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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 | | 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 | | 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 | | 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 | | 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 | 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 | * 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 | * 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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{{Item:種}}s are geared towards increasing stats of <u>all</u> variants of a unit. | {{Item:種}}s are geared towards increasing stats of <u>all</u> variants of a unit. | ||
So far, there's {{Item | 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 [[LV|Level]] increase, and [[Skills|Skill Activation Percentage]] increase). | 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. | ||
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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. | ||
== Relationships == | == Relationships (Affinity Burst) == | ||
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. | 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. | ||
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== Boost Function == | == Boost Function == | ||
Starting | 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. | |||
{| class="wikitable" | == 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: | |||
{{#masterdata:Weapon|}} | |||
Furthermore, energies (attributes, elements) also multiply damage. Attacking an enemy disadvantageous to your unit's energy doubles damage, while attacking an enemy advantageous against your unit's energy halves damage. 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|Aether}} || {{Attribute|Nether}} || {{Attribute|Infernal}} || {{Attribute|Valiant}} || {{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 | ||
| | |||
| | |||
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== | |||
|- | |- | ||
| {{Attribute|Holy}} || x1 || x1 || x1 || x1 || style="color:red"|x2 || style="color:darkorange"|x1.5 || style="color:blue"|x0.5 || x1 || x1 | |||
|- | |- | ||
| {{ | | {{Attribute|Nether}} || x1 || x1 || x1 || style="color:red"|x2 || x1 || style="color:darkorange"|x1.5 || style="color:blue"|x0.5 || x1 || x1 | ||
|- | |- | ||
| {{ | | {{Attribute|Infernal}} || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:darkorange"|x1.5 || style="color:blue"|x0.5 || style="color:red"|x2 || x1 | ||
|- | |- | ||
| {{ | | {{Attribute|Valiant}} || style="color:blue"|x0.5 || style="color:blue"|x0.5 || style="color:blue"|x0.5 || x1 || x1 || style="color:red"|x2 || style="color:darkorange"|x1.5 || style="color:blue"|x0.5 || x1 | ||
|- | |- | ||
| {{ | | {{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 | ||
|- | |- | ||
| {{ | | {{Attribute|All}} || x1 || x1 || x1 || x1 || x1 || x1 || x1 || x1 || x1 | ||
|- | |- | ||
|} | |} | ||
<!-- old table, revert back to this if needed | |||
{| class="wikitable" | {| class="wikitable" | ||
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{{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}} | {{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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