Do Thief’s Trap/Huge Trap, Pop Star’s Out of Tune/Way Out of Tune, Chef’s Spicy Dish/Spicy Dinner and Tank’s Laser/Ultra Laser use magic (as in the stat)?
This post is about what tanks main issues are and how to fix them or make them better than before.
Wild shot: it hits random enemies while also hitting a random teammate, that causes resentment between the tank and the teammate. Suggested that setting out alone while using this move or you need those 2 teammates to at least have a relationship and have a move like Cheer or warning to boost the relationship between those miis to (I think) restart the lvl of resentment ( I mean when a scribble pops up, if you use warning and it works then I think it erases that the scribble happened.)
Human cannon ball, is the same as I said for wild shot.
Speed, it’s hard to fix this. But get them 99 food speed and you’ll will be ok but it will still be slow, personally I don’t see the speed stat mattering since it just decides who goes first to attack．
Mp costing basic attack. Flower power or hyper sprinkles/charm is really good for boosting the damage on this. Only using basic attack with hyper is pretty good since you won’t run out of mp too fast and you do pretty good dmg. Tank is good with a cat or an energetic mii so they can boost mp for the tank (princess is too)
I have searched this wiki but I didn't find the damage formula, unless I missed something.
I've done some testing on my end, and I think I have a good approximation of the game's formula, at least for physical attacks. I don't think anything changes between the 3DS and Switch versions of the game.
RawDmg = ( Pow x Atk x Rand - Def ) / 2
RawDmg: The result before factoring bonus effects (see below). Clamped between 1 and 999.
Pow: The attack's power. Check the "multiplier" value in each job's page.
Atk: The user's attack stat.
Rand: Random value calculated for each target, between 0.95 and 1.10.
Def: The target's defense stat.
Then, bonus effects come into play (status effects, assist skills, quarells, etc...):
FinalDmg = RawDmg x Bonus
FinalDmg: The final result. Clamped between 1 and 999 and rounded to the highest integer.
Bonus: Any bonus multipliers. If there are several of them, multiply them together. If none, this value is set to 1.
I still need to do more testing for magic attacks, I don't know where to place this "base power" value mentionned in some pages. At least I know the user's and target's Mag stat is used instead of Atk and Def.
Please feel free to comment if you have more information or if I've made errors somewhere.