Difference between revisions of "Skills"

From Tokyo Afterschool Summoners
Jump to navigation Jump to search
(→‎Buffs: Added Concentration values and fixed misplaced letter)
 
(56 intermediate revisions by 12 users not shown)
Line 1: Line 1:
== Skill Levels ==
== Skill Levels ==
All cards start at skill level 1.
All cards start at skill level 1 and can reach a maximum of 100.
 
As you increase the skill level of your cards, the power of their skills increases.  The chances of their skill activating will increase, and in addition the effect of the skill itself will become more powerful.


As you increase the skill level of your cards, the power of their skills increases.  The chances of their skill activating will increase, and in addition the effect of the skill itself will become more powerful.<br />
Skill Levels can reach a maximum of 100.<br />
Skill Levels are applied to all skills.  A new Skill is unlocked for each card when you Limit Break them, up to a total of 4 Skills.
Skill Levels are applied to all skills.  A new Skill is unlocked for each card when you Limit Break them, up to a total of 4 Skills.


On a characters Status screen in the game, Skills are formatted as (Skill Name) / [Activation Timing] Skill Effect / % Chance of Activation
On a characters Status screen in the game, Skills are formatted as (Skill Name) / [Activation Timing] Skill Effect / % Chance of Activation
=== 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]]).  You will see your chance for success after picking the skill up gems, with a 100% chance or above indicating that failure is impossible.  Furthermore, percentages such as 260% indicate that your unit's skill level is guaranteed to go up 2 levels, with a 60% chance of going up a third.
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.
<math>
\text{Required Coins} = (\text{Number of Slots Filled}(\text{Unit's Rarity} * \text{Current Level} ^ 2 + 100))
</math>
This means that using higher quality skill up items minimizes the total cost needed to skill up.


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.  <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.  <br />
Simply put, '''at skill level 100, the activation chance and power of all Skills are DOUBLE their original (skill level 1) values.'''
Simply put, '''at skill level 100, the activation chance and power of all Skills are DOUBLE their original (skill level 1) values.'''


 
=== Increasing Skill Level ===
{| class="wikitable"
{| class="wikitable" style="float:right"
|+ The cost for increasing an unit skill level to 100 using only the highest rarity of {{Item|Skill up}}
|+ The cost for increasing a unit skill level to 100 using only the highest rarity of {{Item|Skill up}}
|-
|-
! scope="col" |Skill Level
! scope="col" |Skill Level
Line 97: Line 86:
|}
|}


== Skill Timings ==
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 Soul would do. However, you won't fully benefit from the skill level increase that the matching Souls would yield.
Every skill has a specific timing in which it will activate. The various skill timings are as follows.


{| class="wikitable"
You will see your chance for success after picking the Souls, with a 100% chance or above indicating that failure is impossibleFurthermore, percentages such as 260% indicate that your unit's skill level is guaranteed to go up 2 levels, with a 60% chance of going up a third.
|-
! width="25%" | Timing Name (Eng/Jpn) !! Description
|-
| ''Beginning of Phase'' 【フェーズ開始時】 || Activates when a Phase begins.<ref>This means a new wave of enemies. It does not mean the beginning of each turn.</ref>
|-
| ''When Attacking'' 【攻撃時】 || Activates when a character attacks.  Skills with this timing activate before damage calculation has occurred.
|-
| ''After Attacking'' 【攻撃後】 || Activates after a character attacks. Skills with this timing activate after damage calculation has occurred.
|-
| ''Before Damage'' 【ダメージ前】 || Activates right before a character is attacked and damaged.
|-
| ''After Damage'' 【ダメージ後】 || Activates after a character has been attacked and damaged.  Used for skills that buff you or your allies.
|-
| ''When Damaged'' 【対ダメージ】 || Activates after a character has been attacked and damaged.  Used for skills that debuff enemies. 
|-
| ''While Moving'' 【移動時】 || Activates when a character is moving. Typically used for skills that enhance your movement range.
|-
| ''While Moving (Forced)'' 【強制移動時】 || Activates when a character is forced to move. Used for {{Status_effect|引き寄せ}}.
|-
| ''After Moving'' 【移動後】 || Activates after a character movesThis is one of the most common types of activation timings, so please read the footnote to better understand it. <ref>What "After Moving" really means is that a skill will activate after you select a unit for movement and let go of it. You do not actually have to move the character around. Forcefully moving other characters will not activate their own ''After Moving'' skills. In other words, you can only activate one character's ''After Moving'' skill a turn.</ref>
|-
| ''Special Attack'' 【特攻】 || Activates when attacking, but only in certain conditions (E.g. If the opponent has a certain skill or weapon type<ref>For example, a character with the ''Special Attack'' skill 屠竜の勇者 (Dragon Slayer Hero) will do extra damage to enemy characters who possess the skill 竜を継ぐ者 (Dragon Inheritor)</ref>). Increases damage by 1.5x. Does not increase with skill level.
|-
| ''Special Status Attack''【状態特攻】 || Activates when attacking unit that is currently under the effects of a certain buff or debuff.  Increases damage by 1.5x. 
|-
| ''Special Defense'' 【特防】 || Activates when attacked by a weapon or skill of a certain type. Decreases damage taken by 0.7x. Does not increase with skill level.
|-
| ''During Status Ailment'' 【状態異常時】 || Activates when afflicted with a debuff or status ailment.
|-
| ''During Victory'' 【勝利時】 || Activates when you win a battle.
|}


== Charge Skill Effect Increase ==
Like Boosts, you also have to use coins to increase a unit's skill level, but unlike unit leveling, the coin cost is steeper.
A Charge Skills effect will activate for each ALIVE enemy hit during the Charge Skill.  For most Charge Skills that apply buffs or debuffs, such as Charm, this has little meaning, but this greatly changes the power of Charge Skills with healing effects. <br />
For example, if you hit 3 alive enemies with Azazel's Charge Skill, which has the effect of casting Heal on nearby allies, Azazel will cast Heal 3 times, multiplying its healing power by 3.  Similarly, if Kuniyoshi hits 4 enemies with his Charge Skill, he will cast CP Up 4 times in a row.<br />
However, an enemy has to have HP remaining when hit by a Charge Skill for it to count. If the enemy is already "defeated" by the time the Charge Skill activates, the effect will not stack. This means it is also possible for a Charge Skill's effect to activate '''0''' times if it doesn't hit any enemies with HP remaining.<br />


It is recommended you make whoever you want to hit the most enemies FIRST with their Charge Skill your Leader, as Ally attack order is determined by their order in your deck slot. Allies in your Support slot will have more trouble activating their Charge Skill effects multiple times, as they attack last and thus have a higher chance of only hitting dead enemies.
[[File:f_coin_cost.png|x16px]]
<br />


== Buff and Debuff durations ==
This means that using higher quality Souls minimizes the total cost needed to skill up.
'''1. Buffs and debuffs do not have their durations refreshed when applied again.'''  For example, if you were to cast Blessing on an ally with Youl, they would be Blessed for 4 turns.  If you were to wait 3 turns and cast it on the same ally with Youl again, the buff will '''not''' reset and the Blessing will wear off the next turn.  Also, buffs that have an activation timing of Beginning of Phase are applied AFTER buffs have counted down.  Therefore it's safe to wipe out an enemy Phase with 1 buff turn remaining if you want to reapply a buff that has a Beginning of Phase timing.<br />
''' 2. Buffs and debuffs applied to your team on your team will always count down by 1 at the beginning of you turn.''' <br />
For example, if you apply the buff Blessing to an ally, it will have a countdown of 4.  Then, at the start of your turn, Blessing healing effect will apply, and THEN count down by 1, for 4 turns.  This means Blessing will heal you 4 times, the same as its listed turn duration.<br />
'''3. Buffs and debuffs applied to the enemy team will always count down by 1 at the beginning of their turn.'''<br />
This means that, in practical terms, each debuff applies to the enemy team (and your team) 1 less turn than what is listed in the chart below.<br />
For example, even though Curse technically lasts "5" turns, it will only reduce the Attack of your enemies for 4 of their attacks, because it instantly counts down from 5 to 4 at the start of their turn. (assuming you applied Curse to the enemy during your turn).  The same is true for when the enemy puts Curse on you.<br />
The reason for this is it allows you and the enemy team to have a debuff-free turn.  Otherwise, debuffs could be applied to you or the enemy team infinitely.  <br />
'''4.  ALL healing and damaging debuffs either heal or deal at the end of the enemies team for BOTH team.'''<br />
"The enemies team" means the team that is not your team in all cases. In effect, this actually means that debuffs like Poison will actually damage you more than the enemy team.  Because damage happens at the end of the enemies team, this means it happens before any debuffs on you have counted down.  However, in the enemies case, they had their turn first, and the debuff has already counted down for them.  So Poison will damage you 5 times, but the enemy can only be damaged by Poison 4 times before it has to be reapplied. While this is biased in the enemies favor, it is only biased for the damage ticks of damage debuffs.  Everything else is equal for both teams.


'''To sum it all up.'''<br />
=== Suggested Path ===
1.  Buffs and debuffs don't have their durations reset when activated again if already on you.<br />
Below is a suggested path optimized for the least amount of <em>matching</em> {{Item|全武の魂・超}} and coins consumed.
2.  Buffs and debuff durations on the Players team count down at the start of the Player Turn, no matter when it was applied.<br />
3.  Buffs and debuff durations on the Enemy team count down at the start of the Enemy Turn, no matter when it was applied.<br />
4.  For all intents and purposes, debuffs basically affect the enemy for 1 less turn what is listed in the chart below (because chances are good you'll be applying said debuff during your turn and it will countdown by 1 at the start of their turn). <br />
5.  Healing buffs and damaging debuffs ALL heal or damage at the end of the enemies turn for both teams no matter what.


== Attacking Proc Chance ==
{| class="wikitable"
Skills that have an activation timing of When Attacking and After Attacking all have individual proc chances per enemy hit.<br />
! Skill Level
Skills that apply buffs or debuffs to the enemy, such as [[Tailed Demon]], [[Lover]], [[Maker of Bonds]], etc. simply have individual proc chances per square.  A Harlot that hits 5 enemies could apply Blessing to all enemies hit, only one enemy, or any number of enemies.<br />
! 25
For turn-lasting buffs that affect the attacker, such as [[Inheritor of Dragons]] or [[Gambler]]'s Critical buff, the skill only needs to proc once, and it will affect all remaining enemies hit. This means it is possible to Crit only one enemy or all enemies with a single proc. The general calculation order of enemies hit appears to be left to right, bottom to top. <br />
! 49
In effect, When Attacking and After Attacking skills have a higher proc chance the more (alive) enemies you hit with it.  This means skills like [[Festival's Leading Role]] can proc upwards of 5 times.
! 67
<br />
! 79
! 88
! 94
! 97
! 100
|-
! To Consume
| 4
| 5
| 5
| 5
| 5
| 5
| 5
| 5
|}


 
Below is the cumulative cost when skill boosting your units with the aforementioned path.
== Buffs ==
Base Value is the effect of the skill at Skill Level 1.<br />
Max Value is the effect of the skill at Skill Level 100.<br />


{| class="wikitable"
{| class="wikitable"
! Rarity || Total cost
|-
|-
! Buff Type !! width="20%" | Name (Eng/Jpn) !! Icon !! Description !! Base Value !! Max Value
| 1 || 202629
|-
|-
! rowspan="12" | Offensive
| 2 || 401358
| [[Attack Up]] 【攻撃強化】|| [[File:Attack_up.png|30px]] || Increases attack by a multiplier for 4 turns. || 1.1x || 2.2x
|-
|-
| [[Critical]] 【クリティカル】 || [[File:Critical.png|30px]] || Increases attack by a multiplier for 1 turn. || 2x || 4x
| 3 || 600087
|-
|-
| [[Critical+]] 【クリティカル+】 || [[File:CriticalPlus.png|30px]] || Increases attack by a multiplier for 1 turn. || 2.5x || 5x
| 4 || 798816
|-
|-
| [[Critical++]] 【クリティカル++】 || [[File:CriticalPlusPlus.png|30px]] || Increases attack by a multiplier for 1 turn. || 3x || 6x
| 5 || 997545
|}
 
Suggested paths to use <em>matching</em> {{Item|全武の魂・大}} for the first few levels. Second path will consume more coins.
 
{| class="wikitable"
! Skill Level
! 5
! 25
|-
|-
| [[Fighting Spirit]] 【闘志】 || [[File:Fighting_Spirit.png|30px]] || Increases attack by a multiplier for 3 turns. || 1.2x || 2.4x
! To Consume
|-
| 1
| [[Herculean Strength]] 【剛力】 || [[File:Herculean_Strength.png|30px]] || Increases attack by a multiplier for 4 turns. || 1.15x || 2.3x
| 5
|-
|}
| [[Berserk]]【暴走】 || [[File:Berserk.png|30px]] || Increases both damage dealt and damage received by a multiplier for 4 turns. || 1.3x || 2.6x
 
|-
{| class="wikitable"
| [[Rage]]【激怒】 || [[File:Rage.png|30px]] || Increases both damage dealt and damage received by a multiplier for 2 turns. || 1.25x || 2.5x
! Skill Level
|-
! 17
| [[Unbounded]] 【無窮】 || [[File:Unbounded.png|30px]] || Increases damage dealt, but deals damage to the buffed unit for 1 turn. || 1.3x and 404 damage || 2.6x and 800 damage
! 35
|-
! 49
| [[Fervor]] 【熱情】 || [[File:Fervor.png|30px]] || Increases damage dealt and increases CP for 2 turns.  || 1.2x || 2.4x
|-
| [[Barrage]] 【連撃】 || [[File:Barrage.png|30px]] || Slightly decreases damage dealt, but lets the unit attack twice for 2 turns.  || 0.6x || 0.6x
|-
| [[Concentration]] 【集中】 || [[File:Concentration.png|30px]] || Increases the activation rate of skills by 10% and increases damage dealt for 2 turns. || 1.1x || 2.2x
|-
! rowspan="5" | Defensive
| [[Defense Up]] 【防御強化】 || [[File:Icon_status_defenceUp.png|30px]] || Decreases damage received from enemies by a multiplier for 4 turns. || 0.9x || 0.45x
|-
| [[Diamond]] 【金剛】 || [[File:Diamond.png|30px]] || Decreases damage received from enemies by a multiplier for 4 turns. || 0.9x || 0.45x
|-
| [[Stubborn]] 【頑強】 || [[File:Stubborn.png|30px]] || Decreases damage received from enemies by a multiplier for 1 turn. || 0.9x || 0.45x
|-
| [[Protection]] 【守護】 || [[File:Protection.png|30px]] || Decreases damage received from enemies by a multiplier for 1 turn. || 0.9x || 0.45x
|-
| [[Evasion]] 【回避】 || [[File:Evasion.png|30px]] || Greatly decreases damage received from enemies by a multiplier for 1 turn. || 0.01x || 0.005x
|-
! rowspan="5" | Healing
| [[Heal]] 【回復】 ||  || Heals a character by a certain amount. The amount varies depending on the skill. || N/A || N/A
|-
| [[Holy Oil]] 【聖油】|| [[File:Holy_Oil.png|30px]] || Decreases damage received from enemies by a multiplier and heals a small amount of HP for 2 turns. || 150 HP and 0.85x || 300HP and 0.425x 
|-
| [[Blessing]] 【祝福】 || [[File:Blessing.png|30px]] || Heals the buffed by a certain amount at the end of the enemies turn for 4 turns. || 300 || 600
|-
| [[Regeneration]] 【再生】 || [[File:Regeneration.png|30px]] || Heals the buffed by a certain amount at the end of the enemies turn for 4 turns. || 400 || 800
|-
| [[Guts]] 【根性】 || [[File:Guts.png|30px]] || Revives the buffed unit to 1 HP if that unit is at 0 HP at the end of the turn. Lasts 5 turns, but is removed once activated. || N/A || N/A
|-
! rowspan="3" | CP
| [[Increase CP]] 【CP増加】 || || Increases CP of a character by a certain amount. The amount varies depending on the skill. || N/A || N/A
|-
| [[Acceleration]] 【加速】 || [[File:Acceleration.png|30px]] || Increases CP of the buffed character at the end of the enemies turn for 3 turns.<ref>The behavior of this skill is odd. It will always say CP 8 at the end of the turn, but the actual CP you gain is often more. It seems to increase based on the CP you gained previously in the turn from attacking or getting hit. It's unknown if skill level affects the amount gained.</ref> || 8 || N/A
|-
| [[Encouragement]] 【奮起】 || [[File:Encouragement.png|30px]] || Increases CP of the buffed character at the end of the enemies turn for 1 turn.<ref>See previous footnote.</ref> || 10 || N/A
|-
!! rowspan="2" | Movement
| [[Vertical Movement Increase]] 【縦方向移動力増加】 ||  || Increases the distance a character can move vertically. || N/A || N/A
|-
| [[Horizontal Movement Increase]] 【横方向移動力増加】 ||  ||  Increases the distance a character can move horizontally.  || N/A || N/A
|-
! rowspan="4" | Misc.
| [[Insight]] 【閃き】|| [[File:Insight.png|30px]] || Increases the activation rate of Skills for 2 turns. || +10% || +10%
|-
| [[Cleanse]] 【弱体解除】 ||  || Removes 1 debuff from an ally per cast. || N/A || N/A
|-
| [[Status Barrier]] 【弱体無効】 || [[File:StatusBarrier.png|30px]] || Blocks 1 negative debuff from an enemy.  Lasts 4 turn, but disappears after use. || N/A || N/A
|-
| [[Status Reflector]] 【弱体反射】 || [[File:Status_reflect.png|30px]] || Reflects 1 negative debuff back to the enemy.  Lasts 4 turns, but disappears after use. || N/A || N/A
|-
|-
! To Consume
| 4
| 5
| 5
|}
|}


== Debuffs ==
== Skill Mechanics==
 
{{See|Skill Lv}}
 
=== Skill Effect Timings ===
Each skill may have one or more effect, each of which has a specific activation condition.  The various activation conditions are as follows.
 
{| class="wikitable"
{| class="wikitable"
|-
|-
! Type !! width="17%" | Name (Eng/Jpn) !! Icon !! Description !! width="8%" | Base Value !! width="8%" | Max Value
! width="25%" | Activation Condition Name (Eng/Jpn) !! Description
|-
! rowspan=4 | Attack Down
| [[Curse]] 【呪い】 || [[File:Icon_status_cursed.png|30px]] || Decreases the amount of damage the afflicted target deals by a multiplier for 5 turns. || 0.8x || 0.4x
|-
| [[Bewitched]] 【幻惑】 || [[File:Bewitched.png|30px]] || Decreases the amount of damage the afflicted target deals by a multiplier for 3 turns. || 0.7x || 0.35x
|-
|-
| [[Bind]] 【束縛】 || [[File:Bind.png|30px]] || Prevents afflicted target's skill from activating and reduces damages dealt for 4 turns. || 0.9x || 0.45x
| ''Phase Start'' 【フェーズ開始時】 || Activates when a phase begins.<ref>This means a new wave of enemies. It does not mean the beginning of each turn.</ref> Activates before 'Turn Start' effects on Turn 1, but still on the same effective turn.
|-
|-
| [[Paralysis]] 【マヒ】 || [[File:Paralysis.png|30px]] || Prevents afflicted target from moving and reduces damage dealt for 4 turns. Enemies and Allies can not use After Moving skills while Paralyzed. || 0.9x || 0.45x
| ''Start of Turn'' 【ターン開始時】 || Activates when a turn begins.
|-
|-
! rowspan=7 | Sealing
| ''Start of Enemy Turn'' 【敵ターン開始時】 || Activates when an enemy turn begins. Triggers after the 'Start of Turn' effects on that turn.
| [[Charm ]]【魅了】 || [[File:Charm.png|30px]] || Prevents afflicted target from attacking or using charge skills for 3 turns. || N/A || N/A
|-
|-
| [[Skill Seal]] 【スキル封印】 || [[File:Skill_Seal.JPG|30px]] || Prevents afflicted target's skills from activating for 5 turns.  Also prevents the additional effects of Charge Skills from activating. || N/A || N/A
| ''When Appearing'' 【登場時】 || Activates when entering the battlefield, either at the start of the battle or as a sub member when replacing a leaving member. Note the start of battle occurs slightly before Phase 1 begins.
|-
|-
| [[CS Seal]] 【CS封印】 || [[File:CS_Seal.png|30px]] || Prevents afflicted target's Charge Skill from activating for 3 turns. || N/A || N/A
| ''When Leaving'' 【退場時】 || Activates leaving the battlefield (after a half-turn passes while at 0 HP with no {{Status|en name=Guts}}).
|-
|-
| [[Double Seal]] 【二重封印】 || [[File:Double_Seal.jpg|30px]] || Prevents afflicted target's skills and Charge Skills from activating for 3 turns.   || N/A || N/A
| ''When Attacking'' 【攻撃時】 || Activates when striking a target.  Skills with this timing activate before damage calculation has occurred. Activates after target 'Before Receiving Damage' effects, but before target 'When Receiving Damage' effects.
|-
|-
| [[Fear]] 【恐怖】 || [[File:Icon_status_feared.png|30px]] || Prevents afflicted target from moving themselves and reduces CP by 10 each turn for 5 turns. Enemies and Allies can not use After Moving skills while Feared.|| N/A || N/A
| ''After Attacking'' 【攻撃後】 || Activates after striking a target. Skills with this timing activate after damage calculation has occurred. Last to be activated during a striking sequence.
|-
|-
|[[Intimidated]] 【威圧】 || [[File:Intimidated.png|30px]] || Prevents the afflicted target from moving themselves for 2 turns. Enemies and Allies can not use After Moving skills while Intimidated. || N/A || N/A
| ''After Missing'' 【空振り時】 || Activates when committing an attack with no targets in range.
|-
|-
|[[Immobile]] 【不動】 || [[File:Immobile.png|30px]] || Prevents the afflicted from moving themselves and increases CP at the end of each turn for 3 turns. || N/A || N/A
| ''Before Receiving Damage'' 【ダメージ前】 || Activates when within the range of a committed attack, but before any targets within that range are struck. First to be activated during a striking sequence,  activated directly before the attacking unit's 'When Attacking' effects.
|-
|-
! rowspan=4 | Damaging
| ''When Receiving Damage'' 【対ダメージ】 || Activates when struck, after damage calculation. Effect spread is relative to the attacking unit. Activates after the attacking unit's 'When Attacking' effects, but before their 'After Attacking' effects.
| [[Poison]] 【毒】 || [[File:Poison.png|30px]] || Deals damage to the afflicted target at the end of the enemies turn for 5 turns. || 100 || 200
|-
|-
| [[Deadly Poison]] 【猛毒】 || [[File:Deadly_poison.png|30px]] || Deals damage to the afflicted target at the end of the enemies turn for 5 turns. || 200 || 400
| ''After Receiving Damage'' 【ダメージ後】 || Activates when struck, after damage calculation. Effect spread is relative to the struck unit. Activates after the attacking unit's 'When Attacking' effects, but before their 'After Attacking' effects.
|-
|-
| [[Burn]] 【火傷】 || [[File:Burned.png|30px]] || Deals damage to the afflicted at the end of the enemies turn for 5 turns. || 300 || 600
| ''While Moving'' 【移動時】 || Active while the player drags the unit to move them. Typically used for skills that enhance your movement range. Guaranteed to activate even with activation rate-reducing debuffs ({{Status|en name=Obstruct}}, {{Status|en name=Drain}}}, but still blocked by skill-disabling debuffs.
|-
|-
| [[Omen]] 【告死】 || [[File:Omen.png|30px]] || Deals massive amounts of damage to the afflicted unit at the end of the enemies turn for 2 turns. Can't kill. || 11000 || 20000
| ''After Moving'' 【移動後】 || Activates after the player stops dragging the unit to move them, either due to removing drag input or the move timer running out. Does not activate when coerced to move by the dragged unit (i.e. when ferried) or by forced movement from an effect.
|-
|-
! rowspan="4" | Defense Down
| ''Special Attack'' 【特攻】/【状態特攻】. || Activates when striking a target, but only in certain conditions. These include when the target has specific skills or statuses. Typically does not increase in effectiveness with skill level.
|[[Crushed]] 【崩し】 || [[File:Crushed.png|30px]] || Prevents the afflicted from moving themselves and increases damage taken for 2 turns. Enemies and Allies can not use After Moving skills while Crushed. || 1.2x || 2.4x
|-
|-
| [[Branded]] 【烙印】|| [[File:Branded.png|30px]]  || Deals damage to the afflicted unit at the end of the enemies turn for 3 turns and increase damage taken. || 150 damage and 1.15x ||| 300 damage, 2.3x
| ''Special Defense'' 【特防】 || Activates when struck, but only in certain conditions. These include when the hit received is of a particular weapon type. Typically does not increase in effectiveness with skill level.
|-
|-
| [[Frozen]]【凍結】 || [[File:Frozen.png|30px]] || Deals damage to the afflicted unit at the end of the enemies turn and increases damage taken by a multiplier for 4 turns. || 200 dmg, 1.1x || 400 damage, 2.2x
| ''During Status Ailment'' 【状態異常時】 || Activates before receiving a specific status. Typically prevents a status from being registered as received. Receiving the status will not be prevented before {{Status|en name=Reflect Debuff}}, {{Status|en name=Nullify Debuff}}, or {{Status|en name=Nullify Buff}} is exhausted, but will be prevented before 'After Buff/Debuff' effects would trigger, denying their activation.
|-
|-
| [[Weakness]]【弱点】 || [[File:Weakness.png|30px]] || Increase the damage taken for 1 turn.  || 1.2x || 2.4x
| ''During Force Movement 【強制移動時】 || Activates when affected by forced movement from an effect.
|-
|-
! rowspan="3" | Misc.
| ''After Buff/Debuff'' 【強化後】/【弱体後】 || Activates when given any buff/debuff. If the triggering buff/debuff is applied before damage calculation, then the activated effect is also before damage calculation.
| [[Purge]] 【強化解除】 ||  || Removes 1 positive buff per cast from afflicted target. || N/A || N/A
|-
|-
| [[CP Decrease]] 【CP減少】 || || Decreases the CP of the afflicted target. || N/A || N/A
| ''Victory'' 【勝利時】 || Activates when the player wins the battle.
|-
|-
| [[Possessed]] 【憑依】 || [[File:Icon_status_feared.png|30px]] || Reverses the direction of an allies attack and enables friendly-fire for 2 turns. || N/A || N/A
| ''(After turn X, then every Y turns, per battle/phase)'' 【(Xターン毎)】 || An effect's activation condition will only function on the turn after the Xth turn relative to either the first turn of battle or the first turn of the present phase, and will thereafter repeat every Y turns until the end of the battle or phase.
|}
|}


== Skill Radius Keywords ==
=== Attacking Proc Chance ===
{| class="wikitable"
Skills that have an activation timing of When Attacking and After Attacking all have individual proc chances per enemy hit.
|-
 
! width="20%" | Name (Eng/Jpn) !! Description
Skills that apply buffs or debuffs to the enemy, such as [[Tailed Demon]], [[Benevolent One]], [[Fate Binder]], etc. simply have individual proc chances per squareA Harlot that hits 5 enemies could apply Blessing to all enemies hit, only one enemy, or any number of enemies.
|-
 
| Adjacent 【隣接1マス】 || Affects friendly units 1 space away from the unit horizontally and vertically, but not diagonallyDoes NOT include the caster.
For turn-lasting buffs that affect the attacker, such as [[Dragonborn]] or [[Gambler]]'s Critical buff, the skill only needs to proc once, and it will affect all remaining enemies hit. This means it is possible to Crit only one enemy or all enemies with a single proc. The general calculation order of enemies hit appears to be left to right, bottom to top.
|-
 
| Adjacent and Self【隣接1マス内】 || Affects all friendly units 1 space away from the unit horizontally and vertically, but not diagonally, INCLUDING the caster.
In effect, When Attacking and After Attacking skills have a higher proc chance the more (alive) enemies you hit with itThis means skills like [[Head of Festivities]] can proc upwards of 5 times.
|-
 
| Nearby 【周囲1マス】 || Affects friendly units 1 space away from the unit horizontally and vertically and diagonallyDoes NOT include the caster.
=== Additional Skills ===
|-
Some skills like [[Hero]] and [[Creator]] grants additional skills separate from the base skill. These skills ignore their tied skill's activation timings and chances (always 100%).
| Nearby and Self【周囲1マス内】 || Affects all friendly units 1 space away from the unit horizontally and vertically and diagonally, INCLUDING the caster.
 
|-
Usually these skills include movement modifiers ([[Winged One]], [[Swimmer]]) or damage modifiers (increases damage dealt or decreases damaged received against specific units).
| In a Wide Radius 【距離2マス】 || Affects friendly units 2 spaces away from the unit horizontally and vertically, 1 space away diagonally, not including the caster.
 
|}
[During Status Ailment] Nullify [X] aren't additional skills and can have activation chance lower than 100%.


== Skill Formulas ==
Because these additional skills are still skills, any form of negation will remove their effects.
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.  
=== [[Skill Quest|Skill Evolution]] ===
Skills can be further improved through [[Skill Quest]]s. These evolved skills simply replace the base skill. Most of the time they offer additional effects or activation rates.


It has a base value of 1.2.  A character using it has a skill level of 12. 
== Charge Skill Mechanics==


To find out the full damage increase, it would be <math>1.2 * (1 + 0.01 * 12)</math>
A Charge Skill's power is determined by a unit's [[Sacred Artifact Lv]], which is also referred to as Charge Skill level for the remainder of this section. Please refer to the corresponding page for more details.  


Or an increase of 1.34400At skill level 99, it would increase damage by 2.38800.  At level 100, a 2.4x increase.
A Charge Skill's effect will activate for each enemy with HP > 0 hit during the Charge Skill (with some exceptions, e.g. see the CS activation condition for {{Transient icon|Alp}} and {{Transient icon|Ophion}})For most Charge Skills that apply buffs or debuffs, such as Charm, this has little meaning, but this greatly changes the power of Charge Skills with healing effects.


For example, if you hit 3 alive enemies with Azazel's Charge Skill, which has the effect of casting Heal on nearby allies, Azazel will cast Heal 3 times, multiplying its healing power by 3.  Similarly, if Kuniyoshi hits 4 enemies with his Charge Skill, he will cast CP Up 4 times in a row.


The general formula for most skills that decrease taken (ie Defense buffs) or debuff an enemy to decrease the damage they deal deal is
However, an enemy has to have HP remaining when hit by a Charge Skill for it to count. If the enemy is already "defeated" by the time the Charge Skill activates, the effect will not stack. This means it is also possible for a Charge Skill's effect to activate '''0''' times if it doesn't hit any enemies with HP remaining.
<math>\frac{\text{base value}}{1 + 0.01 * \text{skill  level}}</math>


It is recommended you make whoever you want to hit the most enemies FIRST with their Charge Skill your Leader, as allies' attack order is determined by their order in your deck slot.  Allies in your Support slot will have more trouble activating their Charge Skill effects multiple times, as they attack last and thus have a higher chance of only hitting dead enemies.


The formula for the damage increase done by a Charge Skill is
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>
[[File:f_cs_1.png|x16px]]
or
<ref>The source for this is uncertain, but was probably derived directly from the app, and added here when this wiki was just nascent (essentially a wikiwiki translation)</ref>
<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 />
Note that this is only for damage dealt.  Most Charge Skills have a secondary effect, such as a buff or debuff. 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. 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.
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 />
Charge skills will activate if a unit has 100 CP at the beginning of the turn even if CP is decreased after movement, such as in the case of moving {{Transient icon|Tindalos}}.
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.
 
== Statuses ==
{{See|Status}}
 
Status efficacy is determined by its Status Lv, and statuses that originate from skills have their Status Lv directly determined by the skill owner's Skill Lv. In other words, the Status Lv will be equal to the Skill Lv.


== Footnotes ==
== Footnotes ==
<references />
<references />


{{Guide}}
{{Guide}}

Latest revision as of 08:43, 14 July 2021

Skill Levels

All cards start at skill level 1 and can reach a maximum of 100.

As you increase the skill level of your cards, the power of their skills increases. The chances of their skill activating will increase, and in addition the effect of the skill itself will become more powerful.

Skill Levels are applied to all skills. A new Skill is unlocked for each card when you Limit Break them, up to a total of 4 Skills.

On a characters Status screen in the game, Skills are formatted as (Skill Name) / [Activation Timing] Skill Effect / % Chance of Activation

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 Skills are DOUBLE their original (skill level 1) values.

Increasing Skill Level

The cost for increasing a unit skill level to 100 using only the highest rarity of Soul
Skill Level
1-31 505 510 515 520 525
31-52 5305 10100 14915 19720 24525
52-67 14020 27540 41060 54580 68100
67-79 22945 45390 67835 90280 112725
79-88 31705 62910 94115 125320 156525
88-94 39220 77940 116660 155380 194100
94-97 44680 88860 133040 177220 221400
97-100 47545 94590 141635 188680 235725
Total 205925 407840 609775 811700 1013625

Some quests drop items called Souls that are used to increase a character's skill level; each weapon has a corresponding Soul. Like Boost, you don't have to match them up; any Soul would do. However, you won't fully benefit from the skill level increase that the matching Souls would yield.

You will see your chance for success after picking the Souls, with a 100% chance or above indicating that failure is impossible. Furthermore, percentages such as 260% indicate that your unit's skill level is guaranteed to go up 2 levels, with a 60% chance of going up a third.

Like Boosts, you also have to use coins to increase a unit's skill level, but unlike unit leveling, the coin cost is steeper.

F coin cost.png

This means that using higher quality Souls minimizes the total cost needed to skill up.

Suggested Path

Below is a suggested path optimized for the least amount of matching Warrior Soul G and coins consumed.

Skill Level 25 49 67 79 88 94 97 100
To Consume 4 5 5 5 5 5 5 5

Below is the cumulative cost when skill boosting your units with the aforementioned path.

Rarity Total cost
1 202629
2 401358
3 600087
4 798816
5 997545

Suggested paths to use matching Warrior Soul L for the first few levels. Second path will consume more coins.

Skill Level 5 25
To Consume 1 5
Skill Level 17 35 49
To Consume 4 5 5

Skill Mechanics

See: Skill Lv

Skill Effect Timings

Each skill may have one or more effect, each of which has a specific activation condition. The various activation conditions are as follows.

Activation Condition Name (Eng/Jpn) Description
Phase Start 【フェーズ開始時】 Activates when a phase begins.[1] Activates before 'Turn Start' effects on Turn 1, but still on the same effective turn.
Start of Turn 【ターン開始時】 Activates when a turn begins.
Start of Enemy Turn 【敵ターン開始時】 Activates when an enemy turn begins. Triggers after the 'Start of Turn' effects on that turn.
When Appearing 【登場時】 Activates when entering the battlefield, either at the start of the battle or as a sub member when replacing a leaving member. Note the start of battle occurs slightly before Phase 1 begins.
When Leaving 【退場時】 Activates leaving the battlefield (after a half-turn passes while at 0 HP with no Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff)).
When Attacking 【攻撃時】 Activates when striking a target. Skills with this timing activate before damage calculation has occurred. Activates after target 'Before Receiving Damage' effects, but before target 'When Receiving Damage' effects.
After Attacking 【攻撃後】 Activates after striking a target. Skills with this timing activate after damage calculation has occurred. Last to be activated during a striking sequence.
After Missing 【空振り時】 Activates when committing an attack with no targets in range.
Before Receiving Damage 【ダメージ前】 Activates when within the range of a committed attack, but before any targets within that range are struck. First to be activated during a striking sequence, activated directly before the attacking unit's 'When Attacking' effects.
When Receiving Damage 【対ダメージ】 Activates when struck, after damage calculation. Effect spread is relative to the attacking unit. Activates after the attacking unit's 'When Attacking' effects, but before their 'After Attacking' effects.
After Receiving Damage 【ダメージ後】 Activates when struck, after damage calculation. Effect spread is relative to the struck unit. Activates after the attacking unit's 'When Attacking' effects, but before their 'After Attacking' effects.
While Moving 【移動時】 Active while the player drags the unit to move them. Typically used for skills that enhance your movement range. Guaranteed to activate even with activation rate-reducing debuffs ( Obstruct-15% skill activation rate for 2 turns (Debuff), Drain-10% skill activation rate, -10CP/turn for 2 turns (Debuff)}, but still blocked by skill-disabling debuffs.
After Moving 【移動後】 Activates after the player stops dragging the unit to move them, either due to removing drag input or the move timer running out. Does not activate when coerced to move by the dragged unit (i.e. when ferried) or by forced movement from an effect.
Special Attack 【特攻】/【状態特攻】. Activates when striking a target, but only in certain conditions. These include when the target has specific skills or statuses. Typically does not increase in effectiveness with skill level.
Special Defense 【特防】 Activates when struck, but only in certain conditions. These include when the hit received is of a particular weapon type. Typically does not increase in effectiveness with skill level.
During Status Ailment 【状態異常時】 Activates before receiving a specific status. Typically prevents a status from being registered as received. Receiving the status will not be prevented before Reflect DebuffReflect debuff once for 4 turns. Vanishes after use. (Buff), Nullify DebuffPrevent receiving debuff once for 4 turns. Vanishes after use. (Buff), or Nullify BuffPrevent receiving buff once for 4 turns. Vanishes after use. (Debuff) is exhausted, but will be prevented before 'After Buff/Debuff' effects would trigger, denying their activation.
During Force Movement 【強制移動時】 Activates when affected by forced movement from an effect.
After Buff/Debuff 【強化後】/【弱体後】 Activates when given any buff/debuff. If the triggering buff/debuff is applied before damage calculation, then the activated effect is also before damage calculation.
Victory 【勝利時】 Activates when the player wins the battle.
(After turn X, then every Y turns, per battle/phase) 【(Xターン毎)】 An effect's activation condition will only function on the turn after the Xth turn relative to either the first turn of battle or the first turn of the present phase, and will thereafter repeat every Y turns until the end of the battle or phase.

Attacking Proc Chance

Skills that have an activation timing of When Attacking and After Attacking all have individual proc chances per enemy hit.

Skills that apply buffs or debuffs to the enemy, such as Tailed Demon, Benevolent One, Fate Binder, etc. simply have individual proc chances per square. A Harlot that hits 5 enemies could apply Blessing to all enemies hit, only one enemy, or any number of enemies.

For turn-lasting buffs that affect the attacker, such as Dragonborn or Gambler's Critical buff, the skill only needs to proc once, and it will affect all remaining enemies hit. This means it is possible to Crit only one enemy or all enemies with a single proc. The general calculation order of enemies hit appears to be left to right, bottom to top.

In effect, When Attacking and After Attacking skills have a higher proc chance the more (alive) enemies you hit with it. This means skills like Head of Festivities can proc upwards of 5 times.

Additional Skills

Some skills like Hero and Creator grants additional skills separate from the base skill. These skills ignore their tied skill's activation timings and chances (always 100%).

Usually these skills include movement modifiers (Winged One, Swimmer) or damage modifiers (increases damage dealt or decreases damaged received against specific units).

[During Status Ailment] Nullify [X] aren't additional skills and can have activation chance lower than 100%.

Because these additional skills are still skills, any form of negation will remove their effects.

Skill Evolution

Skills can be further improved through Skill Quests. These evolved skills simply replace the base skill. Most of the time they offer additional effects or activation rates.

Charge Skill Mechanics

A Charge Skill's power is determined by a unit's Sacred Artifact Lv, which is also referred to as Charge Skill level for the remainder of this section. Please refer to the corresponding page for more details.

A Charge Skill's effect will activate for each enemy with HP > 0 hit during the Charge Skill (with some exceptions, e.g. see the CS activation condition for Alp and Ophion). For most Charge Skills that apply buffs or debuffs, such as Charm, this has little meaning, but this greatly changes the power of Charge Skills with healing effects.

For example, if you hit 3 alive enemies with Azazel's Charge Skill, which has the effect of casting Heal on nearby allies, Azazel will cast Heal 3 times, multiplying its healing power by 3. Similarly, if Kuniyoshi hits 4 enemies with his Charge Skill, he will cast CP Up 4 times in a row.

However, an enemy has to have HP remaining when hit by a Charge Skill for it to count. If the enemy is already "defeated" by the time the Charge Skill activates, the effect will not stack. This means it is also possible for a Charge Skill's effect to activate 0 times if it doesn't hit any enemies with HP remaining.

It is recommended you make whoever you want to hit the most enemies FIRST with their Charge Skill your Leader, as allies' attack order is determined by their order in your deck slot. Allies in your Support slot will have more trouble activating their Charge Skill effects multiple times, as they attack last and thus have a higher chance of only hitting dead enemies.

The formula for the damage increase done by a Charge Skill is F cs 1.png [2]

Note that this is only for damage dealt. Most Charge Skills have a secondary effect, such as a buff or debuff. 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. 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.

Charge skills will activate if a unit has 100 CP at the beginning of the turn even if CP is decreased after movement, such as in the case of moving Tindalos.

Statuses

See: Status

Status efficacy is determined by its Status Lv, and statuses that originate from skills have their Status Lv directly determined by the skill owner's Skill Lv. In other words, the Status Lv will be equal to the Skill Lv.

Footnotes

  1. This means a new wave of enemies. It does not mean the beginning of each turn.
  2. The source for this is uncertain, but was probably derived directly from the app, and added here when this wiki was just nascent (essentially a wikiwiki translation)

2 comments
[Show Comments]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
The stories and information posted here are artistic works of fiction and falsehood. Only a fool would take anything posted here as fact.


Anonymous user: 5f65e221
No. 1171
75 months ago
Score 0 You
Is there no available data regarding cp increasing skills on max level or why is there a "N/A"?
Anonymous user: 9063b9d3
No. 878
76 months ago
Score 0 You
Is there only red gems for upgrading the skillz
Add your comment
Tokyo Afterschool Summoners welcomes all comments. If you do not want to be anonymous, register or log in. It is free.