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Skills are formatted as (Skill Name) / [Activation Timing] Skill Effect / % Chance of Activation | Skills are formatted as (Skill Name) / [Activation Timing] Skill Effect / % Chance of Activation | ||
=== Increasing Skill Level === | === Increasing Skill Level === | ||
Some quests drop items called {{Item|Skill Up}}s that are used to increase a character's skill level; each weapon has a corresponding soul. Like {{Item|XP Stars}}, you don't have to match them up; any {{Item|Skill Up}} would do. However, you won't fully benefit from the skill level increase that the matching {{Item|Skill Up}} would yield. Like {{Item|XP Stars}}, you also have a chance to get a great level up, or fever, but also a failure (all multiply the effect of leveling up; more info at [[LV#XP_Boosts|leveling]]). Like {{Item|XP Stars}}, you also have to use coins to increase a unit's skill level, but unlike unit leveling, the coin cost is steeper. It's generally cheaper to use higher-grade (higher rarity) souls to quickly boost, as the cost isn't necessarily related to the soul grade (rarity). | Some quests drop items called {{Item|Skill Up}}s that are used to increase a character's skill level; each weapon has a corresponding soul. Like {{Item|XP Stars}}, you don't have to match them up; any {{Item|Skill Up}} would do. However, you won't fully benefit from the skill level increase that the matching {{Item|Skill Up}} would yield. Like {{Item|XP Stars}}, you also have a chance to get a great level up, or fever, but also a failure (all multiply the effect of leveling up; more info at [[LV#XP_Boosts|leveling]]). Like {{Item|XP Stars}}, you also have to use coins to increase a unit's skill level, but unlike unit leveling, the coin cost is steeper. It's generally cheaper to use higher-grade (higher rarity) souls to quickly boost, as the cost isn't necessarily related to the soul grade (rarity). <br /> | ||
The activation chance and power of a skill+buff/debuff will increase by a '''multiplied''' 1% per level, for a max of a '''multiplied''' 100% at skill level 100. | |||
Simply put, '''at skill level 100, the activation chance and power of all Skill are DOUBLE their original (skill level 1) values.''' | |||
== Skill Timings == | == Skill Timings == | ||
Every skill has a specific timing in which it will activate. The various skill timings are as follows. | Every skill has a specific timing in which it will activate. The various skill timings are as follows. | ||
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|} | |} | ||
== Charge Skill Effect Increase == | == Charge Skill Effect Increase == | ||
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| In a Wide Radius 【距離2マス】 || Effects all friendly units 2 spaces away from the unit horizontally and vertically, 1 space away diagonally. | | In a Wide Radius 【距離2マス】 || Effects all friendly units 2 spaces away from the unit horizontally and vertically, 1 space away diagonally. | ||
|} | |} | ||
== Skill Formulas == | |||
The general formula for most skills that cause poison/burn/etc, increase damage dealt, or heal is: | |||
<math>\text{base value} * (1 + 0.01 * \text{skill level})</math> | |||
To give an example, the buff 闘志 (Fighting Spirit) increases the damage a character will do. | |||
It has a base value of 1.2. A character using it has a skill level of 12. | |||
To find out the full damage increase, it would be <math>1.2 * (1 + 0.01 * 12)</math> | |||
Or an increase of 1.34400. At skill level 99, it would increase damage by 2.38800. At level 100, a 2.4x increase. | |||
The general formula for most skills that decrease taken (ie Defense buffs) or debuff an enemy to decrease the damage they deal deal is | |||
<math>\frac{\text{base value}}{1 + 0.01 * \text{skill level}}</math> | |||
The formula for the damage increase done by a Charge Skill is | |||
<math>\text{base value} * (1 + 0.5 * \log_{10}(\text{charge skill level}))</math> | |||
or | |||
<math>\frac{\text{base value}}{1 + 0.5 * \log_{10}(\text{charge skill level})}</math> <br /> | |||
Note that this is only for damage dealt. Most Charge Skills have a secondary effect, such as a buff or debuff.<br /> | |||
The level of the buff or debuff applied is the same as the users Charge Skill level, and its power is the same as ordinary skill level of the same.<br /> | |||
For example, an Andvari with a Charge Skill level of 50 will apply a level 50 Curse debuff to enemies when Andvari uses his Charge Skill.<br /> | |||
Curse is a debuff with a base power of 0.8x, thus the formula is (0.8) / (1+0.01 x 50) = 0.5333. In other words enemies will do 0.533 of their original damage. | |||
== Footnotes == | == Footnotes == |
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