All Demons Index

Website and data research by 101Leafy.

Home › Last Bible II › Damage

Damage and growth

Megami Tensei Gaiden Last Bible II

How Last Bible II works out attack, spell, and heal numbers, and how the party grows. 101Leafy researched the game and checked each formula against real hits in battle. The numbers are for the Game Boy Color version; the Game Boy version is the same except where a table says GB.

Calculator

Attacker
Target

Formulas

  1. Attack, per swing: attack value = 3 × Level + 2 × Stren + Attack + weapon power. Defense value = Level + 2 × Endur + Defense + armor + shield. Damage = the moon phase applied to (attack value − defense value, at least 0), then plus 1 to 3.
  2. A party member with a weapon swings as many times as the weapon says, and every swing is added into one number. Bare hands and monsters have their own swing count, most often 1.
  3. Hit chance: the weapon's hit, or 50 with no weapon, plus the Speed step in the table below, kept between 0 and 100.
  4. A critical is only possible when the hit chance is exactly 100. The chance is Luck ÷ 2 + 10, at most 30, and it doubles the whole attack. A monster only gets the roll when its Luck is at least the target's.
  5. Defending halves the damage taken, after the 1 to 3 is added. Monster eggs never break: the damage stops at their HP − 1.
  6. Spells: value = power + 2 × caster's Intel − 2 × target's Intel. Below 0, the spell does nothing at all. Otherwise damage = the moon phase applied to (value × the affinity row's percent), then plus 1 to 3.
  7. Heals restore the base amount plus 0 to the target's Intel. Death Touch drains 2 × (0 to the target's Intel). No item does damage.
  8. Holy 1, Holy 2, and Holy 3 go off on the 2nd, 3rd, and 4th cast in a row by the same caster; doing anything else starts the count again. Force goes off when two party members cast it in the same turn.

Moon phase

The moon changes attacks and spells after the base damage and before the 1 to 3. The part added or taken off is rounded down.

Moon phase0 new moon1234 full moon567
Damage-25%-12.5%0+12.5%+25%+12.5%0-12.5%

Speed and hit chance

The attacker's Speed against the target's changes the hit chance.

Attacker's Speed5 or more higher2 to 4 higher0 to 1 higher1 lower2 to 4 lower5 or more lower
Hit+20+1000-10-20

Affinity rows

Each monster has a row for fire, ice, elec, and force. Monsters use row 0 (drain), 2 (null), 4 (normal), and 6 (weak). Almighty spells always use row 4.

Affinity row0 drain, heals the target12 null34 normal56 weak
Damage100%50%0%50%100%150%200%

Spell power

The breaths are monster moves and cost no MP.

PowerMP
Fire202Fire
Blaze 1405Fire
Flare 18014Fire
Blaze 215017Fire
Flare 220025Fire
Freeze202Ice
Ice 1405Ice
Icy 18014Ice
Ice 215017Ice
Icy 220025Ice
Geo202Elec
Shock 1405Elec
Spark 18014Elec
Shock 215017Elec
Ziodyne20025Elec
Impact 1202Force
Impact 2405Force
Impact 38014Force
Zanrama15017Force
Zandyne20025Force
Holy 12501Almighty
Holy 24502Almighty
Holy 310003Almighty
Force60010Almighty
Force 13005Almighty
Force 3120015Almighty
Fire Breath30-Fire
Fire Breath100-Fire
Ice Breath30-Ice
Ice Breath100-Ice
Shock Breath30-Elec
Shock Breath100-Elec
Impact Breath30-Force
Impact Breath100-Force

Heals

Base amounts. A random 0 to the target's Intel is added on top.

GBCGB
Heal 14040
Heal 2250120
Heal 3900500
Heal All 13030
Mediama19080
Heal All 3400250
Mana Seed5050
Mana500500
Pana (MP)3030
Pana Care (MP)8080

EXP for the next level

Total EXP a party member needs to reach the next level. With all five stats at 40 the game shows FFFFFF instead.

LV+0+1+2+3+4+5+6+7+8+9
0-8203865105165255390592
108741,2441,7102,2802,9623,7644,6945,7606,9708,332
209,85411,54413,41015,46017,70220,14422,79425,66028,75032,072
3035,63439,44443,51047,84052,44257,32462,49467,96073,73079,812
4086,21492,944100,010107,420115,182123,304131,794140,660149,910159,552
50169,594180,044190,910202,200213,922226,084238,694251,760265,290279,292
60293,774308,744324,210340,180356,662373,664391,194409,260427,870447,032
70466,754487,044507,910529,360551,402574,044597,294621,160645,650670,772
80696,534722,944750,010777,740806,142835,224864,994895,460926,630958,512
90991,1141,024,4441,058,5101,093,3201,128,8821,165,2041,202,2941,240,1601,278,8101,318,252

Spells learned by max MP

Party members learn spells when their max MP reaches the number, not at a level. Zodia learns nothing in the Game Boy version.

Yuri
  1. Blaze 1MP 23
  2. Heal 2MP 30
  3. EscapeMP 45
  4. Blaze 2MP 60
  5. Heal 3MP 80
  6. Flare 2MP 100
Saphia
  1. CombineMP 1
  2. Heal 2MP 45
  3. Icy 1MP 50
  4. Curse 2MP 62
  5. Holy 1MP 107
  6. Revive 2MP 130

GB 1 Combine, 45 Icy 1, 50 Heal 2, 62 Curse 2, 107 Holy 1, 130 Revive 2

Esau
  1. Heal 1MP 1
  2. Cure PoisonMP 23
  3. Cure ParalysMP 26
  4. VenomMP 33
  5. Spark 1MP 55
  6. Shock 2MP 97

GB 19 Heal 1, 23 Cure Poison, 26 Cure Paralys, 33 Venom, 55 Spark 1, 97 Shock 2

Larsa
  1. Mute 1MP 46
  2. ZanramaMP 54
  3. Heal All 3MP 62
  4. ZandyneMP 70
  5. PatrecarmMP 78
  6. Holy 2MP 120
Klau
  1. Heal All 1MP 39
  2. Cure ParalysMP 42
  3. Holy 1MP 51
  4. MediamaMP 64
  5. Heal All 3MP 75
  6. Revive 1MP 60
  7. Revive 2MP 113

GB 39 Heal All 1, 45 Absorb, 51 Holy 1, 64 Mediama, 75 Heal All 3, 93 Revive 1, 113 Revive 2

Level-up planner

Each level-up adds Endur to max HP (up to 9999) and Intel ÷ 4 to max MP (up to 255), and then gives one point to put into a stat. A stat can't go past 40. Points put into Endur and Intel early give more HP and MP, so the planner shows both orders.