse stats than your party
I didn’t realise until too late that “light” attacks can be devastating. Spent a lot of time game using the most powerful or extreme moves but in reality all the moves can be useful. I ended up not using a lot of them so think I’ve missed out a bit
I sorta figured out for myself that attacks in the same damage category do roughly the same damage. there's a lot of skills that overlap with each other so every now and then when i got a new one in the same niche i'd do a quick test in battle. I found these attacks were all roughly in the range of 50-100 of each other but that skills in the higher damage groups were indeed stronger, which is all i needed to know. My go to build was simply use the biggest AOE move for groups then spam the extreme damaging skills on bosses. Worked good enough to beat the game. I only ever used normal attack to finish off weakened enemies.
One thing that bother me when looking at freelancer skill is why rgg still have essence of roadside weapon (45 mp cost) for ichiban in Freelancer job when they can make it into heat action instead like kiryu heat action in his dod job (0 mp cost) or maybe he can use that in the next game with style switching (cope)
Wait, if magic buff didn't change the healing value... That means the ultimate idol weapon that may grant magic buff per turn is actually doodoo for heals, ugh
Just a little fun fact, but I’m *pretty* sure doing a combo attack when in proximity for a back attack damage bonus applies both the back damage bonus and the combo
10:55 For any future testing purposes, I feel I should point out that a three hit attack with each hit doing an extra 50% damage does not add up to 150%, it would just be an extra 50%. For Example, say an attack normally does 100 dmg 3 times, for a total of 300. If all three crit for 150 damage each, then you get a total of 450 damage, which is 300 multiplied by 1.5, not by 2.5.
i think the thing about a lot of the supplementary buffs being smaller percents while saying "greatly increases" is just due to the insane number of ways to increase damage in this game like you have to consider that people are going to be combining a million different multipliers on one attack so a 2% or 6% increase is ok for something that is blanket applied to everything also combo attacks do get back attacks, at least visually. i havent crunched any numbers tho lol
I need to test it but my theory is that healing isnt based off the magic stat but the willpower stat. The healing booster item (I think?) raises willpower and there's plenth of prescedent for that being a thing in other games. Might do a little test of my own tomorrow :3
My prediction for the reason why the back attack had a 2.4 times multiplier is that a back attack probably has a x2 multiplier, and then the x1.2 proximity bonus probably stacks ontop of the back attack bonus, and when multiplied out makes a x2.4 damage multiplier
so I'm about 7 minutes into the video, and I'm already thinking. "Wow I should use EVERY skill in game, just to see how much damage every move does, since it's so inconsistent."
Really the biggest breakthrough (especially in speed running, thank you LAD modding discord) is finding out that YLAD and LADIW both basically rip the Dragon Quest damage calculation, literally. It's a 1:1 copy of the damage calculation, and I find that *hilarious*.
i wouldn't have just assumed that the stated light/medium/heavy damage tier is equal on all moves. Like, why not test roes stinger and birthday bonanza both on an enemy that doesn't resist fire before doing the fire damage weakness test to see if they do the same damage to begin with? Anecdotally, from playing the game i really do feel like the stated damage is actually a pretty large range. Like how in souls games weapon scaling is letter graded but there's actually a precise number value behind the scenes that is just assinged to a letter based on its range. So for this game, i could imagine like, light attacks being 2-2.25 times normal damage, medium being 2.25-2.5, etc.
You know, something from this video that was never shown is the action star/Host's attack buffing skills, for persona fans, Charge and Concentrate respectively. They do increase the damage and they also do stack on top of the other damage you can do with skills. The question I have is by how much. The reason why this is important is because with 2 female party members with kunoichi's substitution Jutsu, you can do a bit of speed tuning math to have your male party members go first, amp themselves with these damage skills and Substitution jutsu them out to nuke the opponent
Can SOMEBODY PLEASE respond to this post? I cannot find ANYTHING on the internet regarding the hidden attribute of: accuracy and how it affects skills and basic attacks or if it even differentiates by job and or character and the equipped weapon. Does ANYBODY know?
I never looked into it, but I always felt Yakuza 7 felt really "off" with its damage values and costs. 8 has really done a great job just being a better sequel. Awesome breakdown!
I think the damage tiers are still nonsense in these games bc Ichiban’s rock swing is classified as a medium damage move, but merciless melee is classified as a heavy damage move and yet it does around the same amount of damage despite costing almost twice the MP
I deal more damage with Merciless Melee than Rock Swing by default tho, also the fact it's a bonus skill Ichiban can use without inheritance is quite nonsensical for Hero that lacks grapple moves.
It’s harder to notice damage if you don’t do what I did, but the higher MP cost is because of the stat drops. That’s a good thing about this game is that MP cost is pretty consistent depending on the damage and bonus effects. But you should spam merciless melee it’s a stupid skill lol
Your attack buff numbers are incorrect, in that you are taking the % increase using the increased number as the denominator. The numbers actually appear to be roughly 25% at each level (so 25, 50,75).
The follow up ground attacks are some Y:LaD-tier nonsense. This game fixed so many issues, but that and the fact that your character can sometimes teleport to a dumber location before doing an area-based skill are real painful
There's a chance that healing scales off of Willpower. There's at least a handful of JRPGs that scale healing off the magic defense stat, like Final Fantasy.
I can't believe you spoiled that Like a Dragon Infinite Wealth has damage, my entire life is ruined now (just joking, dunking on the people who actually whine about things that aren't spoilers)
I know it's been some months since this vid was made, but I have a mere question, does defense directly impact damage resistance as in 1 defense makes me take 1 less damage, or 1 defense makes me take a % amount less damage scaling based off my defense and the enemies attack, I'm curious for min maxing possibilities
If my formula *IS* correct, which there's no guarantee that it is, basically every defence point would be a 0.5 difference. So 200 attack against 200 Defence would be theoretically 100 damage. But 200 attack against 199 defence would be 100.5 damage. But then if the game rounds up, then 1 less defence would be 1 more damage, but if it rounds down then 1 less defence wouldn't be any different. I dunno if that makes sense but hopefully it does. Probably safe to assume that each point makes a difference though
btw if u use elemental poundmates on an enemy thats weak to them its always a flat 1.5x boost and poundmates also ignore defense. also those skills that reduce an enemy's resistance to a certain element are piss?
Alright I promise the reason it took me so long to make a new video was 'cause this took ages to do and not because I was procrastinating by playing Helldivers, Final Fantasy, and Persona. Promise. Trust me.
But also plz read the little disclaimers in the description to explain some stuff so plz don't get mad at me for being dumb thx I love you bye bye :)
Thank You
Will you make a video on the randomizer mod?
Nah, you were clearly busy in Tekken 8. (also wtf another Claudio player, didn't know those existed outside of just me)
your data is wrong and you tested incorrectly
damage is calculated cus they throw dice and then eat the dice
I honestly was guessing that they beat the shit out of you with the dice
Just as our forefathers did.
So everyone is cait sith
The only reason head trauma is catergorized as light is cause Joongi is just giving the enemy a light head rub then putting them down on the ground
Lightly mashing their brain into a paste yeah :)
@@SnowiestAngeman When they bring it back next time, the damage can be the same…
*BUT, the attack type should be Extreme, a Grapple, and the cost should be at around 69 MP!*
The deletion of Head Trauma IMO was an inside joke, IIRC one of Ichi's personality challenges for collecting head armor is "No Head Trauma Here" which gave me a laugh.
Though I will admit, I would've preferred Head Trauma becoming a Kiwami attack instead. Would've been funny to have Joongi do absurdly extreme noogies on enemies
I cannot believe I missed that idea when I was so surprised by Head Trauma not being in the game and thinking about it constantly when playing as him
Pepermill blow, head trauma and fulminating forecast are the harbingers of the like a dragon apocalypse
They could've easily balanced the game by just giving everyone head trauma why didn't RGG think of that??
"when everyone's super, no will be"
Hi, I'm just a random modder, but I just wanna give some insight I learned about the game damage setting.
So, all attack animation in this game supposed to have a total damage value of "100". Meaning that if the attack is a single punch/kick, it is "100". If the attack is 3 hit combo, then it would be 20-20-60. So that in total would be 100.
The 100 value then get calculated with 2 more value, which is strength and "base_atk_ratio", result in the damage outout.
I don't know the exact formula, but the higher "base_atk_ratio", the better. Normal attack have "base_atk_ratio" of 0, while downed attack have "base_atk_ratio" of 0.3, meaning downed attack will deal extra 30% compare to normal attack. This is of course get boosted by the fact that downed attack is auto crit.
What note worthy about "base_atk_ratio", is that how it apply to Kiryu.
in Brawler style
Far attack: 0.0
Close attack: 0.9 (which meaning 90% increase in damage output)
Close attack - Awakened: 1.2 (which meaning 120% increase in damage output)
in Rush style
Far attack: -0.5 (reduced 50% in damage output)
Close attack: - 0.05 (reduced 5% in damage output)
Close attack - Awakened: 0.05 (which meaning 5% increase in damage output)
Rush is significantly weaker, but because we all know it get to attack twice.
in Beast style
Far attack: 0.0
Close attack: 0.85 (which meaning 85% increase in damage output)
Close attack - Awakened: 1.14 (which meaning 114% increase in damage output)
So brawler does more damage than beast?
@@Never_Cook_Again Yes, but it counts as a grapple, and an area attack
there's been some datamining done in speedrun discord. Damage formulas happen to be somewhat similar to dragon quest. which can be simplified to (ATK-DEF/2)*(1 + baseattackratio). Baseattackratio depends on skill. from modders we heard that hitting the button prompts just adds to the baseattackratio, but it's unclear if it applies to defense side of the calculation. Attack buffs are 15% stat per arrow, but because of enemy defense in practice the damage increase will be always higher. Against higher defense enemies (or if your weapons suck) attack buffs feel a lot more significant.
Resistances from jobs are 50% damage reduction.
EDIT: Probably should have watched until the end before typing xd. I think the video is mostly correct, maybe only thing I'd nitpick is that there are actual number differences between skills in the same damage "category", like Tenacious fist has added ratio of 1 (so 2.0x) and dropkick is 1.1 (2.1x)
I didn't know the damage formula was that simple, but neat. I overcomplicated it and thought that the target's DEF was being divided by 2 then multiplied by the skill's base_atk_ratio. At least the results between the two formulas are identical, so I guess I still got it right in a roundabout way.
Attack buffs work as 1.15x / 1.3x / 1.45x damage multipliers, which is way better than in YLAD where buffs would only add to your base_atk_ratio.
For the button prompts, I haven't tested it extensively, but from what I've gathered, succeeding in them gives a 1.15 multiplier to the damage of subsequent hits. Failing a button prompt will remove that multiplier.
i cant believe i watched a 35 minute video about lad8 information which im going to forget in the next 38 seconds.
good video 👍👍👍👍👍
Yeah, I said head trauma is mediocre but you forgot the part where Peppermill Bowl is more insane.
How dare you insult my favourite attack from a video game
@@SnowiestAngeman Peppermill Stans will overthrow the head trauma one day, you will see.
The only reason I didn't use Head Trauma in Like a Dragon was because I wasn't playing as Joon-gi Han and therefore had to use peppermill blow😎
Joongi Han is the worst party member. (for those who doesn't know it's a joke it's a joke)
@@friedtetohe’s stuff
Head Trauma was removed in IW?!
...
"Hello? Yeah you guys have Persona 3 Reload?"
wait what!? NOOOOOOOOO
Ok so I don’t want to seem like I’m hating, because I really appreciate the data gathering done for the video (fuck knows I’m too lazy to do it myself) but a few of the numbers mentioned here aren’t right and I have to mention it ( 🤓 me in the reply’s, I deserve it):
The section at 11:04 doesn’t make much sense, as a 50% increase to each individual attack would just lead to a 50% stronger attack overall. (Purely theory, but it could be that back attacks are a pure x2 multiplier, but that they DO benefit from proximity bonus, so you’d have x1.2 proximity x2 back attack coming out to x2.4? Probably the same as the down attack boost, which according to the game CAN benefit from the proximity bonus)
The attack boosts section at about 19:00 was done backwards I think, the actual increases come out to about:
Lvl 1: 30.25%
Lvl 2: 61.30%
Lvl 3: 91.89%
So probably a flat 30% per level of boost overall.
Seriously though, thanks a million for doing all of the work and data collection on this, I’m for sure not part of that 487% of people who aren’t subscribed.
Poor Soma got Ichiban'd :(
I think it's possible Back Attack was meant to be double damage but the proximity bonus still applies, resulting in the oddly specific multiplier of 2.4. Proximity bonus was about 20% boosted, which when applied to a move and then doubled would be 2.4 times damage.
You're the GOAT for doin this research and also makes me glad that the RPG aspect of IW feels way more thought out than LAD7 (as much as I love that game), really makes me hopeful for what RGG Studio will cook up for LAD9 in the future
Yeah, the grapple loading screen tip actually says you can deal "big damage" so I always assumed Guard Breaks did more damage. Glad that you went ahead and confirmed it with numbers
TBH while the tutorial said that, I figured it meant "Your attack won't be resisted" not "your attack hits harder than usual"
Can't wait for Ray to see this and do the Leonardo DiCaprio point meme at 12:08 lmao
Never thought i would hear Ray Narvaez Jrs name out in the wild. You a true rayder frfr
The damage I've surmised during my extensive play of 200 hours within 3 weeks all align with yours. I will say though that the best way to look for resistance damage multipliers is simply to use poundmates. A resistance halves the damage while a weakness multiplies it by 1.5 (Sojimaru Flying Beta Max my beloved does 1000 damage normally, but only 500 to enemies who resist Elec, and 1500 to the ones who are weak against it. Multiply these values by 1.5 if you're using the "with benefits" option.)
Great testing. Will definitely look back at this if i end up doing a run of the game. Thank you for your service
they got rid of Joongi's Head Trauma because hes been watching videos on watermelons exploding with rubber bands and hes been focusing on how to do that quickly to a living person in battle
Damm bro. Rgg really should hire you for QA testing or something. 😊
I got Head Trauma from the amount of math done in this video (great video, btw)
🐐 video by the way, good to actually get some fairly solid numbers on what everything does, so I can at least more or less know what move to pick in some of those niche “oh shit if the enemy doesn’t die this turn, Ichiban might get clapped” situations
I wish I found this channel earlier, what an informative video! I'll definitely check back on this when I inevitably replay 7 or 8.
Love how you used Shinada's theme when talking about wallbounds.
Forgot the name of it, but that 10 MP Champagne attack from Host job is unusually powerful for a supposedly “Light” attack. I don’t remember the exact level I was at, but against enemies who were weak to Ice attacks, it was dealing around ~600 damage in total
I recently got infinite wealth and I'm super excited to try it out, thank you so much for this video as I'm sure it will help me a ton, your the best ❤❤
Hey SnowiestAngeman I just want to say I appreciate the music sync at 3:26.
So good news Mr. Snow. I introduced one of my friends to the Like a Dragon series by making them play the first hour or so of Lost Judgement seeing that you like that game so much and recommend it so highly. He enjoyed himself and said we should play it together again soon. I did it! I got someone to like this series let’s goooooooooo!
you always manage to make me care about things i would never otherwise notice or care about in the yakuza games
Completely unrelated (though I appreciate the amount of work you did to determine the numbers), I didn't take you for a Claudio main. 😮
He’s cool I like him
@@SnowiestAngeman Nice. I'm a newbie to Tekken and Reina is what convinced me to start playing so I'm trying to learn her. The process is gonna take a bit though because there's so much. 😫
@@briannawilliams3155 Play through arcade quest its the best starting point for beginners and teaches you enough to get to red ranks imo
I love listening to this dude yap about Like a Dragon games, thank you Snowman 🙏
Just occurred to me that Kiryu should be able to use the Cab Driver job and equip a Suzuki outfit for it
Rock throw is the new head trauma in IW that move on the hero job with the legendary bat with max crit goes crazy because its a guaranteed knock down, it also is insane value for mp cost
I can say from pure anecdotal evidence that Burning Arrow was accidentally made into an Extreme Damage move for 20 MP and we should not tell the devs.
we all knew the second we either played the demo of IW or after the first fight that the combat was gonna be better
Bro this is a very good video. Did not expect this at all
The SMT4 joke when talking about the bleed samurai effects legit made me laugh out loud
I applaud the absolutely autistic level of math and dedication it took to make this video. I find minutiae like this in video games really interesting, as a fellow econ major.
Fun fact, magic attacks actually can crit. I don’t blame you for not mentioning it because, I didn’t know until I looked at the brands (cuz I only leveled up the weapons in the post game), and there is a seal (it’s somewhere next to the transfiguration seal but don’t remember the specific one), that allows magic to crit. Good for NG+ I suppose
Annnnnnnd I should have watched the video longer
@@jjslider3026 I don't even know what counts as magic attacks tbh. Is it all skills or just the element based ones like flaming rose or Whiskey Toss?
@@brandonsclips7741 The ones that use fire, ice, electric or the cane symbol which is just neutral magic
if they use one of the 3 physical elements they can miss and crit as normal, even if there's a magic element tied to it
Based man is back
based DOS2 enjoyer
7:10 That music sync. Hell yeah.
Based economics degree holder, I’m about to graduate with one in a few months. Love you videos btw
i love how their way of nerfing joon-gi han in Infinite Wealth was to make him appear before the last chapter of the story with worse stats than your party
I didn’t realise until too late that “light” attacks can be devastating. Spent a lot of time game using the most powerful or extreme moves but in reality all the moves can be useful. I ended up not using a lot of them so think I’ve missed out a bit
I sorta figured out for myself that attacks in the same damage category do roughly the same damage. there's a lot of skills that overlap with each other so every now and then when i got a new one in the same niche i'd do a quick test in battle. I found these attacks were all roughly in the range of 50-100 of each other but that skills in the higher damage groups were indeed stronger, which is all i needed to know.
My go to build was simply use the biggest AOE move for groups then spam the extreme damaging skills on bosses. Worked good enough to beat the game. I only ever used normal attack to finish off weakened enemies.
One thing that bother me when looking at freelancer skill is why rgg still have essence of roadside weapon (45 mp cost) for ichiban in Freelancer job when they can make it into heat action instead like kiryu heat action in his dod job (0 mp cost) or maybe he can use that in the next game with style switching (cope)
Wait, if magic buff didn't change the healing value...
That means the ultimate idol weapon that may grant magic buff per turn is actually doodoo for heals, ugh
Just a little fun fact, but I’m *pretty* sure doing a combo attack when in proximity for a back attack damage bonus applies both the back damage bonus and the combo
I believe the game will actually list it as a "Combo + Back attack" if you're in range to do both!
came for the new snowy video, stayed for the math lesson
I was not expecting a ray mention in this video, man I love him
I don't get it. Hold on, lemme watch it all again.
10:55 For any future testing purposes, I feel I should point out that a three hit attack with each hit doing an extra 50% damage does not add up to 150%, it would just be an extra 50%.
For Example, say an attack normally does 100 dmg 3 times, for a total of 300. If all three crit for 150 damage each, then you get a total of 450 damage, which is 300 multiplied by 1.5, not by 2.5.
i think the thing about a lot of the supplementary buffs being smaller percents while saying "greatly increases" is just due to the insane number of ways to increase damage in this game
like you have to consider that people are going to be combining a million different multipliers on one attack so a 2% or 6% increase is ok for something that is blanket applied to everything
also combo attacks do get back attacks, at least visually. i havent crunched any numbers tho lol
Why didn’t you mention the Samurai Burning Arrow? One of the most broken attack moves in the whole game
“I’m gonna go ahead and consume” cuts to angriest swallowing a physical disk of lad 8 whole
Good video! Will you upload the typical soundtrack appreciation?
I need to test it but my theory is that healing isnt based off the magic stat but the willpower stat. The healing booster item (I think?) raises willpower and there's plenth of prescedent for that being a thing in other games. Might do a little test of my own tomorrow :3
My prediction for the reason why the back attack had a 2.4 times multiplier is that a back attack probably has a x2 multiplier, and then the x1.2 proximity bonus probably stacks ontop of the back attack bonus, and when multiplied out makes a x2.4 damage multiplier
I don’t care how the problems of the game (there’s none) imma glaze this game for the next 10 years 😭
finishing all those math questions in vocabulary school must have leveled you up a lot
Damn thanks for such detailed video on something we just press the big heavy damage button. Me very likey
This is in fact what is up. I hate it when games don't outright tell the players the damage multipliers
This is incredible, thanks!
… do you really think Hitman and Assassin are the best classes? 😂
Head Trauma died so burning arrow can take its place ❤
This is all very useful information thanks!
i have no idea what he was talking about for the entire video, but it was very cool and interesting
so I'm about 7 minutes into the video, and I'm already thinking. "Wow I should use EVERY skill in game, just to see how much damage every move does, since it's so inconsistent."
Really the biggest breakthrough (especially in speed running, thank you LAD modding discord) is finding out that YLAD and LADIW both basically rip the Dragon Quest damage calculation, literally. It's a 1:1 copy of the damage calculation, and I find that *hilarious*.
Can I get a link to that modding discord pretty please?
the finale boss being too strong is a reference to p3 fes we don't care we all ready got your money we are still playing like it's the arcades
Where is the composer appreciation 😭😭😭😭😭💔💔💔
this is a chonky OST, the man needs some time
Dudes will literally figure out how Infinite Wealth calculates damage instead of going to therapy.
Great video btw :)
Amazing video!
this was secretly a video just to show off your tekken skills, wasn't it
I got the achievement to win a ranked match and then played another and lost then never played online again so yeah you could call me a pro
hey snowyangryman will you do a video covering the story of LAD IW?
i wouldn't have just assumed that the stated light/medium/heavy damage tier is equal on all moves. Like, why not test roes stinger and birthday bonanza both on an enemy that doesn't resist fire before doing the fire damage weakness test to see if they do the same damage to begin with?
Anecdotally, from playing the game i really do feel like the stated damage is actually a pretty large range. Like how in souls games weapon scaling is letter graded but there's actually a precise number value behind the scenes that is just assinged to a letter based on its range.
So for this game, i could imagine like, light attacks being 2-2.25 times normal damage, medium being 2.25-2.5, etc.
I wished upon a star that someone would do this. You granted my wish 🌟
You know, something from this video that was never shown is the action star/Host's attack buffing skills, for persona fans, Charge and Concentrate respectively. They do increase the damage and they also do stack on top of the other damage you can do with skills. The question I have is by how much.
The reason why this is important is because with 2 female party members with kunoichi's substitution Jutsu, you can do a bit of speed tuning math to have your male party members go first, amp themselves with these damage skills and Substitution jutsu them out to nuke the opponent
I think it's a flat x2
Can SOMEBODY PLEASE respond to this post? I cannot find ANYTHING on the internet regarding the hidden attribute of: accuracy and how it affects skills and basic attacks or if it even differentiates by job and or character and the equipped weapon.
Does ANYBODY know?
We appreciate you risking your sanity in the name of Yakuza science.
I never looked into it, but I always felt Yakuza 7 felt really "off" with its damage values and costs. 8 has really done a great job just being a better sequel. Awesome breakdown!
Watch out gamers, he's got a spreadsheet!
I think the damage tiers are still nonsense in these games bc Ichiban’s rock swing is classified as a medium damage move, but merciless melee is classified as a heavy damage move and yet it does around the same amount of damage despite costing almost twice the MP
I deal more damage with Merciless Melee than Rock Swing by default tho, also the fact it's a bonus skill Ichiban can use without inheritance is quite nonsensical for Hero that lacks grapple moves.
It’s harder to notice damage if you don’t do what I did, but the higher MP cost is because of the stat drops. That’s a good thing about this game is that MP cost is pretty consistent depending on the damage and bonus effects. But you should spam merciless melee it’s a stupid skill lol
shoutout to the shin megami tensei IV reference, ive been playing it recently and when it came up i died laughing
The only head trauma I’m receiving is from how you calculated all this…
Your attack buff numbers are incorrect, in that you are taking the % increase using the increased number as the denominator. The numbers actually appear to be roughly 25% at each level (so 25, 50,75).
liked 10 times and vergil han appeared what do i do
Respect for doing this! I can't imagine doing this as someone who sucks at math
The follow up ground attacks are some Y:LaD-tier nonsense. This game fixed so many issues, but that and the fact that your character can sometimes teleport to a dumber location before doing an area-based skill are real painful
There's a chance that healing scales off of Willpower. There's at least a handful of JRPGs that scale healing off the magic defense stat, like Final Fantasy.
Average Satellite Beam fan vs Head Trauma Enjoyer
I can't believe you spoiled that Like a Dragon Infinite Wealth has damage, my entire life is ruined now
(just joking, dunking on the people who actually whine about things that aren't spoilers)
Are those people in the room with us?
I know it's been some months since this vid was made, but I have a mere question, does defense directly impact damage resistance as in 1 defense makes me take 1 less damage, or 1 defense makes me take a % amount less damage scaling based off my defense and the enemies attack, I'm curious for min maxing possibilities
If my formula *IS* correct, which there's no guarantee that it is, basically every defence point would be a 0.5 difference. So 200 attack against 200 Defence would be theoretically 100 damage. But 200 attack against 199 defence would be 100.5 damage. But then if the game rounds up, then 1 less defence would be 1 more damage, but if it rounds down then 1 less defence wouldn't be any different. I dunno if that makes sense but hopefully it does. Probably safe to assume that each point makes a difference though
btw if u use elemental poundmates on an enemy thats weak to them its always a flat 1.5x boost and poundmates also ignore defense. also those skills that reduce an enemy's resistance to a certain element are piss?
Showing which characters are playable is actually a story spoiler.
Check the front cover of the game lol
math
was the smt iv footage necessary
Happy that this game is a lot more balanced than 7
just a random thought but could healing be based on willpower instead?