Battle Mechanics Guide

A comprehensive guide to understanding damage calculations and battle mechanics in DOKAPON! Sword of Fury.

Table of contents

  1. Overview
  2. Weapon Type Weaknesses
    1. Weapon Categories
  3. Magic Element Weaknesses
  4. Random Number Generation (RNG)
  5. Terminology
  6. Damage Calculations
    1. Normal Attack
    2. Special Attack
    3. Magic Attack (Non-Physical)
  7. Magic Multipliers
    1. Attack Magic
    2. Defense Magic
  8. Status Effects
    1. Curse
  9. Field Magic

Overview

This guide covers damage calculations for both the PS version and Nintendo Switch Remaster version of DOKAPON! Sword of Fury. While these calculations provide approximate values, there may be slight variations in actual gameplay.

Key battle mechanics to note:

  • No critical hits or critical guards exist
  • PS version has weapon type weaknesses (1.3x damage multiplier)
  • Monsters have magic element weaknesses that affect damage calculations
  • Attack, Special, and Magic attacks use random number generation
  • Status effects like Sleep, Petrify, and Failed Surrender count as “Incapacitated”
  • Damage calculations resulting in 1 or less become either 1 or 3 damage

Weapon Type Weaknesses

In the PS version, monsters have weapon type weaknesses that increase damage by 1.3x for normal and special attacks. This system was removed in the Remaster version.

Weapon Categories

  • Swords & Axes
  • Knives & Maces
  • Fists
  • Staves, Bows & Spears
  • No Weakness

Magic Element Weaknesses

Both versions feature elemental weaknesses for monsters. When hit with their weakness, magic damage calculations change significantly.

Random Number Generation (RNG)

Damage calculations use RNG tables based on the calculated base damage:

Damage RangeRNG Range
1 or less0 or 2
2-150
16-311
32-633
64-1277
128-25515
256-51131
512-102363
1024-2047127
2048-4095255
4096-8191511
8192-99991023

Terminology

  • Self: The attacking player
  • Target: The defending player/monster
  • Defense Command Multiplier: Multiplier based on defender’s action
  • Weakness Multiplier: Weapon type weakness multiplier (PS version only)
  • Magic Attack Multiplier: Based on the magic spell used
  • Magic Defense Multiplier: Based on defensive magic active
  • RNG: Random number generation value

Damage Calculations

Normal Attack

Base Formula: ((Self_ATK × 2 - Target_DEF) × Defense_Command × Weakness) + RNG

Defense Command Multipliers:

CommandMultiplier
『Guard』2.0
『Magic Guard』2.25
『Counter』2.75
『Incapacitated』2.5
No Weakness1.0
Weakness (PS Only)1.3
  • If (Self_ATK × 2 < Target_DEF), damage will be 1 or 3
  • Decimal points are truncated in calculations

Special Attack

Base Formula: ((Self_ATK × 3 - Target_DEF) × Defense_Command × Weakness) + RNG

Defense Command Multipliers:

CommandMultiplier
『Guard』2.0
『Magic Guard』2.75
『Counter』Special Calculation
『Incapacitated』2.5
No Weakness1.0
Weakness (PS Only)1.3
  • If (Self_ATK × 3 < Target_DEF), damage will be 1 or 3
  • Decimal points are truncated in calculations

Magic Attack (Non-Physical)

For non-weakness elements:

((Self_MAG × 1.5 - Target_MAG) × Defense_Command × Spell_Multiplier × Defense_Magic) + RNG

For weakness elements:

(((Self_MAG × 2 - (Self_MAG × 0.05 + 1) - Target_MAG) × Defense_Command × Spell_Multiplier × Defense_Magic) + RNG

Magic damage calculations change significantly when hitting elemental weaknesses

Magic Multipliers

Attack Magic

Spell NameMultiplierElement
Plasma3Lightning
Freeze4Ice
Meteor5Fire
Heaven’s Gate40Dark
Sword Dancer40Physical

Defense Magic

Spell NameMultiplier (Remaster)Multiplier (PS)
Magic Safe0.50.5
Magic Shield0.40.2
Magic Guard0.250.25
Magic Mirror1.01.0

Status Effects

Curse

When cursed, there’s a chance to attack yourself during normal/special attacks: (Self_ATK × 2 - Self_DEF) × 2.25

Field Magic

Damage calculation: (Self_MAG × 1.5 - Target_MAG) × Field_Magic_Multiplier × RNG_Multiplier × Unknown_Multiplier

Field Magic Multipliers vary by spell and may be affected by distance and elements.

For the most accurate results, always test calculations in-game as there may be hidden factors affecting final damage values.