Difference between revisions of "Skills"

3,715 bytes removed ,  05:15, 8 November 2019
removed part on statuses and damage formulas for redundancy to Status page and for dubious damage attenuation calculations
(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 ==
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