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Tokyo Afterschool Summoners uses a turn-based strategy battle system. All information concerning its general mechanics can be found on this page. | Tokyo Afterschool Summoners uses a turn-based strategy battle system. All information concerning its general mechanics can be found on this page. | ||
[[File: | [[File:Battle_screen_summary.jpg|thumb|right|640px|A screenshot of the game's battle system.]] | ||
== Battle Screen Summary == | == Battle Screen Summary == | ||
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== Basics of Battle == | == Basics of Battle == | ||
Battles in Tokyo Afterschool Summoners pit the player against a host of CPU-controlled enemy units. The player and enemy alternate turns, starting with the player. Each turn they can move one unit, after which all their units will automatically attack any opposing units within range. This continues until all units on one side are defeated. | |||
* If | * If all friendly units are defeated, the player can either fail the battle and quit, or refresh all friendly units at the cost of one {{item|transient stone}} and continue. | ||
* If | * If all enemy units are defeated, the player moves onto the next phase. At the end of the last phase, the battle is won, and the player may collect any accumulated rewards. | ||
Each turn consists of two parts: | Each turn consists of two parts: movement and attack. | ||
* During | * During movement, the player can move any friendly units to another area adjacent to it, including diagonals, so long as it is within the Safe Area. Certain units have movement increase [[Skill]]s that allow them to surpass these limits. | ||
* During | * During attack, each friendly units will attack any enemy within their attack range in order, starting from the topmost unit in your unit list. | ||
Once both parts have been completed, the turn ends, and the | Once both parts have been completed, the turn ends, and the enemy begins their turn. | ||
== Advanced Battle Information == | == Advanced Battle Information == | ||
During | During movement, it is possible to move multiple units at once. Simply move a unit into a space that another unit occupies, and the two will trade places. By keeping a unit in a central position, it is possible to move many units at once into strategic positions. It is also possible, although difficult, to move a unit two cells away without swapping with another unit, and to a diagonally-adjacent cell; for example, moving to the north-east without "touching" the north or east space. | ||
<!-- The following paragraphs should be under a General Strategy page or something. --> | |||
Units with smaller ranges can have trouble hitting enemies in back rows. However, the Danger Area's size varies with the placement of enemies. Therefore, if the player takes out all the enemies in the front row, it will fall under the player's control and be incorporated under the Safe Area. This area can however can be lost if enemies occupy it at the start of player's next turn. Use this to your advantage if you plan on using a lot of {{Weapon|Strike}} or {{Weapon|Slash}} users. Note that enemies can take advantage of this too, so if the player opts to run and heal, enemies will start to occupy the Safe Area. | |||
As a follow-up to the above, if you're fighting on a wide battle field with a lot of {{Weapon|Strike}} and {{Weapon|Slash}} enemies, clear out all the enemies on one side, then stick a unit to maintain your safe area, while {{Weapon|Ranged}} units pick off all the other units on the other side of the field safely from rows further back. The enemy will have to go across the entire field to damage anything, which is valuable time you can spend killing them for free instead. | |||
[[Skills|Buffs and debuffs]] applied to your units can be viewed in | Each time one of your units attacks or gets attacked, its CP raises a little bit. Once it reaches 100%, the following turn that unit will use their [[Charge Skill]] instead of their regular attack. Note that there is no way to stop units from using their Charge Skill if their CP reaches 100%, so if you want to save it for a later turn, you need to move it to a position where it attacks no enemies. Charge attacks can also have a different range than normal attacks, such as 3* [[Cusith|Cusith's]] Charge Skill having {{Weapon|Magic}} range, even though his weapon type is {{Weapon|Strike}}. CP can also be gained from certain status buffs. | ||
[[Skills|Buffs and debuffs]] applied to your units can be viewed in-depth by tapping their icon in the team list. Likewise, the status of ennemy units can be checked by tapping and holding their icons. | |||
== Stats == | == Stats == | ||
Currently, the game has two stats: HP and ATK. Every unit has their own base stats and a growth curve unique to each stat. | Currently, the game has two stats: [[HP]] and [[ATK]]. Every unit has their own base stats and a growth curve unique to each stat. For more information regarding these stats, including how damage is calculated, please see the corresponding pages. | ||
=== Seed === | === Seed === | ||
{| class="wikitable floatright" style="text-align:center;" | {| class="wikitable floatright" style="text-align:center;" | ||
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{{Item:HPの種}} and {{Item:ATKの種}} seeds do not require any special conditions for the unit, while {{Item:レベルの種}} requires the unit to be at absolute max level (implies max [[Limit Break]]), and {{Item:スキルの種}} requires [[Skills|Skill Level]] 100. | {{Item:HPの種}} and {{Item:ATKの種}} seeds do not require any special conditions for the unit, while {{Item:レベルの種}} requires the unit to be at absolute max level (implies max [[Limit Break]]), and {{Item:スキルの種}} requires [[Skills|Skill Level]] 100. | ||
Currently, the limit to how much HP and ATK can be raised by {{Item:種}}s is 1000 points each, while {{Item:レベルの種}} and {{Item:スキルの種}} can only increase their correlated stat by 10. | Currently, the limit to how much HP and ATK can be raised by {{Item:種}}s is 1000 points each, while {{Item:レベルの種}} and {{Item:スキルの種}} can only increase their correlated stat by 15 and 10, respectively. | ||
== Sacred Artifact Level == | == Sacred Artifact Level == | ||
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== Weapons and Energies == | == Weapons and Energies == | ||
Each unit wields a certain weapon type and element, which acts as a multiplier on their base damage. Furthermore, each weapon type attacks in a different range. | |||
Each unit wields a certain weapon type and element, which acts as a multiplier on their base damage. Furthermore, each weapon type attacks in a different range. The weapon types, damage multipliers, and ranges are listed below: | |||
{{#masterdata:Weapon|}} | {{#masterdata:Weapon|}} | ||
Furthermore, energies (attributes, elements) also multiply damage. Attacking an enemy disadvantageous to your unit's energy doubles damage, while attacking an enemy advantageous against your unit's energy halves damage. | |||
[[File: | Furthermore, energies (attributes, elements) also multiply damage. Attacking an enemy disadvantageous to your unit's energy doubles damage, while attacking an enemy advantageous against your unit's energy halves damage. The current energies in the game are as follows: | ||
* There are 5 main energies in the game: {{Attribute|Fire}}, {{Attribute|Wood}}, {{Attribute|Water}}, {{Attribute|Aether}} and {{Attribute|Nether}}. | |||
* There is group of special elements: {{Attribute|Valiant}}, {{Attribute|World}} and {{Attribute|Infernal}}. | |||
* Newly introduced are also 2 energies that form a cyclic relation with the previously inert {{Attribute|All}} which are {{Attribute|Zero}} and {{Attribute|Infinity}}. | |||
To prevent confusion with how the energies work, it's best to work off of the above groups: | |||
* The first group features the classic rock, paper, scissor relation of fire, water and wood and the aether and nether elements being strong against each other. | |||
* The second group also forms the standard cyclic relation except each energy reacts differently to the energies found in the first group: | |||
# {{Attribute|Infernal}} deals and sustains extra damage against all 5 | |||
# {{Attribute|Valiant}} deals less damage to {{Attribute|Fire}}, {{Attribute|Water}} and {{Attribute|Wood}} but takes less damage from {{Attribute|Aether}} and {{Attribute|Nether}} | |||
# {{Attribute|World}} deals less damage to {{Attribute|Aether}} and {{Attribute|Nether}} but takes less damage from {{Attribute|Fire}}, {{Attribute|Water}} and {{Attribute|Wood}} | |||
* The third group also forms the standard cyclic relation however they do not react to the other groups. | |||
[[File:Attribute Chart 2022.png|400px|right]] | |||
{| class="wikitable" style="text-align:center" | {| class="wikitable" style="text-align:center" | ||
|- | |- | ||
! rowspan="2"|Attacking Energy !! colspan=" | ! rowspan="2"|Attacking Energy !! colspan="11"|Defending Energy | ||
|- | |||
| {{Attribute|Fire}} || {{Attribute|Water}} || {{Attribute|Wood}} || {{Attribute|Aether}} || {{Attribute|Nether}} || {{Attribute|Infernal}} || {{Attribute|Valiant}} || {{Attribute|World}} || {{Attribute|All}} || {{Attribute|Zero}} || {{Attribute|Infinity}} | |||
|- | |||
| {{Attribute|Fire}} || x1 || style="color:blue"|x0.5 || style="color:red"|x2 || x1 || x1 || style="color:darkorange"|x1.5 || x1 || style="color:blue"|x0.5 || x1 || x1 || x1 | |||
|- | |- | ||
| {{Attribute| | | {{Attribute|Water}} || style="color:red"|x2 || x1 || style="color:blue"|x0.5 || x1 || x1 || style="color:darkorange"|x1.5 || x1 || style="color:blue"|x0.5 || x1 || x1 || x1 | ||
|- | |- | ||
| {{Attribute| | | {{Attribute|Wood}} || style="color:blue"|x0.5 || style="color:red"|x2 || x1 || x1 || x1 || style="color:darkorange"|x1.5 || x1 || style="color:blue"|x0.5 || x1 || x1 || x1 | ||
|- | |- | ||
| {{Attribute| | | {{Attribute|Holy}} || x1 || x1 || x1 || x1 || style="color:red"|x2 || style="color:darkorange"|x1.5 || style="color:blue"|x0.5 || x1 || x1 || x1 || x1 | ||
|- | |- | ||
| {{Attribute| | | {{Attribute|Nether}} || x1 || x1 || x1 || style="color:red"|x2 || x1 || style="color:darkorange"|x1.5 || style="color:blue"|x0.5 || x1 || x1 || x1 || x1 | ||
|- | |- | ||
| {{Attribute| | | {{Attribute|Infernal}} || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:blue"|x0.5 || style="color:red"|x2 || x1 || x1 || x1 | ||
|- | |- | ||
| {{Attribute| | | {{Attribute|Valiant}} || style="color:blue"|x0.5 || style="color:blue"|x0.5 || style="color:blue"|x0.5 || x1 || x1 || style="color:red"|x2 || style="color:darkorange"|x1.5 || style="color:blue"|x0.5 || x1 || x1 || x1 | ||
|- | |- | ||
| {{Attribute| | | {{Attribute|World}} || x1 || x1 || x1 || style="color:blue"|x0.5 || style="color:blue"|x0.5 || style="color:blue"|x0.5 || style="color:red"|x2 || style="color:darkorange"|x1.5 || x1 || x1 || x1 | ||
|- | |- | ||
| {{Attribute| | | {{Attribute|All}} || x1 || x1 || x1 || x1 || x1 || x1 || x1 || x1 || x1 || style="color:blue"|x0.5 || style="color:red"|x2 | ||
|- | |- | ||
| {{Attribute| | | {{Attribute|Zero}} || x1 || x1 || x1 || x1 || x1 || x1 || x1 || x1 || style="color:red"|x2 || x1 || style="color:blue"|x0.5 | ||
|- | |- | ||
| {{Attribute| | | {{Attribute|Infinity}} || x1 || x1 || x1 || x1 || x1 || x1 || x1 || x1 || style="color:blue"|x0.5 || style="color:red"|x2 || x1 | ||
|- | |- | ||
|} | |} | ||
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The player can infer that relationships that are neither advantageous or disadvantageous offer no damage multiplier. --> | The player can infer that relationships that are neither advantageous or disadvantageous offer no damage multiplier. --> | ||
---- | |||
{{Guide}} | {{Guide}} | ||
[[Category:General Game Guides]] |
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