I was hoping to be concise on this (nearly 17,000 characters!) so sorry about the length. I kept it relatively math light as well so there's that at least.
Character Maxing
There's really just the two aspects to your stats: What you get from equipment and what you get from leveling. Equipment will make up about 99% of your stats, however, so it's easily the most important part. Thankfully, the process for items is really simple in this game, though a bit tedious.
As far as the actual stat caps are concerned, your ATK, DEF, etc. stats will cap out at 99,999,999. HP and SP don't have a cap, or at least not one you can feasibly reach, so it's possible to get into the billions. Though, you probably won't see those values without special circumstances like using Magichange weapons.
So, I'll try to explain both the Item maxing process (and Aptitude maxing as it's relevant) and the Reincarnation process. Hopefully it's rather straightforward but if anything is confusing, feel free to ask.
Item Maxing
The process isn't that bad for Disgaea 3 Vita, though it's rather tedious due to the massive amount of Mr. Gency Exits you'll be needing. Here's an abridged version of the Item Leveling formula:
Code:
[Adjusted Base Stat] * [Item Bill Multiplier] * [Item Level Multiplier] + [Item Level] = Item Stats
That Adjusted Base Stat value is capped at 99,999 and each Item Boss kill will increase this value. Since Item Gods give the greatest increase, it's best to just keep killing them. The amount of kills it takes varies based on the stats of the item you're leveling so here's an easy way to approximate it:
Code:
[99,999 / (Lowest Base Stat / 1.5)] / [0.3] = Item God Kills needed
Basically, you need to check to see how long it'll take the Lowest Base Stat on the item to reach that 99,999 cap. It's divided by 1.5 to remove the stat bonus for Legendary items since the formula works off the actual base value of the item. The "0.3" is how much each Item God is worth.
Now, that out of the way,
this is assuming an Honor Quotient of 0. I don't know precisely how HQ works so all I can tell you is that the higher your HQ, the better. Like, up to around three times better, which really speeds up the process. So, again,
when you're doing your Item God kills to max out the item, make sure your Honor Quotient is as high as you can get it.
Now, there is a special case. If the item you're leveling has a Base Stat that is equal to 0, that entire formula gets thrown out. You'll need to fill the item with 8x Innocents for that stat (e.g., no ATK on the item means you need to use 8x Gladiators of any value). This will take
1,389 total Item God kills
regardless of your HQ value. So ... it's a hassle.
But, with the above out of the way, here's the entire process to make sure you max out an item:
1) Reach Floor 100.
1a) Pass 3x Item Bills via the Item Assembly by Floor 90. I'd suggest 3x +Movement (or 2x +Movement, 1x +Jump) since you don't really need the extra stats from the More Stat bills.
2) Kill the Item God, Gency out. Repeat until the stats max out (1,433,519).
3) You're done.
That's all. The level of the item by the time you reach Floor 100 doesn't matter since the Item God will give you +3 Levels per kill. So all you really need to do is pass three bills via the Item Assembly and reach Floor 100. That's it.
As far as what to do with your item when it's done, the only really important Innocents you'll need are:
- 1x 500 Guardian - +500% to the stats from your Armor.
- 1x 500 Weapon Innocent - +500% to the stats from your Weapon.
- 1x 100 Professional - 100% Critical Rate.
- 1x 100 Firefighter - +100% to your Fire Resistance.
- 1x 100 Aeronaut - +100% to your Wind Resistance.
- 1x 100 Cryophile - +100% to your Ice Resistance.
That leaves you with 26 other Innocent slots to do whatever you want with them. HP is always nice, I guess?
Aptitude Maxing or
Class World mini-Guide:
Now that you have good equipment, you'll want to get the most out of it. The stats you get from equipment is a rather simple formula:
Code:
Equipment Stat * Aptitude = Stat Gain from Equipment
That's it. So, the higher your Aptitude, the better. Unfortunately, the process isn't all that much fun. To raise your Aptitudes, you'll need to run through the Class World. To access the Class World, you'll need to unlock it via the story (Chapter 3), pass the bill for the
Student Council club and then make sure you have at least one person in it. The Class World NPC (the afro Prinny) will always be in the base now, a welcome change from Disgaea 3 PS3.
The Class World itself isn't that complicated. Basically, you choose a character to "Host" the Class World and one of seven bonuses. From there, you have ten randomized floors to go through. There will be a Mystery Gate on Floor 9 that contains an NPC for purchasing the bonus you selected at the start. Those options are:
- Movement: Move +1, Boost 2 times. Costs 5,000 Mana then 50,000 Mana.
- Jumping Height: Jump +1, Boost 25 times. Costs 2000 * Current Increase (e.g., first one costs 2,000, 25th one costs 50,000).
- Counter Count: Counter +1, Boost 2 times. Costs 5,000 Mana then 50,000 Mana.
- Throwing Range: Throw +1, Boost 2 times. Costs 5,000 Mana then 50,000 Mana.
- Critical Rate: Critical Chance +1%, Boost 25 times. Costs 2000 * Current Increase (e.g., first one costs 2,000, 25th one costs 50,000).
- Skill Inheritance: Host chooses a skill to inherit from the other members in the Host's current Club. Costs 10 * Skill's Original Cost (e.g., Big Bang costs 4,800 Mana to learn and costs 48,000 Mana to inherit). Cannot inherit Unique skills.
- Evility Inheritance: Host chooses an evility to inherit from the other members in the Host's current Club. Costs 10 * Evility's Original Cost (e.g., Extend costs 30,000 Mana to learn and costs 300,000 Mana to inherit). Cannot inherit the default class Evilities.
Each floor on the Class World will be filled with Geo Blocks that serve two purposes:
1) Gaining Mana - Each Block will give 10 Mana + one Mana for every
2 levels over Level
10 (e.g., Level 20 will give you 10 Mana + 10 more Mana for being 10 levels over Level 10). This is capped at 200 Mana per block destroyed.
2) Reducing Mana costs - When you clear all the Geo Blocks on a floor, the cost of the bonus will be reduced by 5%. You can do this up to 9 times (Floors 1, 2, 3, ..., 9) for a total reduction of 45%.
Now, Floor 10 is a special case. Since the Mystery Gate appears on Floor 9, it doesn't give you a Mana cost reduction. Instead, clearing all the Geo Blocks on Floor 10 will give you another Mystery Gate that has one of two NPCs:
1) Club Expander - Increase the size of a club up to a maximum of seven total slots. The cost is 5,000 Mana and increases by a factor of 10 each time (5,000 -> 50,000 -> 500,000 -> 5,000,000 -> 9,999,999 [Maximum Mana]). That said, I can't actually think of a club that will require five increases.
2) Old Combat Master - There are a total of
eight Weapon Skills per Weapon type (sans Staff, Monster Weapons). You, however, only get
six of them normally. The seventh and eigth Weapon Skills are only available from the Old Combat Master. He's relatively rare (if I had to guess, apprxoimately 15-20% of the time) but you "only" need to find him two times per weapon or twelve total times. The Weapon Skills you learn from him can be inherited via the Skill Inheritance option just like any other skill.
Besides that, clearing (or skipping) all ten Floors of the Class World also gives the Host character a certain amount of Aptitude gains. This amount depends on what you do during the run itself. These Aptitude gains are distributed
randomly by the game. Those bonuses are:
- +1% Aptitude for Levels 1-19, +2% for Level 20 and an additional +1% for every 10 Levels over Level 20. This is capped at +8% at Level 80.
- +1% Aptitude for every Class Dropout, a clone of the Host character, that you kill. These spawn randomly in the Class World and the game will point them out to you with a "Check!" message when one appears.
- +2% Aptitude for killing the Class Secretary, the "boss" of Floor 10 in Good-For-Nothing or Incompetent characters.
- +3% Aptitude for killing the Class Treasurer, the "boss" of Floor 10 in Average or Skilled characters.
- +4% Aptitude for killing the Class President, the "boss" of Floor 10 in Genius characters.
Basically, your Host character should always be at least Level 80+ and a Genius character so you get the maximum possible bonus. This gives you a minimum gain of +12% Aptitude per run. You're limited to +100% to each of your stat Aptitudes for a total of +800%. If you cap an Aptitude, the game will no "waste" Aptitude points on stats that have already received their +100% so this means that you need to do a
maximum of 67 runs. Since you'll see, on average, one Dropout per Class World, that's closer to 62 runs.
One other thing to note is that the 10th Floor of the Class World will always give you a Mr. Gency Exit for killing all the enemies on it. Since you'll need a metric ton of these for maxing out items, I highly suggest you spend the time clearing out the enemies on these floors for the exits. The Class World stages are pretty small so clearing them of enemies doesn't take too much time.
Item Duping
Since this is related to the Class World I'll add this here. Like I said above, the Class Dropouts that spawn are a clone of the Host character. This means they have the same name, class, Level, stats,
and equipment as your character. You, however, cannot steal from them. Normally, anyway. The Puppy Paw Stick Axe obtained during the post-game (either stolen from the Axel fight or earned by beating all the Diez Gentlemen) gives you a 20% chance to take an item from targets killed with it. This means that if you kill the Class Dropout with the Puppy Paw Stick, you have a 20% chance to take one of their items. So, equip your Host character with an item you want more of and then do the Class World. Every Dropout is a 20% chance of getting you a copy of that equipment.
And, no, equipping multiples of the same item doesn't help any. It's a 20% chance to steal any of their equipped items; more items just means there's an X% chance on which one is stolen. It'll always be 20% for the PPS to work in the first place.
Reincarnation
Reincarnation appears complicated but it's actually not that bad once you start doing it. I'm going to put this summary here first and then go through explaining each of them.
Code:
[Class Base Stats] + [Bonus Points] + [Yellow Bars] = Level 1 Stats
To max out the bonus from Reincarnation, you'll need to max out your Bonus Points and your Yellow Bars. The Class Base Stats are set in stone based on ... well, the Class you've chosen. For maxing out your Bonus Points and Yellow Bars, you need to do the following:
1) Reach 186,000 Stored Levels.
*) Optional: Reincarnate as the class you want to end up as (e.g., you want this character to be an Tier 6 Angel) 10 times in a row. This gets you an additional +10 Bonus Points.
2) Reincarnate and boost all stats to 67+; Level again to 9999.
3) Reincarnate allocate points as you want. Level again to 9999.
4) Never reincarnate again. Hooray!
So, here's what each step does:
1) Reach 186,000 Stored Levels.
This is the tedious and repetitive part of reincarnation. Yet, it's also the largest bonus. Your "Stored Level" is a counter of all the levels "lost" via reincarnation. So, reincarnating at Level 9999 will increment the counter by 9999. The counter can increase beyond 186,000 but you don't get anything extra by doing so. These Stored Levels will determine how many Bonus Points you get to assign, up to 200 from your Stored Levels.
I wish I had a simple formula to give you or anything of the sort but, fact of the matter is, I don't. Basically, just think of getting an extra Bonus Point will take more than the last. You also don't ever lose any Stored Levels so don't think about it too much. Just reincarnate and keep incrementing the counter.
2) Reincarnate and boost all stats to 67+.
What this does is it gets you ready for maximizing your Yellow Bars. This bonus is based off your naked stats at the time of reincarnation. You'll get a Yellow Bar of 40, the max, if your stats are at 280,000 or greater at the time of reincarnation (1,120,000 or greater for HP's Yellow Bar). A base stat of 67 or greater will guarantee that you'll reach these values no matter what by Level 9999.
3) Reincarnate for the last time.
4) Never reincarnate again.
Well ... you're done. Step 1 (and the Optional step) will max out your Bonus Points that you can assign (200 from 186,000 Stored Levels, 10 from Genius Reincarnation, 10 more from the Optional Step) and then Step 2 maxed out your Yellow Bars so you got an additional +40 points to all your stats. The only thing you really need to do in this step is use one of the really good Homeroom Teachers (say, Mr. Kaibera, King Drake) to get the ever so slight boost to your stats per level-up.
If you need to reincarnate again for some reason, you'll most likely need to redo Step 2. If you reincarnate to change classes, you won't need to redo the Optional Step UNLESS you change classes again. That is, if you reincarnate 10 times as an Angel and then decided to reincarnate into a Majin, you'll still have the +10 points. The very next reincarnation won't get those until you reincarnate as a Majin 10 times. And, no, switching back to Angel won't immediately get you those points either.
Now, to explain WHY you do this, stat gain on Level is entirely dependent on your stats at the time of creation/reincarnation. It's a relatively simple formula:
Code:
Random(0.42 ... 0.50) * (Creation Stats) = Stat Gain per Level
That's it. The game selects 42% to 50% of your stats at the time of creation/reincarnation and then adds them to your stats. To use the 67 Base Stat example in Step 2), that means that you'll get on average of 30-31 stat points per Level. Over 9998 levels, that's a pretty good amount (~+305,000). Though, since the stat cap is 99,999,999, you can see why I say the bonus from reincarnation is a pretty small amount of your total stats in the end.
Conclusion
Not ... really sure if there's anything else to really say. Hopefully this got everything, I guess? I was going to add formulas here but it'll really just convolute things so I opted against them. I will list the number of Gencies you'll need for the Rank 41 equipment and any suggestions to make the process go by faster, however. But, again, these will be assuming an Honor Quotient of 0, not 999. If I ever get around to working on the HQ formula, I'll revise these with the actual values. I won't use names and I'll just list the Lowest Base Stat to save space. If the item could use Innocents to speed up the process, I'll list them as well.
Rank 41 Fist:
Lowest Base Stat - 1,200 (INT, DEF).
Innocents - 4x Tutors, 4x Sentries.
Total Gencies needed - 248 with the Innocents, 273 without.
Rank 41 Sword:
Lowest Base Stat - 2,000 (Many).
Innocents - None.
Total Gencies needed - 162.
[Note: Technically, you can add one of each Innocent in the item and it'll "only" take 160 instead.]
Rank 41 Spear:
Lowest Base Stat - 1,600 (INT).
Innocents - 8x Tutors.
Total Gencies needed - 177 with the Innocents, 203 without.
Rank 41 Bow:
Lowest Base Stat - 1,000 (INT).
Innocents - 8x Tutors.
Total Gencies needed - 265 with the Innocents, 329 without.
Rank 41 Gun:
Lowest Base Stat - 1,000 (HP, ATK, INT, DEF).
Innocents - 2x Dietician, 2x Gladiator, 2x Tutors, 2x Sentries.
Total Gencies needed - 310 with the Innocents, 329 without.
Rank 41 Axe:
Lowest Base Stat - 700 (INT, HIT)
Innocents - 4x Tutors, 4x Marksmen.
Total Gencies needed - 403 with the Innocents, 472 without.
[Note: While the SPD is -6000, that's "larger" than the 700 INT/HIT and will actually cap out around 60 Item God kills.]
Rank 41 Staff:
Lowest Base Stat - 700 (DEF)
Innocents - 8x Sentries.
Total Gencies needed - 352 with the Innocents, 472 without.
Rank 41 Red Monster Weapon:
Lowest Base Stat - 800 (INT)
Innocents - 8x Tutors.
Total Gencies needed - 317 with the Innocents, 412 without.
Rank 41 Blue Monster Weapon:
Lowest Base Stat - 800 (DEF)
Innocents - 8x Sentries.
Total Gencies needed - 317 with the Innocents, 412 without.
Rank 40 Emblem:
Lowest Base Stat - 4,500 (Many)
Innocents - None.
Total Gencies needed - 70.
[Note: Technically, you can add one of each Innocent in the item and it'll "only" take 67 instead.]
Rank 40 Armor:
Lowest Base Stat - 900 (SP)
Innocents - 8x Masters.
Total Gencies needed - 329 with the Innocents, 366 without.
[Note: Technically, the SP will cap after 289 kills but the ATK/INT/HIT/SPD are all at 1,000 and will take another 40 kills to finish. You can swap to 2x Gladiators, Tutors, Marksmen, and Coaches here but it's not saving you that much time.]
And, again, all these Gency counts assume an Honor Quotient of 0. At 500, you can nearly halve the Gency counts here and should be one-third at 999 HQ.