Rance IX:Parameters & Formulae

Action bar

 * Max 20 points.
 * For each enemy hit: +1
 * If an ally kill an enemy: +3
 * For each ally hit: +1
 * If an enemy defeat an ally: +10
 * When using a Special Move, the Action bar will not increase.

Common variable

 * Difficulty Modifier value
 * 1, if x1 difficulty.
 * 2, if x2 difficulty.
 * 4, if x4 difficulty.
 * 8, if SP difficulty.


 * Chapter Modifier value
 * The Chapter number, if you're doing a Quest.
 * Final chapter value is 16.
 * The Subquest mission number, if you're doing a Subquest.
 * The number can be seen in the Subquest Briefing.
 * Some Subquest have the same mission number.

GOLD
GOLD drop amount = Enemy GOLD drop amount * Difficulty Modifier GOLD drop rate = 10% + Clown mask modifier + Added value%
 * Added value
 * Initialize at 0%
 * Increase by 1% if an enemy doesn't drop GOLD.
 * It is reset at 0% every time an enemy drop GOLD.
 * Enemy with Enemy GOLD drop amount = 0 doesn't count.
 * Bosses and Special Enemies doesn't count.


 * Note: the Clown mask modifier only apply to the unit equipped with the Clown mask.

Skill Points
If there is a decimal number, it is truncated. Skill Points [Battlefield] = Enemy value * Chapter Modifier * Difficulty Modifier * Core room Modifier Skill Points [Unit] = Skill Points [Battlefield] * Unit modifier * Crab Orb Modifier Clear Bonus [Battlefield] = Skill Points [Battlefield] * Clear Bonus Clear Bonus [Unit] = Clear Bonus [Battlefield] * Unit modifier * Crab Orb Modifier


 * Core room Modifier
 * 150%, if the battle is inside the core room of the Fortress.
 * 100% otherwise.
 * Unit modifier
 * Rance: 120%
 * Tilde: 110%
 * Rolex: 90%
 * Tourin: 80%
 * Hunty: 80%
 * 100% otherwise.
 * Crab Orb Modifier
 * 200%, if the unit is equipped with a Crab Orb.
 * 100% otherwise.
 * Clear Bonus
 * 20%, if the battle is inside the core room of the Fortress.
 * 10% otherwise.

HM Points
You get 1 HM Point for every killed enemy.

Furthermore, you get bonus HM Points once you clear a map. If there is a decimal number, it is truncated. HM Points = Number of defeated enemies * Deployment Modifier
 * Deployment Modifier
 * It is the value below the deployment grid.

Special enemies
GOLD = 1000 * Difficulty Modifier Skill Points = 500 * Chapter Modifier * Difficulty Modifier
 * Golden Box
 * Lucky Can Can
 * Crystal
 * Give 2 HM Stones and drop a Monkey Orb on the floor

Weapon Points growth
You can only increase the attack power of a weapon by spending GOLD. If an unit changes his weapon, it will inherit the previous enhancement.
 * When spending GOLD:
 * It does not always succeed
 * An enhancement is usually a +1UP but can be a +3UP
 * There is tables planning enhancement success and enhancement value, so standard "Save & Load" will not work.

Weapon enhancement tables

 * Common specification of tables
 * At the start of a new game, the game creates the Enhancement success table and Enhancement value table for each character.
 * The contents of tables are in a random order.
 * Tables stay the same as the previous run if you choose to do a NG+.


 * Enhancement success table
 * For 100 enhancement try, it will succeed 35 times.
 * The table is create every 100 enhancement try, corresponding when the digits of the sum of your enhancement try goes from 00 to 01.


 * Enhancement value table
 * For 100 succeeded enhancement, their will be 5 times +3UP instead of +1UP.
 * This means that every 100 succeeded enhancement, it will increase the value of your weapons by 110.

"Save & Load" technique
You could aim at recreating a table where the +3UP are at the start of the Enhancement value table. However, by doing this, it will reduce the number of +3UP for the rest of the table.

Armor Points growth
You can only increase the armor value by spending GOLD.
 * Every upgrade increases the armor value by 10.
 * Every time a unit is hit by a physical attack in a battle:
 * The attack is reduced by the percentage of the armor value (maximum of 100% damage mitigation, minimum 1 damage on a successful attack).
 * The armor value will decrease by 10.
 * After a battle, the value is set to the maximum between the current value and the percentage value.
 * The initial upgrade cost 100 GOLD, and increase by 100 GOLD every time.
 * When upgrading the armor, there is a chance of upgrading the percentage value.
 * "1UP" is displayed when it happened.
 * The percentage value will be increase by 1%.
 * It happens around 20 times every 100 upgrades.

Skill Points growth
Skill cost increase with each level of this skill. The amount of increase is based on the Initial skill point value.

The Skill Points necessary for a skill at level n is: Σ[n, k = 1] Initial skill point * k = Initial skill point * n (n + 1) / 2 The increase of Skill Points between level n and (n + 1) is: Initial skill point * (n + 1)

Thanks to the Japanese wiki for all of these information.