Difference between revisions of "Lv"
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{{Card properties sidebar}} | |||
In order to raise the base level of a companion, either you gain XP through battles (slow), or you "feed" them XP | '''LV''' or '''Lv''', an abbreviation of '''Level''', is a card property that influences various other aspects of the card. It is a determinant of the card [[HP]] and [[ATK]]. All cards begin at Lv 1. The highest Lv a card can reach is set by its level limit. The limit varies depending on the [[rarity]], the [[limit break]] stage, and the [[seed|Lv seeding]] of the card. | ||
Matching | |||
[[File:XP_Star_1star_portraits_updated.gif|thumb|{{Star|1}} {{Item|XP star}}s]] | |||
In order to raise the base level of a companion, either you gain '''Card Exp''' (or simply '''Exp''' or '''XP''', abbreviation for '''Experience''') through battles (slow), or you "feed" them {{Item|XP star}}s. | |||
Matching energies yields a 20% increase in Exp gains (example: Moritaka, {{Attribute|Water}}, gains more XP using {{Attribute|Water}} XP Stars than other colored XP stars). {{Attribute|All}} {{Item|XP star}}s also can be substituted for energy-matching gains. | |||
Currently, the highest achievable level is 90 through the use of {{Item|Level Seed}}s on a {{Star|5}} unit. | |||
=Battle XP= | |||
Certain quests with battles (usually those that cost AP to attempt) offer a fixed amount of quest XP (XP<sub>quest</sub>). This quest XP is split among the members of the team with which you enter battle (excluding your support member). The XP distribution is determined by the LV of each member (LV<sub>unit</sub>) relative to the sum of LV across all 5 members in the team ([i=1,5]ΣLV<sub>i</sub>). The calculation for the XP gained by each member (XP<sub>unit</sub>) is as follows: | |||
XP<sub>unit</sub> = XP<sub>quest</sub> × LV<sub>unit</sub>/[i=1, 5]ΣLV<sub>i</sub> | |||
This means the units with greater LV relative to the other members of the party will receive a larger share of the quest XP. | |||
The XP gain is negligible for most quests. However, the XP from [[Dungeon Quest]]s is non-trivial: for example, the [[Dungeon Quest/Shinjuku|Shinjuku Level 70 Dungeon Quest]] rewards 32000 quest XP, which is the equivalent of 25 non-matching {{Star|4}} {{Item|XP Star}}s. Since DP is restored effectively every 24 hours, at 4 AM JST, this amounts to an equivalent of 25 non-matching {{Star|4}} {{Item|XP Star}}s every 24 hours. Compare this with Level 50 {{Star|4}} {{Item|XP Star}}-dropping Daily Quests (e.g. [[Daily Quest:Monday|Aether Spar/Extreme]]), which costs 45 AP and drops an average of 8.32 {{Star|4}} {{Item|XP Star}}s per run, or 33.28 every 24 hours (since stamina recovery is 1AP/8min = 180AP/day). | |||
To maximize the XP gain, the units you wish to level should have the highest LV among your team (excluding the support member). Consider bringing units with the skills that can increase unit XP, like [[Mentor]]/[[Mentor+]]: for every unit with this skill, the quest XP increases by 10%. The list of transients who possess this skill are listed below, with five of them together, quest XP gain can be increased to 50%. In the previous Dungeon Quest example, this would amount to an equivalent of 37.5 non-matching (or 25 matching) {{Star|4}} {{Item|XP Star}}s in total. | |||
{{Skills that use effect|Add unit XP|format=small|show=modifier}} | |||
=Boost Curves= | |||
Unlike {{Item|Skill Up}}s, there isn't necessarily a convenient series of leveling, especially with random Exp multipliers being thrown in. Below is a chart detailing the amount of XP each {{Item|XP Star}} yields per rarity. | |||
{| class="wikitable sortable" style="text-align:center;" | {| class="wikitable sortable" style="text-align:center;" | ||
!Star Size | !Star Size | ||
Line 25: | Line 49: | ||
|1536 | |1536 | ||
|} | |} | ||
==XP | |||
Occasionally, you may experience higher than usual XP gains when leveling this way. Currently, probabilities require extensive testing (which requires <em>a lot</em> of resources). It can be inferred that Failure is exclusive to [[Skills]] leveling. | Below is a table detailing how many {{Star|4}} {{Item|XP Star}}s required to reach [[Limit Break|Limits]] per rarity. The "suggested path" in the table below refers to using substitute {{Star|4}} {{Item|XP Star}}s first in the leveling range, and using the divisional remainder of the total {{Star|4}} {{Item|XP Star}}s / (20 total slots) first (i.e. {{Item|XP Star}}<sub>{{Star|4}},total</sub> mod 20) before leveling in batches of 20. The cost does not include cost for limit breaking or LV seeding. | ||
{| class="wikitable sortable" style="text-align:center;" | |||
! !! colspan = 7 | Card XP Required <br/> Matching {{Star|4}} {{Item|XP Star}}s Required (Possible Substituting Unmatching {{Star|4}} {{Item|XP Star}}s) <br/> Coins Required Using Suggested Path | |||
|- | |||
!Card ☆ Rarity | |||
!Base Limit | |||
!1st Order Limit | |||
!2nd Order Limit | |||
!3rd Order Limit (unseeded) | |||
!Total Unseeded | |||
!3rd Order Limit (preseeded) | |||
!Total Preseeded | |||
|- | |||
!1 | |||
|6100 <br/> 4 (0) <br/> 480 | |||
|11900 <br/> 8 (1) <br/> 3900 | |||
|18000 <br/> 12 (1) <br/> 8200 | |||
|24000 <br/> 16 (2) <br/> 14100 | |||
|60000 <br/> 40 (4) <br/> 26680 | |||
|89000 <br/> 58 (0) <br/> 66000 | |||
|125000 <br/> 82 (2) <br/> 79880 | |||
|- | |||
!2 | |||
|11100 <br/> 8 (4) <br/> 960 | |||
|15700 <br/> 11 (4) <br/> 6400 | |||
|19800 <br/> 13 (0) <br/> 10200 | |||
|35200 <br/> 23 (0) <br/> 22600 | |||
|81800 <br/> 55 (8) <br/> 40160 | |||
|148400 <br/> 97 (2) <br/> 121000 | |||
|195000 <br/> 129 (10) <br/> 141960 | |||
|- | |||
!3 | |||
|18000 <br/> 12 (1) <br/> 1440 | |||
|18000 <br/> 12 (1) <br/> 8200 | |||
|24000 <br/> 16 (2) <br/> 14100 | |||
|65000 <br/> 43 (4) <br/> 46500 | |||
|125000 <br/> 83 (8) <br/> 70240 | |||
|607300 <br/> 396 (3) <br/> 427700 | |||
|667300 <br/> 436 (7) <br/> 451440 | |||
|- | |||
!4 | |||
|26800 <br/> 18 (3) <br/> 2160 | |||
|19800 <br/> 13 (0) <br/> 10200 | |||
|35200 <br/> 23 (0) <br/> 22600 | |||
|113200 <br/> 74 (1) <br/> 87400 | |||
|195000 <br/> 128 (4) <br/> 122360 | |||
|4335500 <br/> 2823 (2) <br/> 3331200 | |||
|4417300 <br/> 2877 (5) <br/> 3366160 | |||
|- | |||
!5 | |||
|36000 <br/> 24 (3) <br/> 2880 | |||
|24000 <br/> 16 (2) <br/> 14100 | |||
|65000 <br/> 43 (4) <br/> 46500 | |||
|175000 <br/> 114 (0) <br/> 146000 | |||
|300000 <br/> 197 (9) <br/> 209480 | |||
|10542300 <br/> 6864 (3) <br/> 8786000 | |||
|10667300 <br/> 6947 (12) <br/> 8849480 | |||
|} | |||
==Random Multiplier== | |||
Occasionally, you may experience higher than usual XP gains when leveling this way. Currently, probabilities require extensive testing (which requires <em>a lot</em> of resources). Provided data is given using a sample size of n=301. It can be inferred that Failure is exclusive to [[Skills]] leveling. | |||
{| class="wikitable sortable" style="text-align:center;" | {| class="wikitable sortable" style="text-align:center;" | ||
!Success | !Success | ||
Line 33: | Line 118: | ||
|- | |- | ||
|Good | |Good | ||
| | | ~92.691% | ||
|100% | |100% | ||
|- | |- | ||
|Great | |Great | ||
| | | ~5.648% | ||
|200% | |200% | ||
|- | |- | ||
|Fever / Awesome | |Fever / Awesome | ||
| | | ~1.661% | ||
|300% | |300% | ||
|} | |} | ||
=Coin Cost= | ==Coin Cost== | ||
While fast and convenient, leveling this way comes at another cost: coins. As expected, the amount of coins required to gain XP has a base cost of 100 coins per XP star, and is proportional to the current level and the number of XP stars you're using. | While fast and convenient, leveling this way comes at another cost: coins. As expected, the amount of coins required to gain XP has a base cost of 100 coins per XP star, and is proportional to the current level and the number of XP stars you're using. | ||
< | Coins<sub>required</sub> = n<sub>slots_filled</sub> × (20 × LV<sub>current</sub> + 100) | ||
<!-- Translate: 素材のサイズに拠らず、また最低でも100掛かる上現在LVに依存するので | <!-- Translate: 素材のサイズに拠らず、また最低でも100掛かる上現在LVに依存するので | ||
細目にレベル強化するより大きい素材を揃えてから一気に強化した方がコインは節約できる。--> | 細目にレベル強化するより大きい素材を揃えてから一気に強化した方がコインは節約できる。--> | ||
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|} | |} | ||
=XP per Level= | The level limit of a card is also directly increased by the amount the card's character is Lv seeded, given that the card has already reached the maximum limit break stage of 3. For example, a ☆4 card that broke its limit 3 times has a level limit of 65 without any seeding, but with 4 Lv seeds has a level limit of 65 + 4 = 69. | ||
= XP per Level = | |||
Below are charts graphing the amount of XP required to reach a level, and the deltas between levels. This XP curve is static between characters (as in, everyone has the same level of progression). | Below are charts graphing the amount of XP required to reach a level, and the deltas between levels. This XP curve is static between characters (as in, everyone has the same level of progression). | ||
{{#masterdata:Lv|}} | |||
{{Guide}} | {{Guide}} |
Latest revision as of 20:34, 15 June 2024
Transient card properties |
---|
LV or Lv, an abbreviation of Level, is a card property that influences various other aspects of the card. It is a determinant of the card HP and ATK. All cards begin at Lv 1. The highest Lv a card can reach is set by its level limit. The limit varies depending on the rarity, the limit break stage, and the Lv seeding of the card.
In order to raise the base level of a companion, either you gain Card Exp (or simply Exp or XP, abbreviation for Experience) through battles (slow), or you "feed" them Boosts.
Matching energies yields a 20% increase in Exp gains (example: Moritaka, WATER, gains more XP using WATER XP Stars than other colored XP stars). ALL-ROUND Boosts also can be substituted for energy-matching gains.
Currently, the highest achievable level is 90 through the use of Level Seeds on a unit.
Battle XP
Certain quests with battles (usually those that cost AP to attempt) offer a fixed amount of quest XP (XPquest). This quest XP is split among the members of the team with which you enter battle (excluding your support member). The XP distribution is determined by the LV of each member (LVunit) relative to the sum of LV across all 5 members in the team ([i=1,5]ΣLVi). The calculation for the XP gained by each member (XPunit) is as follows:
XPunit = XPquest × LVunit/[i=1, 5]ΣLVi
This means the units with greater LV relative to the other members of the party will receive a larger share of the quest XP.
The XP gain is negligible for most quests. However, the XP from Dungeon Quests is non-trivial: for example, the Shinjuku Level 70 Dungeon Quest rewards 32000 quest XP, which is the equivalent of 25 non-matching Boosts. Since DP is restored effectively every 24 hours, at 4 AM JST, this amounts to an equivalent of 25 non-matching Boosts every 24 hours. Compare this with Level 50 Boost-dropping Daily Quests (e.g. Aether Spar/Extreme), which costs 45 AP and drops an average of 8.32 Boosts per run, or 33.28 every 24 hours (since stamina recovery is 1AP/8min = 180AP/day).
To maximize the XP gain, the units you wish to level should have the highest LV among your team (excluding the support member). Consider bringing units with the skills that can increase unit XP, like Mentor/Mentor+: for every unit with this skill, the quest XP increases by 10%. The list of transients who possess this skill are listed below, with five of them together, quest XP gain can be increased to 50%. In the previous Dungeon Quest example, this would amount to an equivalent of 37.5 non-matching (or 25 matching) Boosts in total.
self | |
---|---|
Base Skill | Mentor (+10%) See full list Beloved Teacher (+10%) Kyoma |
AR Skill | Revere Thy Teachers (+5~25%) In This Place of Education (+5~15%) Sweet Dreams (+10~25%) Fellowship of Holy Fists (+10~25%) |
Boost Curves
Unlike Souls, there isn't necessarily a convenient series of leveling, especially with random Exp multipliers being thrown in. Below is a chart detailing the amount of XP each Boost yields per rarity.
Star Size | XP | XP (Matching) |
---|---|---|
1☆ (Small) | 20 | 24 |
2☆ (Medium) | 80 | 96 |
3☆ (Large) | 320 | 384 |
4☆ (Super) | 1280 | 1536 |
Below is a table detailing how many Boosts required to reach Limits per rarity. The "suggested path" in the table below refers to using substitute Boosts first in the leveling range, and using the divisional remainder of the total Boosts / (20 total slots) first (i.e. Boost,total mod 20) before leveling in batches of 20. The cost does not include cost for limit breaking or LV seeding.
Card XP Required Matching Boosts Required (Possible Substituting Unmatching Boosts) Coins Required Using Suggested Path | |||||||
---|---|---|---|---|---|---|---|
Card ☆ Rarity | Base Limit | 1st Order Limit | 2nd Order Limit | 3rd Order Limit (unseeded) | Total Unseeded | 3rd Order Limit (preseeded) | Total Preseeded |
1 | 6100 4 (0) 480 |
11900 8 (1) 3900 |
18000 12 (1) 8200 |
24000 16 (2) 14100 |
60000 40 (4) 26680 |
89000 58 (0) 66000 |
125000 82 (2) 79880 |
2 | 11100 8 (4) 960 |
15700 11 (4) 6400 |
19800 13 (0) 10200 |
35200 23 (0) 22600 |
81800 55 (8) 40160 |
148400 97 (2) 121000 |
195000 129 (10) 141960 |
3 | 18000 12 (1) 1440 |
18000 12 (1) 8200 |
24000 16 (2) 14100 |
65000 43 (4) 46500 |
125000 83 (8) 70240 |
607300 396 (3) 427700 |
667300 436 (7) 451440 |
4 | 26800 18 (3) 2160 |
19800 13 (0) 10200 |
35200 23 (0) 22600 |
113200 74 (1) 87400 |
195000 128 (4) 122360 |
4335500 2823 (2) 3331200 |
4417300 2877 (5) 3366160 |
5 | 36000 24 (3) 2880 |
24000 16 (2) 14100 |
65000 43 (4) 46500 |
175000 114 (0) 146000 |
300000 197 (9) 209480 |
10542300 6864 (3) 8786000 |
10667300 6947 (12) 8849480 |
Random Multiplier
Occasionally, you may experience higher than usual XP gains when leveling this way. Currently, probabilities require extensive testing (which requires a lot of resources). Provided data is given using a sample size of n=301. It can be inferred that Failure is exclusive to Skills leveling.
Success | Probability | Multiplier |
---|---|---|
Good | ~92.691% | 100% |
Great | ~5.648% | 200% |
Fever / Awesome | ~1.661% | 300% |
Coin Cost
While fast and convenient, leveling this way comes at another cost: coins. As expected, the amount of coins required to gain XP has a base cost of 100 coins per XP star, and is proportional to the current level and the number of XP stars you're using.
Coinsrequired = nslots_filled × (20 × LVcurrent + 100)
Level Limits
Each character has a level limit dependent on their rarity (3☆ characters have the same initial limit, but different from 4☆ and 5☆ characters); however, these limits can grow by limit breaking a character. You can limit break all characters, regardless of rarity.
☆ Rarity | 1st Order | 2nd Order | 3rd Order | 4th Order |
---|---|---|---|---|
1☆ | 20 | 30 | 40 | 50 |
2☆ | 25 | 35 | 45 | 55 |
3☆ | 30 | 40 | 50 | 60 |
4☆ | 35 | 45 | 55 | 65 |
5☆ | 40 | 50 | 60 | 70 |
The level limit of a card is also directly increased by the amount the card's character is Lv seeded, given that the card has already reached the maximum limit break stage of 3. For example, a ☆4 card that broke its limit 3 times has a level limit of 65 without any seeding, but with 4 Lv seeds has a level limit of 65 + 4 = 69.
XP per Level
Below are charts graphing the amount of XP required to reach a level, and the deltas between levels. This XP curve is static between characters (as in, everyone has the same level of progression).
Lv | Total XP Required | ΔXP |
---|---|---|
0 | 0 | 0 |
1 | 0 | 12 |
2 | 12 | 15 |
3 | 27 | 27 |
4 | 54 | 36 |
5 | 90 | 50 |
6 | 140 | 80 |
7 | 220 | 100 |
8 | 320 | 130 |
9 | 450 | 150 |
10 | 600 | 200 |
11 | 800 | 250 |
12 | 1050 | 350 |
13 | 1400 | 400 |
14 | 1800 | 550 |
15 | 2350 | 650 |
16 | 3000 | 700 |
17 | 3700 | 750 |
18 | 4450 | 800 |
19 | 5250 | 850 |
20 | 6100 | 900 |
21 | 7000 | 950 |
22 | 7950 | 1000 |
23 | 8950 | 1050 |
24 | 10000 | 1100 |
25 | 11100 | 1150 |
26 | 12250 | 1250 |
27 | 13500 | 1400 |
28 | 14900 | 1500 |
29 | 16400 | 1600 |
30 | 18000 | 1700 |
31 | 19700 | 1700 |
32 | 21400 | 1800 |
33 | 23200 | 1800 |
34 | 25000 | 1800 |
35 | 26800 | 1800 |
36 | 28600 | 1800 |
37 | 30400 | 1800 |
38 | 32200 | 1900 |
39 | 34100 | 1900 |
40 | 36000 | 1950 |
41 | 37950 | 2000 |
42 | 39950 | 2150 |
43 | 42100 | 2200 |
44 | 44300 | 2300 |
45 | 46600 | 2400 |
46 | 49000 | 2600 |
47 | 51600 | 2600 |
48 | 54200 | 2800 |
49 | 57000 | 3000 |
50 | 60000 | 3200 |
51 | 63200 | 3600 |
52 | 66800 | 4200 |
53 | 71000 | 5000 |
54 | 76000 | 5800 |
55 | 81800 | 6600 |
56 | 88400 | 7600 |
57 | 96000 | 8600 |
58 | 104600 | 9600 |
59 | 114200 | 10800 |
60 | 125000 | 11600 |
61 | 136600 | 12800 |
62 | 149400 | 14000 |
63 | 163400 | 15200 |
64 | 178600 | 16400 |
65 | 195000 | 17600 |
66 | 212600 | 19000 |
67 | 231600 | 20400 |
68 | 252000 | 23200 |
69 | 275200 | 24800 |
70 | 300000 | 26800 |
71 | 326800 | 28800 |
72 | 355600 | 31000 |
73 | 386600 | 33200 |
74 | 419800 | 35400 |
75 | 455200 | 37600 |
76 | 492800 | 39600 |
77 | 532400 | 42300 |
78 | 574700 | 45200 |
79 | 619900 | 47400 |
80 | 667300 | 250000 |
81 | 917300 | 500000 |
82 | 1417300 | 750000 |
83 | 2167300 | 1000000 |
84 | 3167300 | 1250000 |
85 | 4417300 | 1250000 |
86 | 5667300 | 1250000 |
87 | 6917300 | 1250000 |
88 | 8167300 | 1250000 |
89 | 9417300 | 1250000 |
90 | 10667300 | 999999999 |
91 | 999999999 | 999999999 |
92 | 999999999 | 999999999 |
93 | 999999999 | 999999999 |
94 | 999999999 | 999999999 |
95 | 999999999 | 999999999 |
96 | 999999999 | 999999999 |
97 | 999999999 | 999999999 |
98 | 999999999 | 999999999 |
99 | 999999999 | 999999999 |
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