Difference between revisions of "Skills"

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=== 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  
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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
! 5
! 25
|-
! To Consume
| 1
| 5
|}
{| class="wikitable"
! Skill Level
! 17
! 35
! 49
|-
! To Consume
| 4
| 5
| 5
|}
|}


== Skill Mechanics==
== Skill Mechanics==
=== Skill Timings ===
 
Every skill has a specific timing in which it will activate.  The various skill timings are as follows.
{{See|Skill Lv}}
 
=== Skill Effect Timings ===
Each skill may have one or more effect, each of which has a specific activation condition.  The various activation conditions are as follows.


{| class="wikitable"
{| class="wikitable"
|-
|-
! width="25%" | Timing Name (Eng/Jpn) !! Description
! width="25%" | Activation Condition Name (Eng/Jpn) !! Description
|-
| ''Phase Start'' 【フェーズ開始時】 || Activates when a phase begins.<ref>This means a new wave of enemies. It does not mean the beginning of each turn.</ref>
|-
|-
| "Start of Turn" 【ターン開始時】 || Activates when a turn begins.
| ''Phase Start'' 【フェーズ開始時】 || Activates when a phase begins.<ref>This means a new wave of enemies. It does not mean the beginning of each turn.</ref> Activates before 'Turn Start' effects on Turn 1, but still on the same effective turn.
|-
|-
| "Start of Turn" 【ターン開始時 (Xターン毎)】 || Activates when a turn begins but only once every X turns.<ref>The counter for number of turns starts at 1 at the beginning of a battle and does not reset when a new phase begin.</ref>
| ''Start of Turn'' 【ターン開始時】 || Activates when a turn begins.
|-
|-
| ''When Appearing'' 【登場時】 || Activates when a character enters the battlefield.  
| ''Start of Enemy Turn'' 【敵ターン開始時】 || Activates when an enemy turn begins. Triggers after the 'Start of Turn' effects on that turn.
|-
|-
| ''When Leaving'' 【退場時】 || Activates when a character leaves the battlefield..
| ''When Appearing'' 【登場時】 || Activates when entering the battlefield, either at the start of the battle or as a sub member when replacing a leaving member. Note the start of battle occurs slightly before Phase 1 begins.
|-
|-
| ''When Attacking'' 【攻撃時】 || Activates when a character attacks.  Skills with this timing activate before damage calculation has occurred.
| ''When Leaving'' 【退場時】 || Activates leaving the battlefield (after a half-turn passes while at 0 HP with no {{Status|en name=Guts}}).
|-
|-
| ''After Attacking'' 【攻撃後】 || Activates after a character attacks. Skills with this timing activate after damage calculation has occurred.
| ''When Attacking'' 【攻撃時】 || Activates when striking a target. Skills with this timing activate before damage calculation has occurred. Activates after target 'Before Receiving Damage' effects, but before target 'When Receiving Damage' effects.
|-
|-
| ''After Missing'' 【空振り時】 || Activates when a character fails to hit any enemy.
| ''After Attacking'' 【攻撃後】 || Activates after striking a target. Skills with this timing activate after damage calculation has occurred. Last to be activated during a striking sequence.
|-
|-
| ''Before Receiving Damage'' 【ダメージ前】 || Activates before a character is attacked and damaged.<ref>This means before the attack starts a.k.a. before any ally is hit by the attack as well. </ref>
| ''After Missing'' 【空振り時】 || Activates when committing an attack with no targets in range.
|-
|-
| ''After Receiving Damage'' 【ダメージ後】 || Activates after a character has been attacked and damagedUsed for skills that affect self or allies.
| ''Before Receiving Damage'' 【ダメージ前】 || Activates when within the range of a committed attack, but before any targets within that range are struck. First to be activated during a striking sequence, activated directly before the attacking unit's 'When Attacking' effects.
|-
|-
| ''When Receiving Damaged'' 【対ダメージ】 || Activates after a character has been attacked and damagedUsed for skills that affect enemies.
| ''When Receiving Damage'' 【対ダメージ】 || Activates when struck, after damage calculationEffect spread is relative to the attacking unit. Activates after the attacking unit's 'When Attacking' effects, but before their 'After Attacking' effects.
|-
|-
| ''While Moving'' 【移動時】 || Activates when a character is moving. Typically used for skills that enhance your movement range.
| ''After Receiving Damage'' 【ダメージ後】 || Activates when struck, after damage calculation. Effect spread is relative to the struck unit. Activates after the attacking unit's 'When Attacking' effects, but before their 'After Attacking' effects.
|-
|-
| ''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.<ref>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.</ref>
| ''While Moving'' 【移動時】 || Active while the player drags the unit to move them. Typically used for skills that enhance your movement range. Guaranteed to activate even with activation rate-reducing debuffs ({{Status|en name=Obstruct}}, {{Status|en name=Drain}}}, but still blocked by skill-disabling debuffs.
|-
|-
| ''Special Attack'' 【特攻】 || Activates when attacking, but only in certain conditions (E.g. If the opponent has a certain skill or weapon type<ref>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)</ref>). Does not increase with skill level.
| ''After Moving'' 【移動後】 || Activates after the player stops dragging the unit to move them, either due to removing drag input or the move timer running out.  Does not activate when coerced to move by the dragged unit (i.e. when ferried) or by forced movement from an effect.
|-
|-
| ''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 Attack'' 【特攻】/【状態特攻】. || Activates when striking a target, but only in certain conditions. These include when the target has specific skills or statuses. Typically does not increase in effectiveness 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.
| ''Special Defense'' 【特防】 || Activates when struck, but only in certain conditions. These include when the hit received is of a particular weapon type. Typically does not increase in effectiveness with skill level.
|-
|-
| ''During Status Ailment'' 【状態異常時】 || Activates when afflicted with a specific debuff.
| ''During Status Ailment'' 【状態異常時】 || Activates before receiving a specific status. Typically prevents a status from being registered as received. Receiving the status will not be prevented before {{Status|en name=Reflect Debuff}}, {{Status|en name=Nullify Debuff}}, or {{Status|en name=Nullify Buff}} is exhausted, but will be prevented before 'After Buff/Debuff' effects would trigger, denying their activation.
|-
|-
| ''During Force Movement 【強制移動時】 || Activates when a character is forced to move.
| ''During Force Movement 【強制移動時】 || Activates when affected by forced movement from an effect.
|-
|-
| ''After Buff'' 【強化後】 || Activates when given any buff.
| ''After Buff/Debuff'' 【強化後】/【弱体後】 || Activates when given any buff/debuff. If the triggering buff/debuff is applied before damage calculation, then the activated effect is also before damage calculation.
|-
|-
| ''After Debuff'' 【弱体後】 || Activates when given any debuff.
| ''Victory'' 【勝利時】 || Activates when the player wins the battle.
|-
|-
| ''Victory'' 【勝利時】 || Activates when you win a battle.
| ''(After turn X, then every Y turns, per battle/phase)'' 【(Xターン毎)】 || An effect's activation condition will only function on the turn after the Xth turn relative to either the first turn of battle or the first turn of the present phase, and will thereafter repeat every Y turns until the end of the battle or phase.
|}
|}


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Skills that have an activation timing of When Attacking and After Attacking all have individual proc chances per enemy hit.
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]], [[Lover]], [[Maker of Bonds]], 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.
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 [[Inheritor of Dragons]] 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.
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 [[Festival's Leading Role]] can proc upwards of 5 times.
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 ===
=== Additional Skills ===
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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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== Charge Skill Mechanics==
== Charge Skill Mechanics==
A Charge Skill's effect will activate for each ALIVE enemy hit during the Charge Skill.  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.
 
A Charge Skill's power is determined by a unit's [[Sacred Artifact Lv]], which is also referred to as Charge Skill level for the remainder of this section. Please refer to the corresponding page for more details.
 
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 {{Transient icon|Alp}} and {{Transient icon|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.
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.
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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.
 
Charge skills will activate if a unit has 100 CP at the beginning of the turn even if CP is decreased after movement, such as in the case of moving {{Transient icon|Tindalos}}.


== 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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