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
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|-
| 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.
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|-
| 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.
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| 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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{{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:HPの種}}, {{Item:ATKの種}}, {{Item:レベルの種}}, and {{Item:スキルの種}}.
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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== 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|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
|-
|-
! 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|Nether}} || 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|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
|-
|-
| {{Weapon|Pierce}} (Spear) || 2 spaces in front of unit vertically || 0.55x base attack
| {{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
|-
|-
| {{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|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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