Difference between revisions of "Battle System"

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== Boost Function ==
== Boost Function ==
Starting with the [[Event Quest:Birth! New Hero of the Holy Night?|2017 Christmas Event]], it's now possible to apply party-wide buffs temporarily. Below is a list of consumables, and their effects:
Starting from the [[Event Quest:Birth! New Hero of the Holy Night?|2017 Christmas Event]], during special [[Event Quest]]s, the Boost Function is a supplementary system aimed to provide party-wide buffs that typically last the entire battle.
{| class="wikitable floatright"
|+ Summer Festival Consumables
! Item
! Description
! Effect
|-
| {{Item:応援団焼きそば}}
| ノブハルお手製の焼きそば。暑さに負けないスタミナの付く具がもりだくさん。応援団パワーでスキル発動率が永続大アップ!
| Improves skill activation rate
|-
| {{Item:剣豪フランクフルト}}
| 刀の形をした串が付いた、警察学校の剣術師範オススメの軽食。怪しいパワーで攻撃力が永続大アップ!
| Improves ATK
|-
| {{Item:シャバ甘アンズ飴}}
| 歌舞伎町ギルド・スズカのひそかな大好物。元ヤンパワーでHPが永続大回復!
| {{Status effect|回復}} every turn
|-
| {{Item:豪開!かち割り氷}}
| 警察学校生のタヂカラオが作った、カチ割り氷。故郷の岩戸をイメージした代物。お祭好きパワーで弱体反射効果を永続付与!
| {{Status effect|弱体反射}}
|-
| {{Item:任侠印のたこ焼き}}
| 歌舞伎町の相談役が故郷の名物、タコをたっぷりつかったまんまるタコ焼き2個セット。化けダヌキパワーでCPが永続大アップ!
| {{Status effect|CP増加}} every turn
|-
|}


{| class="wikitable"
With both the [[Event Quest:Birth! New Hero of the Holy Night?|2017 Christmas Event]] and [[Event Quest:Honorless Great Summer Festival Struggle|2018 Summer Festival Event]], you can obtain special consumable items from item drops or the event item exchange shop.
|+ Christmas 2017 Consumables
 
! Item
With the [[Event_Quest:Valentine_Jail!_You,_Prison,_and_Chocolate|2018 Valentine's Event]], the Boost Function was used via [[#Relationship|relationships]] between two units. Similar to this, the [[Event_Quest:Distant Gendarme|Distant Gendarme Event]], non-consumed strategies (formations) provided boosts in a manner similar to relationships, but required units to be positioned a certain way.
! Effect
! Icon
|-
| Mince Pie
| +50% ATK
| [[File:クリスマス-フード-ミンスパイ.png|100px]]
|-
| Pizza
| Nullifies status effect
| [[File:クリスマス-フード-ピザ.png|100px]]
|-
| Grilled Turkey
| +10 CP every turn
| [[File:クリスマス-フード-鶏の丸焼き.png|100px]]
|-
| Yule Log / bûche de Noël
| +400HP every turn
| [[File:クリスマス-フード-ブッシュドノエル.png|100px]]
|}


== Weapons and Energies ==
== Weapons and Energies ==

Revision as of 01:16, 8 July 2018

Tokyo Afterschool Summoners' uses a battle system similar to a very basic turn-based strategy game. All information about it can be found on this page.

A screenshot of the game's battle system.

Battle Screen Summary

Item Description
1. Menu Button Pulls up a basic menu that lets you quit the current mission.
2. Battle Speed Change the battle speed, from 1x to 3x.
3. Area Name(?) Self-explanatory.
4. Element Cycles Summarizes elemental weaknesses. See below for more info.
5. Phase Number Shows which phase you are currently on. Most missions consists of 4 battles, or phases.
6. Unit List Shows all of the units you currently command. You can have 2 more in reserve if any fall to 0 HP.
7. Unit Info Shows unit's HP, Charge level, Weapon type and element, as well as their name.
8. Unit Status Shows any Buffs or debuffs on the unit. Debuffs are displayed in blue and buffs in red.
9. Support Unit Unit borrowed from a friend or a random person online before starting the mission, friend's unit can gain cp whereas random's unit cp is locked.
10. Timer Shows amount of time you have once you start moving a unit until the end of your turn.
11. Danger Area Any square marked in red belongs to the enemy. Your units cannot move here.
12. Safe Area Any square marked in blue belongs to the player. Your units can move anywhere within here.

Basics of Battle

Most missions in Tokyo Afterschool Summoners requires you to fight a 4-phase battle against CPU-controlled enemy units. The player and enemy alternate turns, starting with the player, moving units around and attacking opposing units until all units on one side are defeated.

  • If the player's units are all defeated, you can either fail the mission and quit out or refresh your units at the cost of a rainbow gem.
  • If the enemy's units are all defeated, the player moves onto the next phase, or if it is the last phase, finish the mission and collect your rewards.


Each turn consists of two parts: Movement and Attack.

  • During Movement, you can move one of your units to another area adjacent to it, including diagonals, so long as it is within the Safe Area.
  • During Attack, each of your units will attack any enemy within their attack range in order starting from the topmost unit in your unit list, ordering your units correctly can be important to make the most of skills that activate when attacking. See the Weapons and Elements for more details.


Once both parts have been completed, the turn ends, and the opposing player begins their turn.

Advanced Battle Information

During Movement, it is possible to move multiple units at once. Simply move a unit into a space that another unit occupies, and the two will trade places. By keeping a unit in a central position, it is possible to move many units at once into strategic positions. It is also possible, although difficult, to move a unit two cells away without swapping with another unit and to a diagonally-adjacent cell (For example, moving to the north-east without "touching" the north or east space).

Units with smaller ranges can have trouble hitting enemies in back rows. However, the Danger Area shrinks and grows to however far there are enemies. If you take out all the enemies in the front row, that area can be yours to control if no enemies occupy it at the start of your next turn. Use this to your advantage if you plan on using a lot of 1.00x ATK penaltyBlow or 0.45x ATK penaltySlash users. Note that enemies can take advantage of this too, so if you need to run and heal, enemies will start to occupy your area.

As a follow up to the above, if you're fighting on a wide battle field with a lot of 1.00x ATK penaltyBlow and 0.45x ATK penaltySlash enemies, clear out all the enemies on one side, then stick a unit to maintain your safe area, while 0.45x ATK penaltyShot units pick off all the other units on the other side of the field safely from rows further back. The enemy will have to go across the entire field to damage anything, which is valuable time you can spend killing them for free instead.

Each time one of your units attacks or gets attacked, its CP% raises a little bit. Once it reaches 100%, the following turn that unit will use their charge attack instead of their regular attack. Note that you cannot stop a unit from using its charge attack if its CP is at 100%, so if you want to save it for a later turn, you need to move it to a position where it attacks no enemies. Charge attacks can also have a different range than normal attacks, such as 3* Cusith's charge attack having 0.28x ATK penaltyMagic range, even though his normal attack has 1.00x ATK penaltyBlow range. CP can also be charged from certain status buffs to allow you to use them more frequently.

Buffs and debuffs applied to your units can be viewed in depths by tapping their icon in the team list, you can also check ennemy units by tapping and holding them.

Stats

Currently, the game has two stats: HP and ATK. Every unit has their own base stats and a growth curve unique to each stat.

Seed

Kernel HP 3.png

HP Seed

Kernel ATK 3.png

ATK Seed

8a2f09aef4182a19594a78467823b1ca.jpg

Level and Skill Seed

Seeds are geared towards increasing stats of all variants of a unit.

So far, there's HP Seed, ATK Seed, Level Seed, and Skill Seed.

Each Seed increases their correlated stat (that is, HP stat increase, ATK stat increase, card Level increase, and Skill Activation Percentage increase).

A single Seed will increase its correlated stat by one, while the double Seed raises a stat by three, yet the triple Seed increases by ten.

HP Seed and ATK Seed seeds do not require any special conditions for the unit, while Level Seed requires the unit to be at absolute max level (implies max Limit Break), and Skill Seed requires Skill Level 100.

Currently, the limit to how much HP and ATK can be raised by Seeds is 1000 points each, while Level Seed and Skill Seed can only increase their correlated stat by 10.

Sacred Artifact Level

Units have an additional level parameter: Sacred Artifact level, which determines the strength of a unit's charge attack. This value is increased by acquiring duplicate units. Typically, duplicate s increase this level by 20, s increase by 5, and the remaining lower rarities merely increases by 1.

Relationships

Relationships between units (Like, Dislike, Love, etc.) can play a role in how you'll clear a quest; moving a unit adjacent to another with a relationship (love/like/dislike/rival) to or from said moved unit will grant buffs to the source of the relationship. Each buff will last for 3 turns.

Relation Boosts
Relation Effect
Love.png

Love

+300 HP at the end of turn
Friendship.png

Like

+10% skill activation rate
Anger.png

Dislike

Small attack up (x1.1 multiplier)
Envy.png

Rival

+5-7 CP generation at the end of the turn

For examples:

  • moving Nomad adjacent to Macan will give Macan the Friendship buff (since Macan likes Nomad) and Nomad the Anger buff (since Nomad dislikes Macan).
  • moving Gunzo adjacent to Ashigara will grant Gunzou the Friendship buff, but Ashigara won't get any buff.

Boost Function

Starting from the 2017 Christmas Event, during special Event Quests, the Boost Function is a supplementary system aimed to provide party-wide buffs that typically last the entire battle.

With both the 2017 Christmas Event and 2018 Summer Festival Event, you can obtain special consumable items from item drops or the event item exchange shop.

With the 2018 Valentine's Event, the Boost Function was used via relationships between two units. Similar to this, the Distant Gendarme Event, non-consumed strategies (formations) provided boosts in a manner similar to relationships, but required units to be positioned a certain way.

Weapons and Energies

Each unit wields a certain weapon type and element, which acts as a multiplier on their base damage. Furthermore, each weapon type attacks in a different range. The weapon types, damage multipliers, and ranges are listed below:

Weapon Type Range Multiplier
1.00x ATK penaltyBlow (Fist) 1 space in front of unit 1.0x base attack
0.45x ATK penaltySlash (Sword) 3 spaces in front of unit horizontally 0.45x base attack
0.55x ATK penaltyThrust (Spear) 2 spaces in front of unit vertically 0.55x base attack
0.45x ATK penaltyShot (Bow) 3 spaces in front of unit vertically 0.45x base attack
0.28x ATK penaltyMagic (0.28x ATK penaltyMagic Rod) 5 tiles in a plus (+) shape in front of unit 0.28x base attack
0.26x ATK penaltySnipe (Gun) 5 spaces in front of unit vertically 0.28x base attack(?)

Furthermore, energies (attributes, elements) also multiply damage. Attacking an enemy disadvantageous to your unit's energy doubles damage, while attacking an enemy advantageous against your unit's energy halves damage. There are 5 main energies in the game, Element fire.pngFIRE, Element water.pngWATER, Element earth.pngWOOD, Element light.pngAETHER, and Element dark.pngNETHER, with 3 special energies: Element evil.pngINFERNAL, Element hero.pngVALIANT, and Element none.pngALL-ROUND. Strengths and weaknesses of these energies are listed in the table below:

Zokuseiaishohyo.jpg
Energy Advantages Disadvantages Notes
Element fire.pngFIRE Element earth.pngWOOD Element water.pngWATER Damage doubled when advantageous, while damage is halved when disadvantageous.
Element water.pngWATER Element fire.pngFIRE Element earth.pngWOOD
Element earth.pngWOOD Element water.pngWATER Element fire.pngFIRE
Element light.pngAETHER Element dark.pngNETHER Damage dealt and received are multiplied by 2x when advantageous/disadvantageous.
Element dark.pngNETHER Element light.pngAETHER
Element evil.pngINFERNAL Element fire.pngFIRE, Element water.pngWATER, Element earth.pngWOOD, Element light.pngAETHER, Element dark.pngNETHER Damage dealt and received are multiplied by 1.5x when advantageous/disadvantageous.
Element none.pngALL-ROUND Consult the notes below for details.
Element hero.pngVALIANT

Element none.pngALL-ROUND has no relationships, so no energy-based damage multipliers apply.

Element hero.pngVALIANT has special properties for the five main energies: Element fire.pngFIRE, Element water.pngWATER, and Element earth.pngWOOD are dealt halved damage, while damage from Element light.pngAETHER and Element dark.pngNETHER is halved. Element hero.pngVALIANT is advantageous against Element evil.pngINFERNAL .

The player can infer that relationships that are neither advantageous or disadvantageous offer no damage multiplier.

Pre-Quest Information

Gui quest information.png

You can view quest information by long-pressing on a quest in the main screen.

With this, you can view:

  • quest name
  • field size (rows and columns)
  • possible item drops
  • first completion reward
  • possible enemies encountered

beforehand, to determine what team is best for the quest.

13 comments
[Show Comments]

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The stories and information posted here are artistic works of fiction and falsehood. Only a fool would take anything posted here as fact.


Anonymous user
No. 15937
12 months ago
Score 0 You
One question: Why do some enemies randomly deal 10K damage to my units even if they are at level 5 enemy difficulty?
Theocron
No. 14892
18 months ago
Score 0++
We need to update this to include the new elements such as Infinite.
Anonymous user
No. 11491
30 months ago
Score 0 You
Infernal is a glass cannon. It does 1.5 damage to nearly everything, but takes 1.5 from those same things.
Anonymous user
No. 10504
34 months ago
Score 0 You

>>10503

They are available in the event shop for NEW seasonal events, rerun events like the one happening right now or just permanent unit campaigns don't have them.
Anonymous user
No. 10503
34 months ago
Score 0 You
How do you even get Level/Skill Seeds?
Anonymous user
No. 4771
49 months ago
Score 0 You
She possess a cute voice and it's adorable
Anonymous user
No. 3734
52 months ago
Score 0 You

>>3733

Housamo pvp is telling someone their husbando is shit
Anonymous user
No. 3733
52 months ago
Score 0 You
housamo pvp when
Anonymous user
No. 3709
52 months ago
Score 0 You
It's like pokemon the infernals are the legendary type, too rare and too OP
Anonymous user
No. 2631
58 months ago
Score 0 You

>>2630 Nope. As far as I know, all Units have an element and you can't change it. A character can have a different element in one of their variants, such as Shino (infernal) whose valentine variant is All, but you can't change the unit's element (using Shino again, you can't change his valentine variant from All element).

The protagonist, meanwhile, is always All-element. On both the 3* and 4*.
Anonymous user
No. 2630
58 months ago
Score 0 You

One question, can I change an element on a specific unit?

For example, my main character's element is water and I want to change it to fire... Can I do that?
Anonymous user
No. 2461
59 months ago
Score 0 You
Why can’t I get any drops from events? Do I have to fully conplete them in order achieve them?
Anonymous user
No. 2240
61 months ago
Score 0 You
INFERNAL'S TOO OP
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