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Unlike in most RPGs, items in Disgaea are complex entities in their own right. They have a level, a rarity, may be inhabitted by Specialists which increase their power, and might be more or less powerful at a particular level because of actions taken while leveling them. All of these factors contribute to their potency. In addition, characters get different levels of benefit from the same item based on a number of factors.

Every character can hold four items. One must be a weapon ('Wpn'), and three must be from the 'Etc' category. Monsters can only use Wpn-Monster weapons, and humanoids can use any Wpn except Wpn-Monster. Every item that a character holds can increase ten statistics of that character, and may have other effects:

Rank/Name HP SP ATK DEF INT SPD HIT RES MV JMP
39 Accelerator 200 1000 3 30
40 Cosmic Blade 300 300 2000 300 300 300 300 300

Above are the statistics for a very good pair of shoes and a very good sword, when the items are normal rarity, with no specialists, at level 0. In practice you will never find items that have no specialists to start.

The only other type of item has the designation 'Item' and is never equipped on a character: it is used by a character from inventory. These items are generally curative (restoring HP and/or SP), although they do have other uses.

Aside from characters, you have two places to keep items: the Item Bag and the Warehouse. The Item Bag can hold 16 items; the Warehouse can hold 256. The only times you can access items in the Warehouse are when using 'Equip' or 'Item' from the castle menu, or while buying/selling items at the shops in the castle. You can use or equip items from the Item Bag while in the Dark Assembly, in battles, at the Item World, and everywhere that you can use the Warehouse. To switch between the Warehouse and Item Bag, use left and right.

Formulas for Item Leveling

All numbers are related to individual statistics; in particular, the current number of specialists and the specialist counter are different for each stat that the item has.

  • n: Level (as shown in battle screen)
  • x: Item generals counter (global to the item)
  • b: Base stat of the item (stat of a Normal item)
  • c: Specialist counter
  • p: Number of specialists currently on the item
  • i: Initial stat of the item (stat of the actual item)
  • s=1 if i>0, -1 if i<0, or 0 if i=0

All numbers are computed/stored with high precision; however, the floor of the number is displayed.

Skipping/clearing level n
  • adds s+i/20+i*x*b/200 to each stat
  • adds c*3/20 to each stat
Killing an Item General
  • adds s*b*(20+n)/200 to each stat
  • adds p*(3+n*3/20) to each stat
  • adds p to c for each stat
  • adds 1 to x
Killing an Item King
  • adds s*b*(20+n)*2/200 to each stat
  • adds p*(3+n*3/20)*2 to each stat
  • adds 2*p to c for each stat
  • adds 2 to x
  • adds 1 Specialist slot
Killing an Item God (2)
  • adds s*b*(20+n)*3/200 to each stat
  • adds p*(3+n*3/20)*3 to each stat
  • adds 1 Specialist slot [see note]

The death of an Item General or Item King is always calculated after the increase for the level that the General/King was on.

Note: no item can have more than 16 specialist slots.

For those who are interested, Appendix A contains my notes (mostly tables of item stats) from determining these formulae.

What all of this math really means is that:

  • You should always kill Item Generals/Kings/Gods.
  • If you want an extra boost to an item's stats, leave a specialist on the item while leveling it. Each specialist is worth 270 extra points to whichever stat it boosts on a Legendary item, if left for all 100 floors and all Generals/Kings/Gods are killed.
  • If you want to maximize any particular stat on an item, you have to subdue and remove all of the native specialists before you defeat the first Item General; this will require using Mr. Gency's Exit before finishing floor B10. Once you have removed all of the native specialists, but before you kill the first Item General, fill every slot on the item with specialists that boost whatever stat you are trying to maximize (e.g., to maximize ATK, fill the item with Gladiators). Then, go back into the item and proceed to level it, killing all Item Generals, Kings, and God. After killing each Item King, the item gains a specialist slot, so exit the Item World at that point and put another specialist on the item.
  • There is no difference between clearing and skipping floors, as long as you kill Item Generals/Kings/Gods.
  • If you level any item with a negative stat to level 100, that negative stat ends up being exactly -100.

Rarity

There are three levels of rarity: normal, rare, and legendary. Below, the properties of each are listed.

  • Stat Bonus: Percentage increase of the first 8 stats on the item (HP, SP, ATK, INT, DEF, SPD, HIT, RES) over the charts below.
  • Initial Specialist Space: How many Specialists can inhabit the item, at level 0.
  • Display: How the name of the item will be displayed on lists.
  • Identifier: What shows up on the item screen to signify this rarity.
  • Rarity Number: What rarity numbers correspond to this rarity.
  • Item World Depth: How many levels exist in the item world within this type of item.
  • Notes: Any other information.

Normal

  • Stat Bonus: None
  • Initial Specialist Space: 4-7
  • Display: Flat black text
  • Identifier: None
  • Rarity Number: 32-255
  • Item World Depth: 30
  • Notes: Only normal items can be purchased from the shop in the castle.

Rare

  • Stat Bonus: +25% (floor(N * 5 / 4))
  • Initial Specialist Space: 7-10
  • Display: Flashing silver text
  • Identifier: Rare
  • Rarity Number: 8-31
  • Item World Depth: 60 (VERIFY)

Legendary

  • Stat Bonus: +50% (floor(N * 3 / 2))
  • Initial Specialist Space: 10-13
  • Display: Flashing gold or blue text
  • Identifier: Legendary
  • Rarity Number: 0-7
  • Item World Depth: 100
  • Notes: Most Legendaries have gold text; Hyperdrive, Super Robo Suit, and Yoshitsuna have blue text and oversized icons.

Item Benefit

You may notice when equipping an item that you gain more or less benefit from that item than its listed stats. There are four reasons for this: Weapon Mastery, character level, stat aptitude, and identical rarity bonus.

Aptitude

Every class has aptitudes for each of the eight basic stats; these vary from 50% to 150% and show up on the character creation screen and on the character status screen. Aptitudes act as a multiplier to stat gains from items; for example, a level 1 character equipping a normal Muscle World (1000HP) will get 500HP with a 50% HP Aptitude, 1000HP with a 100% HP Aptitude, or 1500HP with a 150% HP Aptitude. The adjustment for Aptitude is applied after all other modifiers.

Weapon Mastery

When equipping a non-monster weapon, you get a bonus to all of weapon's stats equal to the equipping character's Weapon Mastery for that weapon type times 5%. The formula is (weapon stat)*(1 + mastery*.05). The maximum Weapon Mastery is 255, so the maximum Mastery bonus is 1275%.

Character Level

For monster weapons and accessories, you get a bonus based on the level of the character. These bonuses do not normally apply until the postgame, since they do not start until level 100, but they become quite substantial at later levels. They are calculated by the following formulas (thanks to Zepy for these):

lev <= stat [no adjustment]
100 <= lev <= 500 stat * floor((lev + 100) / 2) / 100
500 <= lev <= 2000 stat * floor((lev + 1000) / 5) / 100
2000 <= lev stat * floor((lev + 4000) / 10) / 100

The maximum level is 9999, so the maximum level bonus is 1299%, or just a little higher than the maximum Mastery bonus.

Identical Rarity

If a character has more than one item with the same rarity equipped, then all such items receive a boost in power. This works as a multiplier after weapon mastery and character level bonuses are applied. The multiplier ranges from 1.1 to 1.3, depending on how many items with identical rarity are equipped:

# Items Multiplier
1 1
2 1.1
3 1.2
4 1.3

For example, if a level 1 character equips a normal Nightvision and a normal Muscle Ace, that character will normally get +50 INT, +200 HIT, and +200 HP. However, if the Muscle Ace and Nightvision happen to have the same rarity number--for example, if they both have rarity 46 on the item status screen--then the character will get +55 INT, +220 HIT, and +220 HP, due to the identical rarity bonus.

Item Ranks

Each item is assigned a 'rank', which roughly determines how 'good' the item is. Ranks go from 1 to 42, and they determine what level of enemies will be found in the item world for that item. Below are the 'LV+' ranks for level 1 from the 'Go to Item World' screen (thanks to JungleJim for producing this table):

Rank LV+ Rank LV+ Rank LV+ Rank LV+ Rank LV+
1 1 10 10 19 25 28 47 37 76
2 1 11 11 20 27 29 50 38 79
3 2 12 12 21 29 30 53 39 127
4 3 13 14 22 31 31 56 40 255
5 4 14 16 23 34 32 59 41 255
6 5 15 17 24 36 33 62
7 5 16 19 25 39 34 66
8 7 17 21 26 41 35 69
9 8 18 22 27 44 36 73

The levels listed are *minimum* levels; in general, the enemies on any given floor will be higher level than the LV+ number. Also, these numbers are for floor 1; later floors have more powerful enemies.

Hospital Items

The Hospital gives you prizes whenever reach certain numbers for each of HP, SP, and Dec (Deceased) healed. Thanks to JungleJim for these tables:

HP Prize SP Prize Dec Prize
100 Muscle Brawn 50 Common Orb 5 Caterpillar Egg
400 Muscle Hustle 100 Imperial Seal
1000 Muscle Spirit 200 Psyche Orb
2000 Muscle Fight 500 Dark Orb
5000 Muscle Ace 1000 Blood Orb
10000 Muscle Victory 2000 Star Orb
40000 Muscle Dream 5000 Moon Orb
10000 King Orb

Ultimate Items

The 'ultimate' items of the game are very difficult to acquire, but worth it (and necessary to beat the most powerful enemy in the game).

For weapons, they are acquired by entering a Legendary item one level of power below of the same type, fighting to level 100, and stealing it from the Item God there.

Once you have any item of rank 40 or above, you can level it to 100, then steal another Legendary item of the same type from the Item God 2 at floor B100.

For reference, the Item God 2 I'm currently fighting has these stats:

(No 'More Difficult Enemies' bills passed)

  • Level: 6,933 [Fixed]
  • HP: 10,184,640
  • SP: 199,698
  • ATK: 186,416
  • DEF: 141,452
  • HIT: 147,000
  • INT: 176,816
  • SPD: 147,000
  • RES: 135,906
  • EXP: 36,643,537,935
  • NEXT: 10,573,275
  • Skills
    • Omega Wind (Mastery 80)
    • Tera Ice (Mastery 80)
    • Star (Mastery 80)

Except for the level, you can expect these numbers to vary somewhat (+/-10%), but you need to be prepared before you attempt to kill (or steal from) Item God 2.

The ultimate items are:

  • Wpn-Axe: Apocalypse (VERIFY)
  • Wpn-Fist: Ultimus
  • Wpn-Sword: Yoshitsuna
  • Wpn-Spear: Glorius
  • Wpn-Gun: Etoile
  • Wpn-Bow: Galaxy (VERIFY)
  • Wpn-Monster: Nyanko Soul
  • Etc-Robot: Super Robo Suit
  • Etc-Engine: Hyperdrive

The Super Robo Suit can be stolen from Baal.

The Hyperdrive you get automatically from defeating an Item God 2.

Monster weapons are a little different. The rank 40 monster weapon is Nyanko Soul, which can be acquired at the end of a Lucifer Force, or can be raken from Majorly. There are also a rank 41 and rank 42 monster weapon. The rank 41 is the Nemesis, which is a better weapon than Nyanko Soul; it can be stolen from Baal. The rank 42, Nemesis Mk II, is stolen from Prinny Baal, and has better base stats than the Nemesis--but it comes at level 100, and Baal apparently doesn't kill any Item Generals/Kings/Gods, nor does he subdue any specialists when leveling his items.

There is no simple way to get a Legendary second-best item. The easiest way is to play around in high-level item worlds until you see one appear either on the Bonus screen or in some enemy's inventory. For reference, they are:

  • Wpn-Axe: Durandal (VERIFY)
  • Wpn-Fist: God's Fist
  • Wpn-Sword: Cosmic Blade
  • Wpn-Spear: Longinus
  • Wpn-Gun: Infernal Gun
  • Wpn-Bow: Artemis Bow (VERIFY)
  • Wpn-Monster: Lucifer Force (VERIFY)

See the Item World Strategies section for advice on how to deal with the Item World.

Maximum ATK

Since the question arises on a regular basis, this section outlines the maximum ATK a character can have, prior to using Extra Gain and stat stealing.

The optimum character, somewhat surprisingly, is Thursday. This is surprising since Thursday cannot Transmigrate, and therefore misses out on Transmigration bonuses, and cannot equip the Yoshitsuna, which is, by far, the most powerful weapon in the game.

However, both of these flaws are vastly overcompensated by Thursday's 150% aptitude in almost all stats.

The most powerful weapon Thursday can equip is the Nemesis. (The Nemesis Mk II is better in theory, but since you steal it already leveled to 100, and Baal does not kill Item Generals/Kings/Gods, the Nemesis is actually better.)

To truly maximize the Nemesis, you have to get one with 13 specialist slots at level 0, subdue and remove all specialists before completing floor 10, and fill it with Gladiators. Then, after killing each Item King (and thereby adding another slot to the item), fill the new slot with another Gladiator. If you do this, it adds 3,888 ATK to the item.

The Nemesis at level 100 has 45,100 ATK, if you kill all Item Generals/Kings/Gods.

The Nemesis with 13 slots at level 0 will have 16 slots at level 100. These must all be filled by power 19998 Gladiators. If you do all of this, then your Nemesis will have:

3888 (spec. bonus) + 45100 (level 100) + 319968 (specs) = 368956 ATK

You must then do the same thing with 3 Legendary Champion Belts, making sure that each has 13 specialist slots at level 0 and that each has the exact same rarity number as the Nemesis.

3888 (spec. bonus) + 27100 (level 100) + 319968 (specs) = 350956 ATK

Equip the Nemesis and all three Champion Belts on Thursday, at level 9999:

(368956 + 3*350956) * 13.99 (level 9999) * 1.3 (rarity bonus) * 1.5 (aptitude) = 38,788,069 ATK

Add Thursday's intrinsic ATK:

10 (base stat) + 9998 (level gains) * .45 (level gain multiplier) * 10 (base stat) = 45,001 ATK

For a grand total of 38,833,060 ATK.

The second-best character for ATK is Priere, and the third-best character for ATK is a Divine Majin. However, there is no known cap on the number of points that can be gained through Extra Gain and stat stealing, which makes these kinds of evaluations somewhat irrelevant. (Though it should be noted that, once it is set up, getting points through Extra Gain should be much faster than getting points through stat theft.)

Item Leveling Formulae Notes

These are just my notes, unsupported, for those who want to have some idea of how I went about figuring out the item formulae. There are some things that are missing, but it's a mostly-complete set of data.

  • E: Empty
  • EKG: Empty, killed generals (kings, god)
  • EKG-9: Killed general, then used Gency
  • EKNG: Empty, killed 1st general, not second
  • ENG: Empty, did not kill generals
  • SKG: 1 Coach Specialist, placed when item is at level 8, killed item general
  • SNG: 1 Coach Specialist, placed when item is at level 8, did not kill item general
  • SC#: # Coach Specialists, placed when item is at level 0, killed item general
  • SC#.#: # Coach Specialists, placed when item is at level 0, killed item general, # Coach Specialists, place when item is at level 19, killed item general.


Legendary Infernal Gun (not counting specialists)

Name HP SP ATK DEF INT SPD HIT RES
Infernal Gun (E-0) 300 300 1500 300
Infernal Gun (E-1) 316 316 1576 316
Infernal Gun (E-2) 332 332 1652 332
Infernal Gun (E-3) 348 348 1728 348
Infernal Gun (E-4) 364 364 1804 364
Infernal Gun (E-5) 380 380 1880 380
Infernal Gun (E-8) 428 428 2108 428
Infernal Gun (ENG-9) 444 444 2184 444
Infernal Gun (ENG-10) 460 460 2260 460
Infernal Gun (SNG-9) 444 444 2184 444
Infernal Gun (SNG-10) 460 460 2260 460
Infernal Gun (EKG-9) 444 444 2184 444
Infernal Gun (EKG-10) 490 490 2410 490
Infernal Gun (EKG-11) 507 507 2491 507
Infernal Gun (EKG-12) 524 524 2572 524
Infernal Gun (EKG-14) 558 558 2734 558
Infernal Gun (EKG-18) 626 626 3058 626
Infernal Gun (EKG-19) 643 643 3139 643
Infernal Gun (EKG-20) 700 700 3420 700
Infernal Gun (EKG-21) 718 718 3506 718
Infernal Gun (EKNG-20) 660 660 3220 660
Infernal Gun (EKNG-21) 677 677 3301 677
Infernal Gun (SKG-10) 490 490 4 2410 490
Infernal Gun (SC1-10) 490 490 4 2410 490
Infernal Gun (SC1-19) 643 643 5 3139 643
Infernal Gun (SC1-20) 700 700 12 3420 700
Infernal Gun (SC5-10) 490 490 22 2410 490
Infernal Gun (SC6-10) 490 490 27 2410 490
Infernal Gun (SC7-10) 490 490 31 2410 490
Infernal Gun (SC8-10) 490 490 36 2410 490
Infernal Gun (SC8-19) 643 643 46 3139 643
Infernal Gun (SC8-20) 700 700 96 3420 700
Infernal Gun (SC8-23) 754 754 103 3678 754
Infernal Gun (SC8-25) 790 790 108 3850 790
Infernal Gun (SC8-29) 862 862 117 4194 862
Infernal Gun (SC8-30) 980 980 240 4780 980
Infernal Gun (SC8-31) 1000 1000 244 4876 1000
Infernal Gun (SC8-32) 1020 1020 249 4972 1020
Infernal Gun (SC8N-20) 660 660 48 3220 660
Infernal Gun (SC8N-30) 880 880 120 4280 880
Infernal Gun (SC8N-31) 898 898 122 4366 898
Infernal Gun (SC8.0-20) 700 700 48 3420 700
Infernal Gun (SC1.0-20) 700 700 6 3420 700
Infernal Gun (SC1.2-20) 700 700 18 3420 700

Normal Cosmic Blade

Name HP SP ATK DEF INT SPD HIT RES
Cosmic Blade (0) 300 300 2000 300 300 300 300 300
Cosmic Blade (9) 444 444 2909 444 444 444 444 444
Cosmic Blade (EKG-10) 505 505 3310 505 505 505 505 505
Cosmic Blade (EKG-19) 662 662 4309 662 662 662 662 662
Cosmic Blade (EKG-20) 740 740 4820 740 740 740 740 740
Cosmic Blade (EKG-21) 759 759 4941 759 759 759 759 759
Cosmic Blade (EKG-29) 911 911 5909 911 911 911 911 911
Cosmic Blade (EKG-30) 1080 1080 7030 1080 1080 1080 1080 1080
Cosmic Blade (EKKNG-30) 930 930 6030 930 930 930 930 930
Cosmic Blade (ENG-10) 460 460 3010 460 460 460 460 460
Cosmic Blade (ENG-19) 604 604 3919 604 604 604 604 604
Cosmic Blade (ENG-20) 620 620 4020 620 620 620 620 620
Cosmic Blade (ENKG-20) 680 680 4420 680 680 680 680 680

Normal Cross-Trainers

Name HP SP ATK DEF INT SPD HIT RES
Cross-Trainers (0) 5 20
Cross-Trainers (ENG-10) 17 40

Normal Falcon Shoes

Name HP SP ATK DEF INT SPD HIT RES
Falcon Shoes 25 100
Falcon Shoes (ENG-10) 47 160

Normal Protein Shake

Name HP SP ATK DEF INT SPD HIT RES
Protein Shake (0) 480
Protein Shake (ENG-10) 730

Normal Plunder Hand

Name HP SP ATK DEF INT SPD HIT RES
Plunder Hand (0) 30
Plunder Hand (ENG-10) 55

Normal Cha-Ching Hand

Name HP SP ATK DEF INT SPD HIT RES
Cha-Ching Hand (0) 40
Cha-Ching Hand (ENG-10) 70

Normal Bravery Belt

Name HP SP ATK DEF INT SPD HIT RES
Bravery Belt (0) 310 -100
Bravery Belt (ENG-10) 475 -160
Bravery Belt (EKG-10) 521 -145

Normal Shaolin Belt

Name HP SP ATK DEF INT SPD HIT RES
Shaolin Belt (0) 400 -130
Shaolin Belt (EKG-10) 670 -185

Legendary Black Belt

Name HP SP ATK DEF INT SPD HIT RES
Black Belt (0) 750 -225
Black Belt (EKG-10) 1210 -325
Black Belt (EKG-20) 1720 -410
Black Belt (EKG-30) 2405 -442

Other notes

Level 0-10, no exit, same as exitting at Level 1, 2, 3, 4, 5, 8, 10.

Accidentally discovered that using Mr. Gency at level 11, without exiting at level 10, erases Item General Kill.

Created a level 0 Infernal Gun with no specialists by using 4 Mr. Gency's Exits on level B1, and saving/reloading a bunch of times. The odds of a specialist appearing on level 1 seem to better than 1 in 4, as long as there is an unsubdued specialist in the item. Other items I did not do this with, but values come out the same, which supports my theories. The Cosmic Blade I took out for testing, always removed its native residents by exitting at level 9; all other items were me getting Coaches so that I could do an 8-Coach test.

Belts are so that I can determine equations for negative stats.

Item Benefit Formulae Notes

Weapons

Lev Apt WATK CATK WMas
46 100 6087 6087 0
54 100 6087 6087 0
45 100 6087 7608 5
202 100 6087 6087 0
438 60 6087 4565 5
3240 100 6087 37739 104
Lev Apt WDEF CDEF WMas
3240 100 1500 9300 104
438 50 1500 937 5

For all statistics, (humanoid) weapons give:

(Weapon stat) * (1 + .05*(Weapon Mastery)) * (Aptitude)

Accessories

Lev Apt AHP CHP Ratio R/Apt
3518 70 7884 41446 5.26 7.51 0.27 278
3240 100 7884 57080 7.24 7.24 0.13 117
3123 120 5028 42959 8.54 7.11
536 110 7884 26626 3.38 3.07 0.01 4
532 110 7884 26537 3.37 3.06 0.03 14
518 110 7884 26277 3.33 3.03 0.03 15
503 110 7884 26017 3.30 3.00 0.32 65
438 50 7884 10603 1.34 2.68 1.17 236
202 100 7884 11904 1.51 1.51
46 100 7884 7884 1.00 1.00
3240 100 5028 36402 7.24 7.24
503 110 5028 16592 3.30 3.00
3518 70 7884 41446
3240 100 7884 57080
3123 120 5028 42959
1014 110 7884 34863
1006 110 7884 34776
1000 110 7884 34689
999 110 7884 34602
995 110 7884 34602
840 110 7884 31914
835 110 7884 31827
830 110 7884 31740
829 110 7884 31654
826 110 7884 31654
825 110 7884 31654
824 110 7884 31567
823 110 7884 31567
822 110 7884 31567
821 110 7884 31567
820 110 7884 31567
819 110 7884 31480
818 110 7884 31480
816 110 7884 31480
639 110 7884 28358
536 110 7884 26626
532 110 7884 26537
518 110 7884 26277
503 110 7884 26017
438 50 7884 10603
202 100 7884 11904
100 100 7884 7884
46 100 7884 7884

And, once again, someone (Zepy) on the message boards posts an almost-perfect formula:

Monster weapons (calculated by character levels):

  • Below lvl 100: 100%
  • lvl 101 ~ 500: ((lvl - 100) / 2 + 100)%
  • lvl 501 ~ 2000: ((lvl - 500) / 5 + 300)%
  • lvl 2001 and above: ((lvl - 2000) / 10 + 600)%

Just add in aptitudes and note that the divisions above are integer division (thus floor'ed):

lev <= 100: floor(stat * apt / 100)
100 <= lev <= 500: floor(stat * apt * floor((lev - 100) / 2 + 100) / 10000)
500 <= lev <= 2000: floor(stat * apt * floor((lev - 500) / 5 + 300) / 10000)
2000 <= lev: floor(stat * apt * floor((lev - 2000) / 10 + 600) / 10000)

Identical Rarity Bonus Notes

86802 2166 Divine Majin/Mastery 164

Item ATK Rarity
Yoshitsuna 869532 6
Super Robo Suit 16425 6
Prinny Costume 0 6
Bahamut's Scale 0 6
SRS+PC 18067
Y+PC 956485
PC+BS 0
SRS+PC+BS 19710
Y+PC+BS 1043438
Y+SRS+PC+BS 1151744
Item HP Rarity
Mistral Fist 0 0
Super Robo Suit 133795 0
Infernal Shield 0 0
Angel's Sandals 0 0
MF+SRS 147174
MF+SRS+IS 160554
MF+SRS+AS 173933

All of this matches JungleJim's formula, so I assume it is correct.