Difference between revisions of "Skills"

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(removed part on statuses and damage formulas for redundancy to Status page and for dubious damage attenuation calculations)
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== Skill Mechanics==
== Skill Mechanics==
{{See|Skill Lv}}
=== Skill Timings ===
=== Skill Timings ===
Every skill has a specific timing in which it will activate.  The various skill timings are as follows.
Every skill has a specific timing in which it will activate.  The various skill timings are as follows.
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Because these additional skills are still skills, any form of negation will remove their effects.
Because these additional skills are still skills, any form of negation will remove their effects.
=== Skill Formulas ===
The general formula for most skills that cause poison/burn/etc, increase damage dealt, or heal is:
[[File:f_skill_effect_1.png|x16px]]
To give an example, the buff 闘志 (Vigor) increases the damage a character will do.
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 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.
The general formula for most skills that decrease taken (ie Defense buffs) or debuff an enemy to decrease the damage they deal is
[[File:f_skill_effect_2.png|x32px]]


=== [[Skill Quest|Skill Evolution]] ===
=== [[Skill Quest|Skill Evolution]] ===
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The formula for the damage increase done by a Charge Skill is
The formula for the damage increase done by a Charge Skill is
[[File:f_cs_1.png|x16px]]
[[File:f_cs_1.png|x16px]]
or
<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>
[[File:f_cs_2.png|x32px]]<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. The level of the buff or debuff applied is the same as the users Charge Skill level, and its power is the same as ordinary skill level of the same. For example, an Andvari with a Charge Skill level of 50 will apply a level 50 Curse debuff to enemies when Andvari uses his Charge Skill. Curse is a debuff with a base power of 0.8x, thus the formula is (0.8) / (1+0.01 x 50) = 0.5333.  In other words enemies will do 0.533 of their original damage.
Note that this is only for damage dealt.  Most Charge Skills have a secondary effect, such as a buff or debuff. The level of the buff or debuff applied is the same as the users Charge Skill level, and its power is the same as ordinary skill level of the same. For example, an Andvari with a Charge Skill level of 50 will apply a level 50 Curse debuff to enemies when Andvari uses his Charge Skill.  


== Statuses ==
== Statuses ==
The non-damage portion of a skill includes status effects. Each status effect has a level (the caster's skill level or Sacred Artifact level) and a duration counter.
{{See|Status}}
 
Almost every status effect are easily implemented by providing modifier values. These values are then scaled according to the status' level. Some statuses do have a maximum amount, but these values are almost always what the value will be at SL 100.
 
Each status effect can be broken down into either a buff or a debuff.
 
=== Statuses' 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.
 
''' 2. Buffs and debuffs applied to your team on your team will always count down by 1 at the beginning of your turn.'''
 
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.
 
'''3. Buffs and debuffs applied to the enemy team will always count down by 1 at the beginning of their turn.'''
 
This means that, in practical terms, each debuff applies to the enemy team (and your team) 1 less turn than what is listed in the chart below. For example, even though Curse technically lasts "5" turns, it will only reduce the Attack of your enemies for 4 of their attacks, because it instantly counts down from 5 to 4 at the start of their turn. (assuming you applied Curse to the enemy during your turn).  The same is true for when the enemy puts Curse on you.
 
The reason for this is it allows you and the enemy team to have a debuff-free turn.  Otherwise, debuffs could be applied to you or the enemy team infinitely.
 
'''4.  ALL healing and damaging debuffs either heal or deal at the end of the enemies team for BOTH team.'''
 
"The enemies team" means the team that is not your team in all cases. In effect, this actually means that debuffs like Poison will actually damage you more than the enemy team.  Because damage happens at the end of the enemies team, this means it happens before any debuffs on you have counted down.  However, in the enemies case, they had their turn first, and the debuff has already counted down for them.  So Poison will damage you 5 times, but the enemy can only be damaged by Poison 4 times before it has to be reapplied. While this is biased in the enemies favor, it is only biased for the damage ticks of damage debuffs.  Everything else is equal for both teams.
 
=== Buffs ===
{{Status list|Buff}}


=== Debuffs ===
Status efficacy is determined by its Status Lv, and statuses that originate from skills have their Status Lv directly determined by the skill owner's Skill Lv. In other words, the Status Lv will be equal to the Skill Lv.
{{Status list|Debuff}}


== Footnotes ==
== Footnotes ==

Revision as of 05:15, 8 November 2019

Skill Levels

All cards start at skill level 1 and can reach a maximum of 100.

As you increase the skill level of your cards, the power of their skills increases. The chances of their skill activating will increase, and in addition the effect of the skill itself will become more powerful.

Skill Levels are applied to all skills. A new Skill is unlocked for each card when you Limit Break them, up to a total of 4 Skills.

On a characters Status screen in the game, Skills are formatted as (Skill Name) / [Activation Timing] Skill Effect / % Chance of Activation

The activation chance and power of a skill+buff/debuff will increase by a multiplied 1% per level, for a max of a multiplied 100% at skill level 100.
Simply put, at skill level 100, the activation chance and power of all Skills are DOUBLE their original (skill level 1) values.

Increasing Skill Level

The cost for increasing a unit skill level to 100 using only the highest rarity of Soul
Skill Level
1-31 505 510 515 520 525
31-52 5305 10100 14915 19720 24525
52-67 14020 27540 41060 54580 68100
67-79 22945 45390 67835 90280 112725
79-88 31705 62910 94115 125320 156525
88-94 39220 77940 116660 155380 194100
94-97 44680 88860 133040 177220 221400
97-100 47545 94590 141635 188680 235725
Total 205925 407840 609775 811700 1013625

Some quests drop items called Souls that are used to increase a character's skill level; each weapon has a corresponding Soul. Like Boost, you don't have to match them up; any Soul would do. However, you won't fully benefit from the skill level increase that the matching Souls would yield.

You will see your chance for success after picking the Souls, with a 100% chance or above indicating that failure is impossible. Furthermore, percentages such as 260% indicate that your unit's skill level is guaranteed to go up 2 levels, with a 60% chance of going up a third.

Like Boosts, you also have to use coins to increase a unit's skill level, but unlike unit leveling, the coin cost is steeper.

F coin cost.png

This means that using higher quality Souls minimizes the total cost needed to skill up.

Suggested Path

Below is a suggested path optimized for the least amount of matching Souls and coins consumed. In reality, you can use any manner to reach Skill Level 67, such as through lower tiered Souls.

Skill Level 25 49 67 79 88 94 97 100
To Consume 4 5 5 5 5 5 5 5

Below is the cumulative cost when skill boosting your units with the aforementioned path.

Rarity Total cost
1 202629
2 401358
3 600087
4 798816
5 997545

Skill Mechanics

See: Skill Lv

Skill Timings

Every skill has a specific timing in which it will activate. The various skill timings are as follows.

Timing Name (Eng/Jpn) Description
Phase Start 【フェーズ開始時】 Activates when a phase begins.[1]
Start of Turn 【ターン開始時】 Activates when a turn begins.
Start of Turn (X Turns) 【ターン開始時 (Xターン毎)】 Activates when a turn begins but only once every X turns.[2]
When Appearing 【登場時】 Activates when a character enters the battlefield.
When Leaving 【退場時】 Activates when a character leaves the battlefield..
When Attacking 【攻撃時】 Activates when a character attacks. Skills with this timing activate before damage calculation has occurred.
After Attacking 【攻撃後】 Activates after a character attacks. Skills with this timing activate after damage calculation has occurred.
After Missing 【空振り時】 Activates when a character fails to hit any enemy.
Before Receiving Damage 【ダメージ前】 Activates before a character is attacked and damaged.[3]
After Receiving Damage 【ダメージ後】 Activates after a character has been attacked and damaged. Used for skills that affect self or allies.
When Receiving Damaged 【対ダメージ】 Activates after a character has been attacked and damaged. Used for skills that affect enemies.
While Moving 【移動時】 Activates when a character is moving. Typically used for skills that enhance your movement range.
After Moving 【移動後】 Activates after a character moves. This is one of the most common types of activation timings, so please read the footnote to better understand it.[4]
Special Attack 【特攻】 Activates when attacking, but only in certain conditions (E.g. If the opponent has a certain skill or weapon type[5]). Does not increase with skill level.
Special Status Attack【状態特攻】 Activates when attacking unit that is currently under the effects of a certain buff or debuff. Does not increase with skill level.
Special Defense 【特防】 Activates when attacked by a weapon or skill of a certain type. Does not increase with skill level.
During Status Ailment 【状態異常時】 Activates when afflicted with a specific debuff.
During Force Movement 【強制移動時】 Activates when a character is forced to move.
After Buff 【強化後】 Activates when given any buff.
After Debuff 【弱体後】 Activates when given any debuff.
Victory 【勝利時】 Activates when you win a battle.

Attacking Proc Chance

Skills that have an activation timing of When Attacking and After Attacking all have individual proc chances per enemy hit.

Skills that apply buffs or debuffs to the enemy, such as Tailed Demon, Benevolent One, Fate Binder, etc. simply have individual proc chances per square. A Harlot that hits 5 enemies could apply Blessing to all enemies hit, only one enemy, or any number of enemies.

For turn-lasting buffs that affect the attacker, such as Dragonborn or Gambler's Critical buff, the skill only needs to proc once, and it will affect all remaining enemies hit. This means it is possible to Crit only one enemy or all enemies with a single proc. The general calculation order of enemies hit appears to be left to right, bottom to top.

In effect, When Attacking and After Attacking skills have a higher proc chance the more (alive) enemies you hit with it. This means skills like Head of Festivities can proc upwards of 5 times.

Additional Skills

Some skills like Hero and Creator grants additional skills separate from the base skill. These skills ignore their tied skill's activation timings and chances (always 100%).

Usually these skills include movement modifiers (Winged One, Swimmer) or damage modifiers (increases damage dealt or decreases damaged received against specific units).

[During Status Ailment] Nullify [X] aren't additional skills and can have activation chance lower than 100%.

Because these additional skills are still skills, any form of negation will remove their effects.

Skill Evolution

Skills can be further improved through Skill Quests. These evolved skills simply replace the base skill. Most of the time they offer additional effects or activation rates.

Charge Skill Mechanics

A Charge Skill's effect will activate for each enemy with HP > 0 hit during the Charge Skill (with some exceptions, e.g. see the CS activation condition for Alp and Ophion). For most Charge Skills that apply buffs or debuffs, such as Charm, this has little meaning, but this greatly changes the power of Charge Skills with healing effects.

For example, if you hit 3 alive enemies with Azazel's Charge Skill, which has the effect of casting Heal on nearby allies, Azazel will cast Heal 3 times, multiplying its healing power by 3. Similarly, if Kuniyoshi hits 4 enemies with his Charge Skill, he will cast CP Up 4 times in a row.

However, an enemy has to have HP remaining when hit by a Charge Skill for it to count. If the enemy is already "defeated" by the time the Charge Skill activates, the effect will not stack. This means it is also possible for a Charge Skill's effect to activate 0 times if it doesn't hit any enemies with HP remaining.

It is recommended you make whoever you want to hit the most enemies FIRST with their Charge Skill your Leader, as allies' attack order is determined by their order in your deck slot. Allies in your Support slot will have more trouble activating their Charge Skill effects multiple times, as they attack last and thus have a higher chance of only hitting dead enemies.

The formula for the damage increase done by a Charge Skill is F cs 1.png [6]

Note that this is only for damage dealt. Most Charge Skills have a secondary effect, such as a buff or debuff. The level of the buff or debuff applied is the same as the users Charge Skill level, and its power is the same as ordinary skill level of the same. For example, an Andvari with a Charge Skill level of 50 will apply a level 50 Curse debuff to enemies when Andvari uses his Charge Skill.

Statuses

See: Status

Status efficacy is determined by its Status Lv, and statuses that originate from skills have their Status Lv directly determined by the skill owner's Skill Lv. In other words, the Status Lv will be equal to the Skill Lv.

Footnotes

  1. This means a new wave of enemies. It does not mean the beginning of each turn.
  2. The counter for number of turns starts at 1 at the beginning of a battle and does not reset when a new phase begin.
  3. This means before the attack starts a.k.a. before any ally is hit by the attack as well.
  4. What "After Moving" really means is that a skill will activate after you select a unit for movement and let go of it. You do not actually have to move the character around. Forcefully moving other characters will not activate their own After Moving skills. In other words, you can only activate one character's After Moving skills a turn.
  5. For example, a character with the Special Attack skill 屠竜の勇者 (Dragon Slayer Hero) will do extra damage to enemy characters who possess the skill 竜を継ぐ者 (Dragon Inheritor)
  6. 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)

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Anonymous user
No. 1171
66 months ago
Score 0 You
Is there no available data regarding cp increasing skills on max level or why is there a "N/A"?
Anonymous user
No. 878
67 months ago
Score 0 You
Is there only red gems for upgrading the skillz
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