Difference between revisions of "Skill Lv"

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Skill Up Gif
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(Skill Up Gif)
 
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''This article is about the numerical card property that determines the efficacy of skills. For the article on the skills themselves, go to [[Skills]].''
''This article is about the numerical card property that determines the efficacy of skills. For the article on the skills themselves, go to [[Skills]].''


'''Skill Level''', shortened as '''Skill Lv''', '''Skill.Lv''', '''S.LV''', '''S.Lv''', '''SLV''', or '''SLv''', is a card property that determines the efficacy of the innate non-charge skills of a character card. The skill level does not determine the efficacy of a card's [[charge skill]], nor does it determine that of the skills granted by any equipped [[AR card]]s.
'''Skill Level''', shortened as '''Skill Lv''', '''Skill.Lv''', '''S.LV''', '''S.Lv''', '''SLV''', or '''SLv''', is a card property that determines the efficacy of the innate non-charge skills of a character card. The skill level does not determine the efficacy of a card's [[Charge Skill]], nor does it determine that of the skills granted by any equipped [[AR card]]s.
 
[[File:Skill_Up_1star_portraits.gif|thumb|{{Star|1}} {{Item|Skill Up}}s]]


==Relation to skills==
==Relation to skills==
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Similar to its effect on skill activation rate, the Skill Lv will linearly increase the efficacy of HP- and CP-increasing/depleting skills until it is doubled. However, unlike activation rate, the efficacy will not always round down: it will round to the nearest 1. The calculation is below:
Similar to its effect on skill activation rate, the Skill Lv will linearly increase the efficacy of HP- and CP-increasing/depleting skills until it is doubled. However, unlike activation rate, the efficacy will not always round down: it will round to the nearest 1. The calculation is below:


Points changed = (Points<sub>SALV100</sub>/2)×(1 + (SALv/100))
Points changed = (Points<sub>SLv100</sub>/2)×(1 + (SLv/100))


Status Level determines the efficacy of a [[Status]]. The Level of Statuses bestowed or inflicted by the innate non-charge skills of a card is equal to the Skill Level of that card.  
Status Level determines the efficacy of a [[Status]]. The Level of Statuses bestowed or inflicted by the innate non-charge skills of a card is equal to the Skill Level of that card.


== Increasing Skill Level ==
== Increasing Skill Level ==
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This means that using higher quality Souls minimizes the total cost needed to skill up.
This means that using higher quality Souls minimizes the total cost needed to skill up.
===Skill Lv Up Chance===
{| class="wikitable"
|-
! Skill Lv Up Chance
! {{Item|Warrior Soul S}}
! {{Item|Warrior Soul M}}
! {{Item|Warrior Soul L}}
! {{Item|Warrior Soul G}}
|-
| Non-matching
| 0.2
| 1
| 2
| 3
|-
| Matching
| 0.4
| 2
| 4
| 6
|}
Increasing Skill Lv is done with Souls, each of which, unlike regular [[Lv]], increases the chance of a Skill Up in a single "batch" of souls. The chance of Skill up and the cost of Skilling Up within a batch depends on the current Skill Lv. Each Skill Up session allows the consumption of up to 20 Souls, but this total houses 4 batches each of 5 slots; that is to say, the calculation for Skill Up chance and cost is readjusted every 5 Souls. Matching a Soul to a unit of the corresponding weapon type (or to Warrior Souls, which match to units of any weapon type) will double the chance the Soul contributes. Adding multiple Souls additively improves the chance. The chance is reduced as the current Skill Lv increases.
The formula for the chance of Skill Up is given below:
Chance<sub>Skill Up</sub> = (Σ(Chance)<sub>Soul</sub> × (1 - ⌊Lv<sub>Skill</sub>/100⌋)) × 100%
where:
* Σ(Chance)<sub>Soul</sub> is the sum of the chances provided by each Soul in a batch
* Lv<sub>Skill</sub> is the current Skill Lv before using Souls
* ⌊Lv<sub>Skill</sub>/100⌋ is the value given by dividing current Skill Lv by 100 and rounding down (to the lower 0.1s place)
** for example, if the current Skill Lv is 49, then Lv<sub>Skill</sub>/100 is 0.49, and ⌊Lv<sub>Skill</sub>/100⌋ is 0.4
** this bit of calculation exists because the total chance of Skill Up goes up down by 10% for each time the Skill Lv increases by 10


=== Suggested Path ===
=== Suggested Path ===
Below is a suggested path optimized for the least amount of <em>matching</em> {{Star|4}} {{Item|Skill Up}}s and coins consumed. In reality, you can use any manner to reach Skill Level 67, such as through lower tiered Souls.
Below is a suggested path optimized for the least amount of <em>matching</em> {{Item|全武の魂・超}} and coins consumed.
 
{| class="wikitable"
{| class="wikitable"
! Skill Level  
! Skill Level  
! 25
! 1→25
! 49
! 25→88
! 67
! 88→100
! 79
! 88
! 94
! 97
! 100
|-
|-
! To Consume
! To Consume
| 4
| 4
| 5
| 20 (Max Auto-Fill)
| 5
| 15 (Max Auto-Fill)
| 5
| 5
| 5
| 5
| 5
|}
|}


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| 5 || 997545
| 5 || 997545
|}
|}
Suggested paths to use <em>matching</em> {{Item|全武の魂・大}} for the first few levels. Second path will consume more coins.
{| class="wikitable"
! Skill Level
! 1→5
! 5→25
|-
! To Consume
| 1
| 5
|}
{| class="wikitable"
! Skill Level
! 1→17
! 17→35
! 35→49
|-
! To Consume
| 4
| 5
| 5
|}
Suggested path to use one matching and one non-matching {{Item|全武の魂・大}} with a few <em>matching</em> {{Item|全武の魂・超}} for the first few levels. This is a good way to utilize {{Item|全武の魂・大}} dropped from lower level event farming quests.
{| class="wikitable"
! Skill Level
! 1→5
! 5→25
|-
! To Consume
| 1x matching {{Item|全武の魂・大}}
| 3x matching {{Item|全武の魂・超}} + 1x non-matching {{Item|全武の魂・大}}
|}
----
{{Guide}}

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