Difference between revisions of "Skills"

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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). Generally, it's better to focus on real leveling a companion up rather than their skill level, as the effects aren't as noticeable.
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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== 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.


== 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 ==

Revision as of 01:21, 21 May 2017

Skill Levels

All cards start at skill level 1.

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 can reach a maximum of 100.
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.

Skills are formatted as (Skill Name) / [Activation Timing] Skill Effect / % Chance of Activation

Increasing Skill Level

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 Soul would yield. Like Boost, 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 leveling). Like Boost, 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).

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

Every skill has a specific timing in which it will activate. The various skill timings are as follows.

Timing Name (Eng/Jpn) Description
Beginning of Phase 【フェーズ開始時】 Activates when a Phase begins.[1]
Before Attacking 【攻撃前】 Activates right before a character attacks.
When Attacking 【攻撃時】 Activates when a character attacks.
After Attacking 【攻撃後】 Activates after a character attacks.
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.
After Moving 【移動後】 Activates after a character moves. This is one of the most common types of activation timings, so please read the footnote to better understand it. [2]
Special Attack 【特攻】 Activates when attacking, but only in certain conditions (E.g. If the opponent has a certain skill or weapon type[3]). 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

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.
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 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.

Buff and Debuff durations

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.
2. Buffs and debuffs applied to your team on your team will always count down by 1 at the beginning of you turn.
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.
3. Buffs and debuffs applied to the enemy team will always count down by 1 at the beginning of their turn.
This means that, in practical terms, each debuff applies to the enemy 1 less turn than what is listed in the chart below.
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 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.

Simply put, buffs and debuffs on your team will always countdown by 1 at the beginning of your turn regardless of whose turn the buff or debuff started. Buffs and debuffs on the enemy team will always countdown by 1 at the beginning of the Enemy turn.

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.

Damaging and healing buffs and debuffs have their effects applied before counting down. So a poison debuff with a turn count of 4 will damage you 4 times.
It's important to stress that the practical number of turns that a debuff that doesn't damage lasts is 1 less than what is listed, because the debuff will instantly count down by 1 at the START of their turn. For example, Intimidated is listed as lasting 2 turns, but if you apply it to the enemy during your turn, it will immediately count down from 2 to 1 at the start of their next turn, and then from 1 to 0. At 0 it will no longer have any effect, so it really only lasted 1 turn.


Buffs

Base Value is the effect of the skill at Skill Level 1.
Max Value is the effect of the skill at Skill Level 100.

Buff Type Name (Eng/Jpn) Icon Description Base Value Max Value
Offensive Attack Up 【攻撃強化】 Buff-Strength Up.jpg Increases attack by a multiplier for 4 turns. 1.1x 2.2x
Critical 【クリティカル】 Buff-Critical Up.png Increases attack by a multiplier for 1 turn. 2x 4x
Critical++ 【クリティカル++】 Buff-Critical Up.png Increases attack by a multiplier for 1 turn. 3x 6x
Fighting Spirit 【闘志】 Buff-Strength Up.jpg Increases attack by a multiplier for 3 turns. 1.2x 2.4x
Herculean Strength 【剛力】 Buff-Strength Up.jpg Increases attack by a multiplier for 5 turns. 1.15x 2.3x
Berserk【暴走】 Buff-Berserk~Guts.jpg Increases both damage dealt and damage received by a multiplier for 4 turns. 1.3x 2.6x
Rage【激怒】 Buff-Strength Up.jpg Increases both damage dealt and damage received by a multiplier for 2 turns. 1.25x 2.5x
Unbounded 【無窮】 Increases damage dealt, but deals damage to the buffed unit for 1 turn. 1.3x and 404 damage 2.6x and 800 damage
Defensive Defense Up 【防御強化】 Buff-Defense Up.jpg Decreases damage received from enemies by a multiplier for 4 turns. 0.9x 0.45x
Diamond 【金剛】 Buff-Defense Up.jpg Decreases damage received from enemies by a multiplier for 4 turns. 0.9x 0.45x
Stubborn 【頑強】 Buff-Defense Up.jpg Decreases damage received from enemies by a multiplier for 1 turn. 0.9x 0.45x
Protection 【守護】 Buff-Defense Up.jpg Decreases damage received from enemies by a multiplier for 1 turn. 0.9x 0.45x
Evasion 【回避】 Buff-Evasion.jpg Greatly decreases damage received from enemies by a multiplier for 1 turn. 0.01x 0.005x
Healing Heal 【回復】 Heals a character by a certain amount. The amount varies depending on the skill. N/A N/A
Blessing 【祝福】 Buff-Heal.jpg Heals the buffed by a certain amount at the start of their turn for 4 turns. 300 600
Regeneration 【再生】 Buff-Heal.jpg Heals the buffed by a certain amount at the start of their turn for 4 turns. 400 800
Guts 【根性】 Buff-Berserk~Guts.jpg Revives the buffed unit to 1 HP upon dying for the first time. Lasts 5 turns. N/A N/A
Cleanse 【弱体解除】 Removes 1 debuff from an ally per cast. N/A N/A
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】 Buff-CP Charge.jpg Increases CP of the buffed character at the start of their turn for 3 turns.[4] 8 N/A
Encouragement 【奮起】 Buff-CP Charge.jpg Increases CP of the buffed character at the start of their turn for 1 turn.[5] 10 N/A
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

Debuffs

Type Name (Eng/Jpn) Icon Description Base Value Max Value
Offensive Curse 【呪い】 Debuff-Curse.png Decreases the amount of damage the afflicted target deals by a multiplier for 5 turns. 0.8x 0.4x
Bewitched 【幻惑】 Debuff-Bewitched.jpg Decreases the amount of damage the afflicted target deals by a multiplier for 3 turns. 0.7x 0.35x
Sealing Charm 【魅了】 Debuff-Charm.jpg Prevents afflicted target from attacking or using charge skills for 3 turns. N/A N/A
Paralysis 【マヒ】 Prevents afflicted target from moving and reduces damage dealt. Enemies and Allies can not use After Moving skills while Paralyzed. Unknown Unknown
Skill Seal 【スキル封印】 Prevents afflicted target's skills from activating for ? turns. N/A N/A
Bind 【束縛】 Prevents afflicted target's skill from activating and reduces damages dealt for 4 turns. x.9 x.45
Fear 【恐怖】 Debuff-Fear.jpg 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
Intimidated 【威圧】 Prevents the afflicted target from moving themselves for 2 turns. N/A N/A
Damaging Poison 【毒】 Debuff-Poison.jpg Deals damage to the afflicted target at the start of their turn for 4 turns. 100 200
Deadly Poison 【猛毒】 Deals damage to the afflicted target at the start of their turn. 200 400
Burn 【火傷】 Deals damage to the afflicted at the start of their turn. 300 600
Freeze【凍結】 Deals damage to the afflicted target at the start of their turn and increases damage taken by a multiplier for 3 turns. 100 dmg, 1.2x(?) (?)
Omen 【告死】 Deals massive amounts of damage at the start of the afflicted units turn for 2 turns. Can't kill. N/A N/A
Misc. Purge 【強化解除】 Removes 1 positive buff per cast from afflicted target. N/A N/A

Skill Radius Keywords

Name (Eng/Jpn) Description
Adjacent 【隣接1マス】 Effects all friendly units 1 space away from the unit horizontally and vertically, but not diagonally. The range can include the person using the skill (隣接1マス内) or exclude them (隣接1マス).
Nearby 【周囲1マス】 Effects all friendly units 1 space away from the unit horizontally and vertically and diagonally. The range can include the person using the skill (周囲1マス内) or exclude them (周囲1マス).
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:

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

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


The formula for the damage increase done by a Charge Skill is or

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.
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

  1. This means a new wave of enemies. It does not mean the beginning of each turn.
  2. 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.
  3. 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)
  4. 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.
  5. See previous footnote.


2 comments
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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
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