Parasite Eve II
Game Mechanics Guide
Version 2.0
Last updated September 30th, 2015

~~~~~~~~~~~~~~~~~~~
  Legal Stuff
~~~~~~~~~~~~~~~~~~~
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This FAQ is for personal use only and is not to be reproduced for any other
reason. It CANNOT be placed either in part or in its entirety on any website
other than the following:

http://www.gamefaqs.com/

or otherwise distributed publicly without any advance written permissions from
the author. Use of ANY part of this guide on any other website or as a part of
any public display is strictly prohibited, and a violation of copyright.


~~~~~~~~~~~~~~~~~~
   Change Log
~~~~~~~~~~~~~~~~~~
03/19/12 - Started this guide with base information.
03/31/12 - Found out additional information regarding modes.
08/12/15 - Overhauled the guide. Updated with more accurate information.
09/30/15 - Prepared for second release.


~~~~~~~~~~~~~~~~
   Contents
~~~~~~~~~~~~~~~~
[TABLE]

1. Introduction/FAQ ----------- [0100]

2. Basic Stuff ---------------- [0200]
   a. Stats ------------------ [02a0]
   b. Status Effects --------- [02b0]
   c. Game Modes ------------- [02c0]
   d. Ranking ---------------- [02d0]

3. Battle Mechanics ----------- [0300]
   a. Weapons ---------------- [03a0]
       1. 9mm ---------------- [03a1]
       2. 5.56mm / Attachment  [03a2]
       3. Shotgun ------------ [03a3]
       4. Grenade ------------ [03a4]
       5. Magnum ------------- [03a5]
       6. Other -------------- [03a6]
   b. Armor ------------------ [03b0]
       1. Effects ------------ [03b1]
   c. Combat Items ----------- [03c0]
       1. Attached ----------- [03c1]
       2. Disposable --------- [03c2]
   d. Parasite Energies ------ [03d0]
       1. Fire --------------- [03d1]
       2. Wind --------------- [03d2]
       3. Water -------------- [03d3]
       4. Earth -------------- [03d4]
   e. Formula ---------------- [03e0]
       1. Critical Rate ------ [03e1]
       2. Weapon Damage ------ [03e2]
       3. Damage Received ---- [03e3]
       4. PE Damage ---------- [03e4]

4. Miscellaneous -------------- [0400]
   a. Shooting Range --------- [04a0]
   b. Saver (Final Boss) ----- [04b0]

5. Conclusions/Credit --------- [0500]


~~~~~~~~~~~~~~~~~~~~~~~~
   Introduction/FAQ
~~~~~~~~~~~~~~~~~~~~~~~~
[0100]
Since version 2.0, this guide as received a much needed overhaul. Most of the
formulas and information given were based on speculation, but with the power
of today's technology, it has been easier to extract data from the game.
The formulas and data provided are not likely to see change since it's not
just speculative inference.

Q: What is the purpose of this guide?
A: This guide attempts to provide detailed information about the game's
mechanics. This guide aims to clear up any confusion about the game's
mechanics.

Q: Are there spoilers?
A: There are very few spoilers, as I try to keep them to a minimum. If you
care about spoilers, then I do not suggest reading this guide until you're
comfortable to come back.

Q: So this isn't a walkthrough?
A: Nope. This guide is ideal for those who are curious about Parasite Eve II's
gameplay mechanics, since there are plenty of them.

Q: Anything else?
A: If you are really curious, then read on. I try to provide as much
information as I can, but the real learning comes from YOU, the player.


~~~~~~~~~~~~~~~~~~~
   Basic Stuff
~~~~~~~~~~~~~~~~~~~
[0200]

2a. Stats [02a0]
Parasite Eve II has just a few stats, but I thought I might as well put
them here.

HP: Hit points. The amount of damage you can withstand before death. Damage
scales down as your HP goes down.

MP: Mitochondria points. MP is consumed to use Parasite Energies.

EXP: Experience points. You use these to unlock Parasite Energies. EXP does
not affect anything else.

BP: Bounty points. You can spend BP on weapons, ammo, armor, and items.

______________________________________________________________________________

2b. Status Effects [02b0]

All status effects are temporary.

- Poison: Lose 1 HP every 5 seconds when standing. While moving, you will lose
1 HP per second.

- Paralysis: Aya will stop to rest every few moments. Mashing the D-Pad and
Cancel button will cancel the effect faster.

- Blind: You cannot use the auto-aim system.

- Silence: Aya cannot use any parasite energies.

- Berserk: Aya will do 50% more damage, but she loses 2 HP per trigger (R1/R2)
Water and Earth parasite energies are disabled. Fire and Wind parasite
energies consume HP instead of MP, their cost is doubled, and they are 1 level
above unless already at level 3.

- Confusion: Aya will randomly aim and lose targets. Aya will also move in a
random direction if the D-Pad is used.

- Impact: Not really a status effect, but the game considers it one. This
refers to Aya's HP dropping to 0 when she has 5 or more HP. When resisted,
Aya will have 1 HP instead of dying.

______________________________________________________________________________

2c. Game Modes [02c0]

Parasite Eve II has a few game modes. Most of them are challenge modes.

Start -     Percentage of EXP/BP you start with.
End -       Multiplier for EXP/BP end result.
Rank+ -     How many ranks you gain with the end result.
PE -        EXP cost for upgrading parasite energies.
HP -        Starting HP
MP -        Starting MP
DmgOut -    Damage output percentage
DmgIn -     Damage received percentage

Mode        Start   End     Rank+   PE      HP      MP  DmgOut  DmgIn
NewGame     /       1x      0       100%    100     30  100%    100%
Replay      10%     1x      0       40%     100     30  100%    50%
Bounty      5%      3x      1       80%     100     30  75%     200%
Scavenger   1%      5x      2       80%     100     10  75%     300%
Nightmare   None    10x     3       80%     50      30  60%     300%

You start with 0 EXP and 200 BP in NewGame.

Additionally, Scavenger and Nightmare have different shop items.
Bounty and Nightmare have replaced the battles to be more difficult.

Replay and Bounty are unlocked by completing NewGame.

Scavenger is unlocked by obtaining at least 69,001 EXP. PE upgrade items like
the Skull Crystal contribute to this number.

Nightmare is unlocked by completing Scavenger mode.

______________________________________________________________________________

2d. Ranking [02d0]

At the end of a game, a "rank" is achieved based upon the amount of experience
you have earned through the course of the game. Additionally, using items
that unlock parasite energies contribute to the amount of EXP earned.

You cannot achieve the same rank twice. If you get a rank you have already
obtained, you will be rewarded with the next rank up, wrapping from S to L
rank.

Completing the game 13 times will give you a BP bonus of 300,000 for every
next game. You will have unlocked every rank by then.

I would also like to mention that a couple of key items contribute to the BP
bonus at the end. These include:
* MENDAL (SEPT. ISSUE) MAGAZINE (10,000 BP, Cafeteria Table)
* BLACK CARD                    (10,000 BP, Roof Garden, check door twice)
* BOWMAN'S CARD                 (30,000 BP, Kyle route)
* YOSHIDA'S CARD                (15,000 BP, Pierce route)
* AERIS (SEPT. ISSUE) MAGAZINE  (5,000 BP, Yoshida's Bed, Shelter)
* TEDDY BEAR                    (10,000 BP, Vehicular Airlock, motorcycle)
* PIERCE RESCUE BONUS           (30,000 BP, Rescue Pierce)
* BLIND SOLDIER RESCUE BONUS    (30,000 BP, Rescue the blind soldier)

Here is a list of the ranks with their corresponding EXP requirements and
bonus items:
Rank    Experience          Items
S       400,001+            Gunblade, Ringer's Solution, Eau de Toilette
A       200,001 - 400,000   Hyper Velocity, Hunter Goggles, MP Boost2
B       75,001 - 200,000    MM1, Airburst, Recovery3
C       72,001 - 75,000     M249, .44 Maeda SP, Cola
D       69,001 - 72,000     Mongoose, .44 Magnum Rounds, Skull Crystal
E       66,001 - 69,000     AS12, R.Slug, Firefly
F       62,001 - 66,000     Aya Special, 9mm Spartan, Ofuda
G       57,001 - 62,000     Javelin, MD Player, Holy Water
H       51,001 - 57,000     Pyke, Lipstick, Tactical Armor
I       44,001 - 51,000     Hammer, Belt Pouch, MP Boost1
J       16,001 - 44,000     M203, 9mm Hydra, Protein Capsule
K       14,501 - 16,000     M9, Rifle Clip Holder, Flare
L       14,500 or less      Monk Robe, Medicine Wheel, Recovery2


~~~~~~~~~~~~~~~~~~~~~~~~
   Battle Mechanics
~~~~~~~~~~~~~~~~~~~~~~~~
[0300]

3a. Weapons [03a0]

Describes the analysis of the various weapons and ammo in Parasite Eve II.

Capacity - Maximum loaded ammo
R1/R2 - Main/auxiliary arm
CRT - Critical rate (chance)
Power - The uncorrected damage value of item.
Attribute - Additional effect, such as shock or incendiary.
Attenuation - Correction factor to the POWER and CRT values. Reads as
   Close Distance - Close Range - Middle Range - Long Range
   0~1m  -  1~2m  -  2~8m  -  8m+
Range - Maximum effective range? Unit is not in meters...
Rate - Rate of fire, strangely measured.
Weight - Inversely proportional to the speed of stance and target change.
Cost - Evaluation of item towards the BP end score.
Notes - Additional information/analysis.



---9mm--- [03a1]
Name        Power   Attribute   Notes
P.B.        10      None        -
Hydra       15      None        -
Spartan     20      None        -

M93R
   Capacity: 20
   R1: 3 Round Burst (CRT: 10%)
   R2: Single Fire (CRT: 30%)
   Attenuation: 1.0 - 0.8 - 0.6 - 0.5
   Range: 50
   Rate: 110
   Weight: 117
   Cost: 2000 BP

P08 (Snail Magazine)
   Capacity: 7 (32 w/ Snail Magazine)
   R1: Single Fire (CRT: 40%)
   Attenuation: 1.0 - 1.0 - 0.8 - 0.8
   Range: 70
   Rate: 80
   Weight: 87 (100)
   Cost: 680 BP (1000 BP)

M950
   Capacity: 100
   R1: Rapid Fire (CRT: 0%)
   Attenuation: 0.7 - 0.7 - 0.5 - 0.4
   Range: 40
   Rate: 90
   Weight: 227
   Cost: 575 BP (Never sold)

P229
   Capacity: 12
   R1: Silenced Shot (CRT: 40%)
   R2: Flashlight
   Attenuation: 1.0 - 1.0 - 0.8 - 0.8
   Range: 120
   Rate: 90
   Weight: 92
   Cost: 1880 BP
   Note: Silenced shot is unnoticed by surrounding enemies.

MP5A5
   Capacity: 30 / 60 / 90
   R1: Rapid Fire (CRT: 0%)
   R2: Flashlight
   Attenuation: 0.7 - 0.7 - 0.5 - 0.4
   Range: 55
   Rate: 80
   Weight: 288 / 306 / 324
   Cost: 6980 BP / 11000 BP / 15000 BP
   Note: Converts to Ringer's Solution on return from Akropolis.

Flashlight
   Capacity: 50
   Power: 0 (CRT: 0%)
   Attribute: Flash
   Range: 4
   Rate: 3
   Applicable: P229, MP5A5




---5.56mm / Rifle Attachments--- [03a2]
Name        Power   Attribute   Note
5.56mm      22      None        -
M9          90      None        -
Hammer      80      Shock       -
Pyke        35      Fire        -
Javelin     125     None        -

M4A1
   Capacity: 30 / 60 / 90
   R1: 3 Round Burst (CRT: 5%)
   R2: Single Fire (CRT: 25%)
   Attenuation: 0.7 - 0.7 - 0.7 - 0.7
   Range: 500
   Rate: 85
   Weight: 254 / 274 / 294
   Cost: 2450 / 5000 / 7500
   Note: Attachments will decrease attenuation to 0.6 and increase the weight
         and reload times. Clip holders will not decrease attenuation. The
         effective critical rate is also lower because of the attenuation.

M249
   Capacity: 200
   R1: Rapid Fire (CRT: 0%)
   Attenuation: 0.6 - 0.6 - 0.4 - 0.3
   Range: 400
   Rate: 100
   Weight: 685
   Cost: 15800 BP

* Attaching increases the effective cost of the rifle, provided in parenthesis
 This number will affect your BP score.
 The provided weight is the effective weight of the rifle when attached.

M9
   Capacity: Melee
   Power: 90 (CRT: 20%)
   Attribute: None
   Range: 2
   Rate: 3
   Weight: 284
   Cost: 980 BP (4000 BP)

Hammer
   Capacity: 40
   Power: 80 (CRT: 0%)
   Attribute: Shock
   Range: 2
   Rate: 4
   Weight: 339
   Cost: 3720 BP (6000 BP)
   Note: Shock is a plasma effect.

M203
   Capacity: 1
   R2: 40mm Grenade (CRT: 0%)
   Attenuation: 0.6 - 0.6 - 0.6 - 0.6
   Range: 250
   Rate: 1
   Weight: 390
   Cost: 2130 BP (4500 BP)

Pyke
   Capacity: 30
   Power: 35 (CRT: 0%)
   Attribute: Fire
   Range: 6
   Rate: 2
   Weight: 437
   Cost: 5180 BP (8000 BP)

Javelin
   Capacity: 60
   Power: 125 (CRT: 0%)
   Attribute: None
   Range: 420
   Rate: 2
   Weight: 488
   Cost: 7500 BP (9000 BP)





---Shotgun--- [03a3]
Name        Power   Attribute   Note
Buckshot    40      Explosion   Wide but short attack range
Firefly     70      Incendiary  2 to 3 times more damage to fire weakness
R.Slug      90      Piercing    Double damage to GOLEM and scorpions.

PA3
   Capacity: 3
   R1: Pump Action (CRT: 0%)
   Attenuation: 1.2 - 1.2 - 0.8 - 0.8
   Range: 30
   Rate: 2
   Weight: 270
   Cost: 1000 BP

SP12
   Capacity: 7
   R1: Pump Action (CRT: 0%)
   Attenuation: 1.2 - 1.2 - 0.8 - 0.8
   Range: 40
   Rate: 24
   Weight: 420
   Cost: 3980 BP

AS12
   Capacity: 20
   R1: Semi-auto (CRT: 0%)
   Attenuation: 1.2 - 1.2 - 0.8 - 0.8
   Range: 50
   Rate: 36
   Weight: 550
   Cost: 12500 BP

Gunblade
   Capacity: Melee / 12
   Power: 80 (1200) (CRT: ? / 0%)
   Attribute: Normal / Shell Type
   Attenuation: 1.0 / 1.2 - 1.2 - 0.8 - 0.8
   Range: 2 / 100
   Rate: 2 / 36
   Weight: 579
   Cost: 10000 BP
   Note: The power of the slash is increased considerably when the trigger
         is used at the same time of slashing. Very high damage possible.




---Grenade--- [03a4]
Name        Power   Attribute   Note
Riot        60      Flash       Large area of flare effect on impact
Airburst    220     Explosion   Medium area of effect on impact
Grenade     270     Burst       Small area of effect on impact

Grenade Pistol:
   Capacity: 1
   R1: Grenade (CRT: 0%)
   Attenuation: 0.7 - 0.7 - 0.7 - 0.7
   Range: 350
   Rate: 1
   Weight: 260
   Cost: 1680 BP

MM1:
   Capacity: 12
   R1: Grenade (CRT: 0%)
   Attenuation: 0.7 - 0.7 - 0.7 - 0.7
   Range: 350
   Rate: 12
   Weight: 900
   Cost: 23500 BP




---Magnum--- [03a5]
Name            Power   Attribute   None
44 Magnum      40      None        -
44 Maeda SP    70      Poison      16% Poison damage. Lower effect in boss.

Mongoose
   Capacity: 6
   R1: Single Fire (CRT: 40%)
   Attenuation: 1.0 - 1.0 - 0.8 - 0.8
   Range: 60
   Rate: 70
   Weight: 168
   Cost: 2850 BP




---Other--- [03a6]
Tonfa Baton
   Capacity: Melee
   Power: 10 (CRT 0% / 15%)
   Attribute: Blow (5x damage to amoebas)
   Range: 1
   Rate: 5
   Weight: 68
   Cost: 11000 BP (Never sold)
   Note: Only the successive strike can achieve critical.

Hypervelocity
   Capacity: 100
   Power: 2000 (CRT: 0%)
   Attribute: None
   Attenuation: 1.0 - 1.0 - 1.0 - 1.0
   Range: 1000
   Rate: 7
   Weight: 881
   Cost: 20000 BP
   Note: Aya is moving slower.



______________________________________________________________________________

3b. Armor [03b0]

Armors are a "what you see is what you get" kind of deal, so a detailed list
will not be provided. However, the effects of armor will be explained.

Armors raise Aya's HP and MP. They also have a certain number of attachments
which determines how many items may be equipped at a time for usage in battle.
You can only use attached items during battle. The maximum amount of
attachments for a single armor is 10.

---Armor Effects--- [03b1]
   HP Recovery: HP will be restored at the end of battle; Same amount as MP.
   MP Recovery: MP recovered at the end of combat is increased by 25%.
   MP Generation: MP is recovered on taking damage. 20% proportion.
   Motion Detector: A 14m radius GPS system is displayed for combat.
   Health Inspect: Targeted enemy HP is displayed. ???? for some enemies.
   Rapid Fire: Targeting speed increases by 50%.
   Resist ____: Specified status effect is prevented.
   Resist Impact: If the remaining HP is 5 or more, you will withstand a
       lethal blow to 1 HP instead of death. It will happen any number of
       times. There is no effect on any of the instant death attacks.

______________________________________________________________________________

3c. Combat Items [03c0]

Description and analysis of various combat items.

---Attached--- [03c1]
   GPS: 7m radius GPS system is displayed for combat.

   Skull Crystal: Weapon damage is increased by 20%.

   Medicine Wheel: Bonus items may be obtained by victory in certain battles.

   Holy Water: Damage received is decreased by 25%.

   Ofuda: PE damage is increased by 50%.

   * Other items are a "what you see is what you get."

---Disposable--- [03c2]
   Combat Light: Flash effect with power value of 0. Instant death to moths.

   Pepper Spray: Paralysis effect with power value of 5. The effective length
       of the paralysis is double that of Apobiosis Lv.1. Seems to be working
       on any enemy susceptible to apobiosis/paralysis.

   Flare: Flash effect to the entire area with power value of 50. Same effect
       as the Riot grenade. There is no effect on enemies that have not yet
       appeared in the battle.

The Skull Crystal, Medicine Wheel, Holy Water, and Ofuda can be consumed to
upgrade PE; However, the item will be gone and you cannot attach it. The
targeted PE is the lowest level PE of its respective category. If the Parasite
Energies are the same level, the "lower rank" one is preferred (Example:
Pyrokinesis 2 is taken over Combustion 2). If there is no upgradable PE, the
item will not be consumed. This chart describes their category:

Skull Crystal   Fire
Medicine Wheel  Wind
Holy Water      Water
Ofuda           Earth

______________________________________________________________________________

3d. Parasite Energies [03d0]

Parasite energies are like magical attacks found in other games. They consume
MP to apply various effects within the battle. Parasite Energies can be
revived and upgraded by spending experience points. They become stronger and
more useful as you level them up.

Parasite energies are grouped into 4 elements: Fire, Wind, Water and Earth.
Fire: Damage
Wind: Bad Status
Water: Healing
Earth: Buffs

The cost to revive PEs is reduced in other modes;
Replay - 40%
Bounty - 80%
Scavenger - 80%
Deadly - 80%

Pressing the cancel button will cancel the casting of the PE without MP cost.

ATP is measured in frames; 30 frames per second. If the ATP is 30, it will
only take 1 second to cast. If it is 10, a third of a second, etc..

---Fire--- [03d1]
--- Pyrokinesis
Range increases with each level.
Lv  Power   Cost    ATP     Exp     MP      Notes
1   70      8       22      -       -       Level 1 at start of game
2   100     7       22      1250    +1      -
3   135     6       22      3000    +2      3 Fireballs are launched*
* 3 Fireballs are launched for 45 damage each. Also seems to lose its knock
down effect.

--- Combustion
Area of effect is significantly larger with each level.
Lv  Power   Cost    ATP     Exp     MP      Notes
1   120     14      38      750     +1      -
2   140     14      30      1750    +1      -
3   170     14      22      4000    +2      -

--- Inferno
Effective against the entire area.
Lv  Power   Cost    ATP     Exp     MP      Notes
1   200     30      50      3000    +1      -
2   250     30      40      4000    +2      -
3   300     30      28      5000    +4      -







---Wind--- [03d2]
--- Necrosis
Inflicts poison; Instant kill amoebas; Poison interrupts attacks
Shock ball penetrates through walls and enemies
The percentage of poison damage is decreased for bosses (10%?)
Lv  Power   Cost    ATP     Exp     MP      Notes
1   15      7       38      500     +1      4% Poison Damage
2   20      7       30      1250    +1      Distance extension, 6% Poison dmg
3   30      7       22      3000    +2      Distance extension, 8% Poison dmg

--- Plasma
A shock attribute is applied to affected enemies.
Temporarily stun or knock down enemies.
Penetrates through walls.
Lv  Power   Cost    ATP     Exp     MP      Notes
1   25      6       18      750     +1      Small range
2   30      5       18      1750    +1      Medium range
3   40      4       18      4000    +2      Large range

--- Apobiosis
Cylindrical area of effect, but level 3 affects the entire area.
Inflicts a paralysis effect to enemies. Time of paralysis is enemy-dependent.
Critical rate is doubled during paralysis.
Effective against enemies with a nervous system and no PE resistance.
Lv  Power   Cost    ATP     Exp     MP      Notes
1   60      18      38      3000    +1      Small range, 1x length
2   80      18      38      4000    +2      Medium range, 1.2x length
3   100     18      38      5000    +4      Large range, 1.5x length







---Water--- [03d3]
--- Metabolism
Removes and prevents status effects. Keep in mind it cannot be used when Aya
is berserked or silenced. Length of 20 seconds for every level.
Lv  Power   Cost    ATP     Exp     MP      Notes
1   -       7       36      500     +1      20 seconds
2   -       5       28      1250    +1      20 seconds
3   -       3       18      3000    +1      20 seconds

--- Healing
HP is recovered. The effect is enhanced during battle, otherwise the minimum
HP is recovered. HP recovery amount is not affected by mode.
Lv  Power   Cost    ATP     Exp     MP      Notes
1   30-60   12      42      750     +1      -
2   40-70   12      30      1750    +1      -
3   50-90   12      18      4000    +1      -

--- Life Drain
Aya drains and recovers HP from surrounding enemies. It has a cylindrical area
of effect, increased to the entire area at level 3. Damage is divided equally
among enemies. You cannot absorb more HP than the enemy has.
Lv  Power   Cost    ATP     Exp     MP      Notes
1   200     20      44      3000    +1      Small range, damage divided
2   250     18      36      4000    +1      Medium range, damage divided
3   300     16      28      5000    +2      Large range, damage divided







---Earth--- [03d4]
--- Antibody
Damage received is decreased. You can stack the effect once. Duration is 75
seconds for all levels, but only 60 seconds when stacked. You can prolong the
effect by re-casting it. The percentage of damage received is provided.
Lv  Once    Twice   Cost    ATP     Exp     MP      Notes
1   75%     70%     6       36      500     +2      75 / 60 seconds
2   70%     60%     5       28      1250    +2      75 / 60 seconds
3   60%     50%     4       18      3000    +4      75 / 60 seconds

--- Energy Shot
Damage and critical rate of weapons are increased. The effect can be stacked
once. Critical rate is raised 1.25x cast once, and 1.4x cast twice.
Example (40% -> 50% -> 56%). There is no effect on critical rates of 0%.
Duration is the same as antibody. The percentage of output damage is provided.
The damage of melee weapons such as the Tonfa Baton are also effected.
Lv  Once    Twice   Cost    ATP     Exp     MP      Notes
1   130%    140%    10      36      750     +2      CRT 1.25x -> 1.4x
2   140%    150%    9       28      1750    +2      75 / 60 seconds
3   150%    160%    8       18      4000    +4      -

--- Energy Ball
Generates energy balls that surround and protect Aya. Approaching enemy will
be damaged by the balls. Up to 3 balls can be summoned. They also have a shock
effect like Plasma.
Lv  Power   Cost    ATP     Exp     MP      Notes
1   200     15      36      3000    +2      200 per ball, 1 ball
2   200     15      28      4000    +4      200 per ball, 2 balls
3   200     15      18      5000    +9      200 per ball, 3 balls




______________________________________________________________________________

3e. Formulas [03e0]

Formulas for critical rate, weapon damage, PE damage, and received damage.
Rounding is applied after the expression in parenthesis and at the end.
It seems to round to the nearest number.


---CRITICAL RATE--- [03e1]
RATE = CRTweapon * Attenuation * EnergyShot * Resistance * Paralysis

CRTweapon:
   The CRT of the weapon. Best in class are P08, P229, and Mongoose (0.4).

Attenuation:
   The attenuation rate applied from the distance between enemy and attack
   points. Ideally less than 2 meters using the above weapons.

EnergyShot: (see Energy Shot in Parasite Energies section)
   -Once 1.25
   -Twice 1.4

Resistance:
   The resistance of the enemy to critical attacks varies.
   2.0 (Fatties, Divers, Burner, Puppet Stinger)
   0.5 (Unarmoured GOLEM, No.9 Akropolis)
   0.0 (No.9 Dryfield, Armoured GOLEM, Beetles, Scorpions, Amoebas)

Paralysis:
   2.0 if the enemy is paralysed, otherwise 1.0. Use Apobiosis or
   Pepper Spray.




---WEAPON DAMAGE--- [03e2]
DAMAGE = (POWER * Attenuation * EnergyShot * SkullCrystal * Berserk * Mode
* Random) * Critical * Attribute

POWER:
   The POWER value of the ammo or weapon. Best in class is the Hypervelocity.

Attenuation:
   The attenuation applied from the distance of the enemy to the attack
   points. Varies per weapon. Ideally less than 2m.

EnergyShot:
   Energy Shot correction. See Energy Shot in Parasite Energies section for
   more details. 1.6 with double Energy Shot lv3. 1.0 without Energy Shot.

SkullCrystal:
   1.2 when the Skull Crystal is attached, otherwise 1.0.

Berserk:
   1.5 when Berserk is active on Aya, otherwise 1.0.

Mode:
   Damage correction from mode applies as follows
   - 1.0 (New Game, Replay)
   - 0.75 (Bounty, Scavenger)
   - 0.6 (Nightmare)

Random:
   A random number between 1.0 ~ 1.2

Critical:
   4.0 if you score a critical hit, 1.0 otherwise.

Attribute:
   Correction from various attack types
   2.0 Fire (Fatties, Divers)
   2.0 Piercing (GOLEM, Scorpion, Fatties)
   2.0 Weakness (Back attack on strangers, Fallen chasers or beetles, etc.)

Instant Deaths:
   Flashlight (Moth)
   Necrosis, Grenade (Amoeba)
   Plasma (Sucklerceph, Moaning NMC)




---DAMAGE RECEIVED--- [03e3]
DAMAGE = POWER * Mode * Antibody * HolyWater * Dying

POWER:
   Attack power of the enemy

Mode:
   Damage correction from mode applies as follows
   - 0.5 (Replay)
   - 1.0 (NewGame)
   - 2.0 (Bounty)
   - 3.0 (Scavenger, Nightmare)

Antibody:
   See antibody in Parasite Energies for details.
   Antibody lv3 cast twice is 0.5. Otherwise 1.0.

HolyWater:
   0.75 if the Holy Water is attached, otherwise 1.0.

Dying:
   Damage correction according to Aya's HP. Follow this chart.
   1.0 - HP 60 and above
   0.8 - HP 40~59
   0.7 - HP 30~39
   0.6 - HP 20~29
   0.5 - HP 10~19




---PE DAMAGE--- [03e4]
DAMAGE = (POWER * Ofuda * Mode * Random) * Attribute

POWER:
   Attack power of the PE. See the Parasite Energies section.

Ofuda:
   1.5 if the Ofuda is attached. 1.0 otherwise.

Mode:
   Damage correction from game mode applies as follows
   - 1.0 (Replay, NewGame)
   - 0.75 (Bounty, Scavenger)
   - 0.6 (Nightmare)

Random:
   A random number between 1.0 ~ 1.1.

Attribute:
   Fire 2.0 (Fatties, Divers)

Instant Death:
   Necrosis (Amoeba), Plasma (Exploding head, Moaning NMC)


~~~~~~~~~~~~~~~~~~~~~
   Miscellaneous
~~~~~~~~~~~~~~~~~~~~~
[0400]

4a. Shooting Range [04a0]
The shooting range is only available for two short periods of the game. Prizes
can be obtained by receiving high scores (see the chart below).

Level   Score           BP      Prize               Time
1       8000-8999       100     (None)              1 minute
       9000-9999       200     9mm Hydra (50)
       10000+          300     9mm Hydra (50)

2       16000-16799     100     (None)              2 minutes
       16800-17399     200     Ringer's Solution
       17400+          300     Ringer's Solution

3       39000-45999     100     (None)              3 minutes
       46000-49999     200     Hunter Goggles
       50000+          300     Hunter Goggles

4       52000-55999     100     (None)              3 minutes
       56000-59999     200     (None)
       60000+          300     Lipstick

5       50000-52999     100     (None)              3 minutes
       53000-54999     200     (None)
       55000+          300     Shoulder Holster (or Belt Pouch*)

Please note that once you receive a BP prize that you will not obtain any more
prizes for receiving a high score. If you want 300 BP, do not obtain 200 or
100 BP.

* You can obtain the Belt Pouch by already having the Shoulder Holster in your
possession. This is only possible on Scavenger or Nightmare mode. *

If you get a high score on the first visit, but do not pick up your prize, you
can still get it on the second visit, so do not worry!

Damage correction from the game mode does not apply to the shooting range.

If Aya is standing on top of a target spawn point, the target will not spawn.
You will receive no points or penalty for doing so.

Target waves will continue to spawn even while in the PE menu.

______________________________________________________________________________

4b. Saver (Final Boss) [04b0]

The HP of the final boss is determined by which parts of the Reactor that have
been destroyed. I have not figured out exactly how this mechanic works. The
highest HP value is 12825 by destroying one tail and its reproductive part.
The lowest HP value is 6000 by destroying all parts.

Saver has three patterns.
Pattern 1: 100% HP
Pattern 2: 60% HP
Pattern 3: 35% HP

In Pattern 1, Saver can charge, chant, and bridge dive.
In Pattern 2, Saver additionally uses energy balls and dash attacks.
In Pattern 3, Saver begins to summon clones (up to 10).

It seems that Saver decides to either chant or bridge dive depending on Aya's
position. Bridge dive if Aya is on the bridge, otherwise chant. You must
remove 200 HP to cancel the chant attack.

The Saver's clones are summoned only in pattern 3, and only up to 10 are
summoned. The clone can only melee attack, but it gradually speeds up the
longer it is active, to the point at which you cannot outrun it. It will,
however, disappear after 2 minutes.

It is possible to obtain a special critical hit on the clones which deal 999
damage. I do not know the exact chance of dealing such a hit. The following
list describes which attacks can potentially deal the special critical hit.
- Inferno
- Necrosis
- Plasma
- Life Drain
- Flare
- Buckshot
- Firefly
- R. Slug
- M9 (Bayonet)
- Hammer
- Pyke
- Javelin
- Riot
- Grenade
- Airburst
- 44 Maeda SP
- Gunblade
- Hypervelocity

It is possible to blow off the bottom of Eve. Easily done by using
Pyrokinesis 3 on the bottom (during a charge attack). Other levels seem to
only work when she is at low HP. Other attacks work, but I have not determined
exactly which.

Blowing off the bottom of Eve decreases her flying speed. There is no other
advantage, even when she is regenerating the bottom half.


~~~~~~~~~~~~~~~~~~~~~~~~~~
   Conclusions/Credit
~~~~~~~~~~~~~~~~~~~~~~~~~~
[0500]

Well, that's all I can really tell you about this game.

Thanks to:
-RPGClassics for the names of NMCs.

-Squaresoft for the excellent game.

-no$ for the PSX debugger.

-Me for finding most of the information contained within this guide.