Difference between revisions of "Skills"

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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.
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.


<math>
[[File:f_coin_cost.png|x16px]]
\text{Required Coins} = (\text{Number of Slots Filled}(\text{Unit's Rarity} * \text{Current Level} ^ 2 + 100))
</math>


This means that using higher quality skill up items minimizes the total cost needed to skill up.
This means that using higher quality skill up items minimizes the total cost needed to skill up.
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== Buff and Debuff durations ==
== 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.  Also, 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.<br />
'''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.  Also, 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.<br />
''' 2. Buffs and debuffs applied to your team on your team will always count down by 1 at the beginning of you turn.''' <br />
''' 2. Buffs and debuffs applied to your team on your team will always count down by 1 at the beginning of your turn.''' <br />
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.<br />
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.<br />
'''3. Buffs and debuffs applied to the enemy team will always count down by 1 at the beginning of their turn.'''<br />
'''3. Buffs and debuffs applied to the enemy team will always count down by 1 at the beginning of their turn.'''<br />
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== Skill Formulas ==
== Skill Formulas ==
The general formula for most skills that cause poison/burn/etc, increase damage dealt, or heal is:  
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>
[[File:f_skill_effect_1.png|x16px]]


To give an example, the buff 闘志 (Fighting Spirit) increases the damage a character will do.  
To give an example, the buff 闘志 (Fighting Spirit) increases the damage a character will do.  
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It has a base value of 1.2.  A character using it has a skill level of 12.   
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>
To find out the full damage increase, it would be 1.2 * (1 + 0.01 * 12)


Or an increase of 1.34400.  At skill level 99, it would increase damage by 2.38800.  At level 100, a 2.4x increase.
Or an increase of 1.34400.  At skill level 99, it would increase damage by 2.38800.  At level 100, a 2.4x increase.
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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 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>
[[File:f_skill_effect_2.png|x32px]]




The formula for the damage increase done by a Charge Skill is
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>
[[File:f_cs_1.png|x16px]]
or
or
<math>\frac{\text{base value}}{1 + 0.5 * \log_{10}(\text{charge skill level})}</math> <br />
[[File:f_cs_2.png|x32px]] <br /><ref>The source for this is uncertain, but was probably derived directly from the app, and added here when this wiki was just nascent (essentially a wikiwiki translation)</ref>


Note that this is only for damage dealt.  Most Charge Skills have a secondary effect, such as a buff or debuff.<br />
Note that this is only for damage dealt.  Most Charge Skills have a secondary effect, such as a buff or debuff.<br />
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