Battle Mechanics Guide
A comprehensive guide to understanding damage calculations and battle mechanics in DOKAPON! Sword of Fury.
Table of contents
- Overview
- Weapon Type Weaknesses
- Magic Element Weaknesses
- Random Number Generation (RNG)
- Terminology
- Damage Calculations
- Magic Multipliers
- Status Effects
- 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 Range | RNG Range |
---|---|
1 or less | 0 or 2 |
2-15 | 0 |
16-31 | 1 |
32-63 | 3 |
64-127 | 7 |
128-255 | 15 |
256-511 | 31 |
512-1023 | 63 |
1024-2047 | 127 |
2048-4095 | 255 |
4096-8191 | 511 |
8192-9999 | 1023 |
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:
Command | Multiplier |
---|---|
『Guard』 | 2.0 |
『Magic Guard』 | 2.25 |
『Counter』 | 2.75 |
『Incapacitated』 | 2.5 |
No Weakness | 1.0 |
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:
Command | Multiplier |
---|---|
『Guard』 | 2.0 |
『Magic Guard』 | 2.75 |
『Counter』 | Special Calculation |
『Incapacitated』 | 2.5 |
No Weakness | 1.0 |
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 Name | Multiplier | Element |
---|---|---|
Plasma | 3 | Lightning |
Freeze | 4 | Ice |
Meteor | 5 | Fire |
Heaven’s Gate | 40 | Dark |
Sword Dancer | 40 | Physical |
Defense Magic
Spell Name | Multiplier (Remaster) | Multiplier (PS) |
---|---|---|
Magic Safe | 0.5 | 0.5 |
Magic Shield | 0.4 | 0.2 |
Magic Guard | 0.25 | 0.25 |
Magic Mirror | 1.0 | 1.0 |
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.