Difference between revisions of "Battle System"

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! style="width: 125px;" |Item !! Description
! style="width: 125px;" |Item !! Description
|-
|-
| 1. Menu Button || Pulls up a basic menu that lets you quit the current mission.
| 1. Menu Button || Pulls up a basic menu that lets you quit the current battle.
|-
|-
| 2. Battle Speed || Change the battle speed, from 1x to 3x.
| 2. Battle Speed || Change the battle speed, from 1x to 3x.
|-
|-
| 3. Area Name(?) || Self-explanatory.
| 3. Area Name || Location of the battle
|-
|-
| 4. Element Cycles || Summarizes elemental weaknesses. See below for more info.
| 4. Element Cycles || Summarizes elemental weaknesses. See below for more info.
|-
|-
| 5. Phase Number || Shows which phase you are currently on.  Most missions consists of 4 battles, or phases.
| 5. Phase Number || Shows which phase you are currently on.  Most battles consists of 4 phases.
|-
|-
| 6. Unit List || Shows all of the units you currently command.  You can have 2 more in reserve if any fall to 0 HP.
| 6. Unit List || Shows all of the units you currently command.  You can have 2 more in reserve if any fall to 0 HP.
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| 8. Unit Status || Shows any [[Skills|Buffs or debuffs]] on the unit.  Debuffs are displayed in blue and buffs in red.
| 8. Unit Status || Shows any [[Skills|Buffs or debuffs]] on the unit.  Debuffs are displayed in blue and buffs in red.
|-
|-
| 9. Support Unit || Unit borrowed from a friend or a random person online before starting the mission, friend's unit can gain cp whereas random's unit cp is locked.
| 9. Support Unit || Unit borrowed from a friend or a random person online before starting the battle, friend's unit can gain cp whereas random's unit cp is locked.
|-
|-
| 10. Timer || Shows amount of time you have once you start moving a unit until the end of your turn.
| 10. Timer || Shows amount of time you have once you start moving a unit until the end of your turn.
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== Basics of Battle ==
== Basics of Battle ==
Most missions in Tokyo Afterschool Summoners requires you to fight a 4-phase battle against CPU-controlled enemy units.  The player and enemy alternate turns, starting with the player, moving units around and attacking opposing units until all units on one side are defeated.
Most battles in Tokyo Afterschool Summoners requires you to fight a 4-phase battle against CPU-controlled enemy units.  The player and enemy alternate turns, starting with the player, moving units around and attacking opposing units until all units on one side are defeated.
* If the player's units are all defeated, you can either fail the mission and quit out or refresh your units at the cost of a rainbow gem.
* If the player's units are all defeated, you can either fail the battle and quit out or refresh your units at the cost of a {{item|transient stone}}.
* If the enemy's units are all defeated, the player moves onto the next phase, or if it is the last phase, finish the mission and collect your rewards.
* If the enemy's units are all defeated, the player moves onto the next phase, or if it is the last phase, finish the battle and collect your rewards.




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== 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.
=== Kernel ===
=== Seed ===
{| class="wikitable floatright"
{| class="wikitable floatright" style="text-align:center;"
|[[File:Kernel HP 3.png]]
|[[File:Kernel HP 3.png]]
HP Seed
|[[File:Kernel ATK 3.png]]
|[[File:Kernel ATK 3.png]]
ATK Seed
|colspan="2"|[[File:8a2f09aef4182a19594a78467823b1ca.jpg]]
Level and Skill Seed
|}
|}
While it was impossible to modify this stat directly (that is, without needing to level a unit), LifeWonders introduced a manner of doing so. {{Item:種}}s are geared towards increasing stats of <u>all</u> variants of a unit. For example, using a {{Item:HPの種}} will increase, by an unknown value, the HP stat for <u>all</u> copies of [[Kengo]], even unreleased variants. So far, only {{Item:ATKの種}} and {{Item:HPの種}} are confirmed (to iterate, {{Item:ATKの種}} will increase the ATK stat for <u>all</u> copies of the unit).
{{Item:種}}s are geared towards increasing stats of <u>all</u> variants of a unit.


Unfortunately, {{Item:種}}s raise a stat by a very very negligible amount. Whether this is intentional, or it's intended to function as a percentage value (like Skill Levels) is unknown.
So far, there's {{Item|HPの種}}, {{Item|ATKの種}}, {{Item|レベルの種}}, and {{Item|スキルの種}}.
 
Each {{Item:種}} increases their correlated stat (that is, HP stat increase, ATK stat increase, card max [[LV|Level]] increase, and [[Skills|Skill Activation Percentage]] increase).


A single {{Item:種}} will increase its correlated stat by one, while the double {{Item:種}} raises a stat by three, yet the triple {{Item:種}} increases by ten.
A single {{Item:種}} will increase its correlated stat by one, while the double {{Item:種}} raises a stat by three, yet the triple {{Item:種}} increases by ten.


Currently, the limit to how much HP and ATK can be raised by {{Item:種}}s is 1000 points each.
{{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.
 
== Sacred Artifact Level ==
== Sacred Artifact Level ==
Units have an additional level parameter: Sacred Artifact level, which determines the [[Skills#Charge_Skill_Effect_Increase|strength]] of a unit's charge attack. This value is increased by acquiring duplicate units. Typically, duplicate {{Star|5}}s increase this level by 20, {{Star|4}}s increase by 5, and the remaining lower rarities merely increases by 1.
Units have an additional level parameter: Sacred Artifact level, which determines the [[Skills#Charge_Skill_Effect_Increase|strength]] of a unit's charge attack. This value is increased by acquiring duplicate units. Typically, duplicate {{Star|5}}s increase this level by 20, {{Star|4}}s increase by 5, and the remaining lower rarities merely increases by 1.


== Boost Function ==
== Relationships (Affinity Burst) ==
Starting with the [[Event Quest:Birth! New Hero of the Holy Night?|2017 Christmas Event]], it's now possible to apply party-wide buffs temporarily. Below is a list of consumables, and their effects:
Relationships between units (Like, Dislike, Love, etc.) can play a role in how you'll clear a quest; moving a unit adjacent to another with a relationship (love/like/dislike/rival) to or from said moved unit will grant buffs to the source of the relationship. Each buff will last for 3 turns.
 
{| class="wikitable"
{| class="wikitable"
|+ Consumables
|+ Relation Boosts
! Item
! Relation
! Effect
! Effect
! Icon
|-
|-
| Mince Pie
|style="text-align:center"|[[File:Love.png]]
| +50% ATK
Love
| [[File:クリスマス-フード-ミンスパイ.png|100px]]
| +300 HP at the end of turn
|-
|-
| Pizza
|style="text-align:center"|[[File:Friendship.png]]
| Nullifies status effect
Like
| [[File:クリスマス-フード-ピザ.png|100px]]
| +10% skill activation rate
|-
|-
| Grilled Turkey
|style="text-align:center"|[[File:Anger.png]]
| +10 CP every turn
Dislike
| [[File:クリスマス-フード-鶏の丸焼き.png|100px]]
| Small attack up (x1.1 multiplier)
|-
|-
| Yule Log / bûche de Noël
|style="text-align:center"|[[File:Envy.png]]
| +400HP every turn
Rival
| [[File:クリスマス-フード-ブッシュドノエル.png|100px]]
| +5-7 CP generation at the end of the turn
|}
|}
For examples:
* moving Nomad adjacent to Macan will give Macan the Friendship buff (since Macan likes Nomad) and Nomad the Anger buff (since Nomad dislikes Macan).
* moving Gunzo adjacent to Ashigara will grant Gunzou the Friendship buff, but Ashigara won't get any buff.
== Boost Function ==
Starting from the [[Event Quest:Birth! New Hero of the Holy Night?|2017 Christmas Event]], during special [[Event Quest]]s, the Boost Function is a supplementary system aimed to provide party-wide buffs that typically last the entire battle.
With both the [[Event Quest:Birth! New Hero of the Holy Night?|2017 Christmas Event]] and [[Event Quest:Honorless Great Summer Festival Struggle|2018 Summer Festival Event]], you can obtain special consumable items from item drops or the event item exchange shop.
With the [[Event_Quest:Valentine_Jail!_You,_Prison,_and_Chocolate|2018 Valentine's Event]], the Boost Function was used via [[#Relationships (Affinity Burst)|relationships]] between two units. Similar to this, the [[Event_Quest:Distant Gendarme|Distant Gendarme Event]], non-consumed strategies (formations) provided boosts in a manner similar to relationships, but required units to be positioned a certain way.


== 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.  The weapon types, damage multipliers, and ranges are listed below:
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|}}
{| class="wikitable"
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.  There are 5 main energies in the game, {{Attribute|Fire}}, {{Attribute|Water}}, {{Attribute|Wood}}, {{Attribute|Holy}}, and {{Attribute|Dark}}, with 4 special energies: {{Attribute|Demon}}, {{Attribute|Hero}},  {{Attribute|World}}, and {{Attribute|All}}. Damage multipliers of these energies are listed in the table below:
[[File:B48a31029a5e55652638d9f99436cf6c.jpg|400px|right]]
{| class="wikitable" style="text-align:center"
|-
! rowspan="2"|Attacking Energy !! colspan="9"|Defending Energy
|-
| {{Attribute|Fire}} || {{Attribute|Water}} || {{Attribute|Wood}} || {{Attribute|Holy}} || {{Attribute|Dark}} || {{Attribute|Shadow}} || {{Attribute|Hero}} || {{Attribute|World}} || {{Attribute|All}}
|-
| {{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
|-
| {{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
|-
| {{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
|-
|-
! Weapon Type !! Range !! Multiplier
| {{Attribute|Holy}} || x1 || x1 || x1 || x1 || style="color:red"|x2 || style="color:darkorange"|x1.5 || style="color:blue"|x0.5 || x1 || x1
|-
|-
| {{Weapon|Strike}} (Fist) || 1 space in front of unit || 1.0x base attack
| {{Attribute|Dark}} || x1 || x1 || x1 || style="color:red"|x2 || x1 || style="color:darkorange"|x1.5 || style="color:blue"|x0.5 || x1 || x1
|-
|-
| {{Weapon|Slash}} (Sword) || 3 spaces in front of unit horizontally || 0.45x base attack
| {{Attribute|Shadow}} || 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
|-
|-
| {{Weapon|Pierce}} (Spear) || 2 spaces in front of unit vertically || 0.55x base attack
| {{Attribute|Hero}} || 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
|-
|-
| {{Weapon|Ranged}} (Bow) || 3 spaces in front of unit vertically || 0.45x base attack
| {{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
|-
|-
| {{Weapon|Magic}} ({{Weapon|Magic}} Rod) || 5 tiles in a plus (+) shape in front of unit || 0.28x base attack
| {{Attribute|All}} || x1 || x1 || x1 || x1 || x1 || x1 || x1 || x1 || x1
|-
|-
| {{Weapon|Snipe}} (Gun) || 5 spaces in front of unit vertically || 0.28x base attack(?)
|}
|}
 
<!-- old table, revert back to this if needed
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.  There are 5 main energies in the game, {{Attribute|Fire}}, {{Attribute|Water}}, {{Attribute|Wood}}, {{Attribute|Holy}}, and {{Attribute|Dark}}, with 3 special energies: {{Attribute|Demon}}, {{Attribute|Hero}}, and {{Attribute|All}}.  Strengths and weaknesses of these energies are listed in the table below:
[[File:zokuseiaishohyo.jpg|400px|right]]
{| class="wikitable"
{| class="wikitable"
|-
|-
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| {{Attribute|Hero}}
| {{Attribute|Hero}}
|}
|}
{{Attribute|Aether}} and {{Attribute|Nether}} actually deals 2x, currently. [https://housamo.info/news/main7/#zok The given diagram from LifeWonders] notes it as 1.5x damage. Whether the diagram is simply incorrect or is foreshadowing a change is unknown.


{{Attribute|ALL}} has no relationships, so no energy-based damage multipliers apply.
{{Attribute|ALL}} has no relationships, so no energy-based damage multipliers apply.


{{Attribute|Hero}} has special properties for the five main energies: {{Attribute|Fire}}, {{Attribute|Water}}, and {{Attribute|Wood}} are dealt halved damage, while damage from {{Attribute|Aether}} and {{Attribute|Nether}} is halved. {{Attribute|Hero}} is advantageous against {{Attribute|Shadow}} <!--if it wasn't clear from several other places stating this-->.
{{Attribute|Hero}} has special properties for the five main energies: {{Attribute|Fire}}, {{Attribute|Water}}, and {{Attribute|Wood}} are dealt halved damage, while damage from {{Attribute|Aether}} and {{Attribute|Nether}} is halved. {{Attribute|Hero}} is advantageous against {{Attribute|Shadow}}.


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. -->


=Pre-Quest Information=
=Pre-Quest Information=

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