Combo +20 Multiplier is *3, and then goes up by 1 for every additional 10 hits and caps out 50 hits on a 6* multiplier. The combo multiplier will stack with UT's used in the combo as well. Below is a list of these work out.
20-24 = x3.0/+2.0
25-29 = x3.5/+2.5
30-34 = x4.0/+3.0
35-39 = x4.5/+3.5
40-44 = x5.0/+4.0
45-49 = x5.5/+4.5
50+ = x6.0/+5.0
The first multiplier figure in the above combo counter listings (expressed as ‘xN’) assumes that the enemy is normal-killed (i.e. without using an ET or UT) for the purposes of essence multiplication. The second multiplier figure (expressed as ‘+N’) applies to the essence bonus when an enemy is killed via an ET or UT at that given combo. As noted above, the multipliers for killing an enemy with different techniques are as follows: Base/Normal Kill (1.0), ET (3.0) and UT (7.0). So, if an enemy is normal-killed at 20 – 24c, then a multiplier of (1.0) x3.0 is conferred to its spawned essence. However, if an enemy is killed with an ET or a UT at 20 – 24c, then the calculation for an ET kill is: (3.0) + 2.0 = x5.0; and for a UT kill: (7.0) + 2.0 = x9.0. Here's an example: if you normal-kill a pink imp at 20-24c, you get (1.0) x 3.0 x 100 essence = 300 essence; if you ET kill one at the same combo, you get (3.0) + 2.0 x 100 = 500; for UT, (7.0) + 2.0 x 100 = 900. This means that the max essence multiplier for NGS/NGB is, in fact, x12.0 (enemies killed at 50c+ with a UT: (7.0) + 5.0 = 12.0).
The Armlet of Benediction multiplier is exactly x1.20995 (+20.995%), not 1.206 (+20.6%). I tested even the slightest deviation from 1.20995 (i.e. 1.20994) for all enemy essences, against what they pay out in-game, and 1.20995 is the only value that gives the correct essence for all enemies in NGS/NGB.
The most a single essence orb can hold is 65,536 killing an enemy with a base essence value of 9,362 with a UT will only give you the excess essence.
Example: The Kitetsu clone's essence is worth 10,000, killed with a UT he should yield 70,000. However due to the limit you only get the excess of 65,536, which is 4,464.
Essence Bonus: In order to get the 10,000 point end of chapter bonus you need to finish with a minimum of 2,000 essence more than what you started the chapter with. For example if you begin a chapter with 10,000 essence you need to finish with at least 12,00 to make the bonus.
Chapter 15 is the final chapter to give the essence bonus in the usual way, chapter 16 takes your essence and compares it to the start of the game which is always zero so as long as you do not exceed 97,999 before chapter 15 you will make your essence bonuses.
Enemy Essence Values:
Bat = 5 / 15 / 35
Ghost Fish = 80 / 240 / 560
Wasp Fiends = 50 / 150 / 350
Brown Ninja = 50 / 150 / 350
White Ninja = 50 / 150 / 350
Vigoorian Ninja = 70 / 210 / 490
Black Spider Ninja = 100 / 300 / 700
Red Ninja = 150 / 450 / 1,050
Samurai Spear Horse = 100
Samurai Archer Horse = 100
Samurai Archer Rider = 50 / 150/ 350
Samurai Spear Rider = 50 / 150 / 350
Samurai = 50 / 150 / 350
Silver Samurai = 150 / 450 / 1,050
Mage = 90 / 270 / 630
White Commando = 100 / 300 / 700
Grenadier Commando = 100 / 300 / 700
Black Commando = 100 / 300 / 700
Armoured White Commando = 100 / 300 / 700
Armoured Grenadier Commando = 200 / 600 / 1,400
Armoured Black Commando = 100 / 300 / 700
Fiend Commando = 150 / 450 / 1,050
Monk Fiend = 100 / 300 / 700
Blue Cat Fiend =200 / 600 / 1,400
Black Cat Fiend = 400 / 1,200 / 2,800
Red Dino Fiend = 200 / 600 / 1,400
Zombie Archer = 100 / 300 / 700
Zombie (pale) = 100 / 300 / 700
Zombie (dark) = 100 / 300 / 700
Regular Soldier = 100 / 300 / 700
Regular Rocket Soldier = 100 / 300 / 700
Armoured Soldier = 250 / 750 / 1,750
Armoured Rocket Soldier = 300 / 900 / 2,100
Fiend Soldier = 1,000 / 3,000 / 7,000
Brown Imp = 50 / 150 / 350
Pink Imp = 100 / 300 / 700
Crab Imp = 200 / 600 / 1,400
Laser Crab Fiend = 300 / 900 / 2,100
Pill Bugs = 100 / 300 / 700
Ogre = 500 / 1,500 / 3,500
Green Fish =
Blue Fish = 1,000 / 3,000 / 7,000
Armoured Fish = 2,000 / 6,000 / 14,000
Electric Worm = 500 / 1,500 / 3,500
Flame Worm = 700 / 2,100 / 4,900
Dragon Sword Clone = 5,000 / 15,000 / 35,000
Kitetsu Clone = 10,000 / 30,000 /
Vigoorian Flails Clone = 12,000 / 36,000 /
Dabilarho Clone = 8,000 / 24,000 / 56,000 /
Unlabored Flawlessness Clone = 20,000 / 60,000 /
Hurricane Pack 1 Essence Values and Breakdown
The most a single essence orb can hold in HP1 is 700. The combo multipliers are the same as in NGB and UT's stack on top of the combo multiplier. The ET multiplier is the same as in NGB (x3) but the UT multiplier is only x4 instead of x7.
The combo multipliers with regular hits are below:
20 = x3
30 = x4
40 = x5
50 = x6
Killing enemies with a higher combo and the killing blow coming from a UT greatly increases the essence payout. Below are the multipliers for the combo counts combined with the killing blow being dealt with a UT:
20+UT = x6.5
30+UT = x7.5
40+UT = x8.5
50+UT = x9
The multipliers cap out at the final values of the above. Killing an enemy with a 60 hit combo for example will give the same amount as a 50 hit combo.
Due to the low limit of 700 essence for the individual orbs killing certain enemies with a UT or high combo will yield more than one essence orb due to their total payout being higher than 700 essence. The amount of essence orbs that spawn is related to how much essence the kill is worth based on the combo and the killing blow.
For example a grenadier' base essence is 200 and when killed with a UT they will give 800 in total. This will appear as 1 orb worth 700 essence and another worth 100 essence. For larger enemies such as orges which are worth 500 essence their maximum payout is 4,500 essence which will appear as 7 individual orbs; 6 of which will be worth 700 and one worth the remaining 300.

