Thread:FixSRwiki/@comment-46261745-20201002230402/@comment-46261745-20201003155059

So I just recalculted it using algebraic substitution and it is giving correct results with the 0.7 chnged to 7 and enemy int as 7.

I get 178 damage for Kouhime and 98 for the others.

Phew. Was just that one error then... hopefully... does that generic demon mage really have 7 int?

So the revised formula would be (min( troopCount, (( max(10, ( (eINT * 10 + ENEMY MVULNERABILITY  + (5) ) - aINT * 7) * 770) / 100) * 0.5 * (100 - your battlefield effect) / 100)) = Damage

The expected damage once we add the vulnerability in there, at 7 enemy int, is:

Damage to diviners/mages = 98 (as they have 0 base mVulnerability

Damage to footsoldiers, monks, ninjas, etc = 165

(( max(10, ( 7 * 10 + 10  + (5) ) - 7 * 7) * 770) / 100) * 0.5 * (100 - your battlefield effect) / 100)

((44 *  7.7) / 2) * 0.98 = X

Damage to warriors and archers = 202

Okay, that's scaling more now... This vulnerability thing is definitely a significant buff to magic damage in general.. I could understand why AliceSoft might have removed it at the last minute. Definitely casts a different light on what Angel Cutter and Absolute Destrution Beam were originally meant to be though... Rizna and Maagic were nerfed hard when this wsa left out...

Just imagining Omachi...........

But then again, fiend mages always seemed a bit lacklustre as enemies relative to the other troops...